

Still, we wanted to do more.Īnd then, as with all things, necessity prompted innovation… and we found ourselves refining an older idea I’d had all the way back when I was prototyping Resident Evil 2: The Board Game, four years ago. Resident Evil 3: The Board Game significantly reduced this setup time compared to its predecessor by switching most cards to living decks instead of unique decks for each scenario. That worked very well and gave us a lot of control over the length and experience of the scenario - but it also meant setup could take longer than we’d like. In the Resident Evil 2 and Resident 3 board games, we introduced the unexpected by using fixed tile layouts that were set up at the start of each scenario, with encounter tables to randomise the enemies that would be waiting. I know I am.Īs we touched on in the last post, one of the strongest elements in the Resident Evil video games is not knowing the way forward, slowly building out the map as you explore.Įach step should be one into the unknown, to replicate the sense of uneasy dread from the video game. I hope you’re all well, and starting to feel that tingling sense of excited dread for the upcoming Kickstarter campaign. ) New Exploration Mechanics in Resident Evil: The Board Game (Resident Evil: The Board Game will be the third board game release but first in the timeline, based on the 2002 REmake of the original video game.

Starting, of course, with exploration and encounters. Now, Sherwin Matthews, Lead Designer, is here to tell us about some of the brand new mechanics you can expect in Resident Evil: The Board Game - mechanics you won’t have experienced even if you’ve already played the Resident Evil 2 & 3 board games.

We’ve already met Rebecca Chambers in Character Design and covered the gameplay basics in the How to Play blog. We’re creeping ever closer to the Resident Evil: The Board Game Kickstarter launch on October 26 and, with it, our first foray into the Spencer Mansion as an open world campaign.īut before we can set food inside that sinister place - the place where Umbrella’s horrific experiments first broke loose - we’d better prepare with some gameplay blogs.
