RESIDENT EVIL QUEST
INTRODUCTION
Based on the Resident Evil Franchise.
Quest style game using track, cards, and Dice.
Each player is a team of Operatives, Mercs, and/or Survivors that have
Infiltrated a Top Secret Underground Umbrella Corporation Research Facility
With the intent to destroy it.
The teams will fight Zombies, mutants, Umbrella employees, and Facility Defenses.
They will be aided by cards representing Weapons, Alice, and new recruits.
DISCLAIMER
Resident Evil is a licensed copyrighted property.
This is merely a fan site.
VICTORY
Make it to the end of the Track and destroy the Boss Monster you encounter there.
Be the first player to do this.
LOSING
If all your Agents are killed. Build a new team and start over from square one.
DECKS
There are 4 Common Decks:
Agent Deck: Contains Agents you can recruit for your team.
Aid Deck: Helpful events and things you find along the way.
Encounter Deck: Foes and unfavorable events.
Boss Deck: Big Monsters
Each deck will have its own Discard.
If any decks run out, shuffle the discard and draw from it.
DICE
Six and ten sided dice are required.
THE TRACK
The Facility is represented by a track that is 40 spaces long.
The first space is the Entrance.
The end space is the Final Encounter.
PAWNS
Each player will have 1 Pawn to represent their team’s location on the Track.
This is also called the Team Marker.
SETUP
Shuffle the Deck.
Players roll high to see who goes first.
Place pawns on the start space.
Each player draws 3 Aid cards.
BUILDING A TEAM
Each player draws 7 cards from the Team Deck and Discards one.
UNIT AND ATTACK STATS
Friends (Agents, Mercs, Survivors) and Foes Zombies, Monsters, etc.) are called Units.
Units have 3 Stats:
Life: How many hits are required to kill the Unit.
Evade: Chance of avoiding all Damage if successfully hit by a Foe
Attacks: Each unit gets 1 or more attacks per turn.
Each attack has the following stats:
Initiative: Determines attack turn order. Higher scores attack sooner.
Aim: Chance of hitting an enemy. (On a 10 sided die)
Strength: Damage inflicted by a successful hit. (Usually 1 point)
REGENERATION
Some Monsters have this ability.
If not killed during a turn, the remove 1 point of damage at the end of the turn.
CONTAMINATION
Many Monsters and Zombies have this ability.
If an Agent is damaged but not killed, there is a 50% they will turn into a Zombie
At the end of the turn which must be fought immediately by the team:
Transformed Agent Zombie stats: Life = 2 Evasion = 3
One Attack: Bite: Initiative = 8 Aim = 5 Strength = 1 Contamination
ALICE
Alice, the kick-ass superhuman agent and the star of the series is
Part of all teams, but not always around. She comes and she goes.
Powerful Aid cards represent her presence. Save one for the final Boss.
Note: Alice is immune to contamination.
When an Alice card is played, she will stay for the entire turn. Then discard her.
TURN SEQUENCE
Players take turns.
Each turn has 6 Phases:
Aid Phase
Recruit Phase
Move Phase
Encounter Phase
Fight Phase
End Phase
AID PHASE
Draw 1 Aid Card and add it to your hand.
RECRUIT PHASE
Some Action Aid cards are played in this phase.
MOVE PHASE
Roll 1D6 and move your Team Marker (Pawn) forward that many spaces.
ENCOUNTER PHASE
If you land on another player’s pawn immediately move forward 1 space.
Draw 1 card from the Encounter Deck. This will be something you have to fight this turn.
If you reached the Final Space draw a card from the Boss deck instead of the Encounter deck.
FIGHT PHASE
Units make attacks in order of Initiative.
Let an opposing player control the Monsters and Zombies.
If playing solo determine the targets of monsters randomly.
Attacks with the same Initiative are considered to be simultaneous.
When making an attack roll 1D10: If this equal to or less than the Aim score of
The Attack then the Attack hits.
The Defending Unit then rolls 1D10. If this equal to or less than the Evade score of
The Unit then the Attack is negated.
Attacks that hit and are not evaded do Damage. Usually just 1 point of damage.
A Unit that has more Damage than Life is killed.
Discard killed Unit cards.
Some Foes give a reward when they are killed.
During a fight Phase turn all Units get to attack (usually just once)
Repeat the Fight Phase sequence until one side is completely killed off or an
Aid card allows you to escape.
END PHASE
Make Contamination Checks.
Max hand size is 6 cards. Discard excess cards.
THE AGENT DECK
Agent: Life Evade Atks Init Aim Str Notes
Jill Valentine Operative 3 5 1 6 7 1 -
Carlos Olivera Merc 2 4 1 5 6 1 -
Rain Ocampo Operative 3 3 1 4 5 1 -
K-Mart Survivor 1 7 1 4 4 1 -
Matt Addison Activist 1 4 1 3 3 1 -
Luther West Survivor 1 5 1 6 6 1 -
Chris Redfield Operative 2 5 1 6 5 1 -
Barry Burton Operative 2 5 1 4 6 1 -
Leon Kennedy Merc 2 4 1 5 5 1 -
Ada Wong Spy 2 6 1 7 8 1 -
Nicholai Ginovaef Merc 2 4 1 5 5 1 -
Mikhail Victor Merc 2 4 1 5 5 1 -
Peyton Wells 2 4 1 5 6 1 -
Security Operative 2 4 1 5 5 1 -
Civilian Survivor 1 3 1 3 2 1 -
Scientist Defector 1 3 1 4 3 1 -
STARS Team Operative 3 5 1 6 6 1 -
Freelance Operative 2 4 1 5 5 1 -
Paramilitary Merc 2 4 1 4 5 1 -
Special Police Operative 2 4 1 4 5 1 -
AID DECK
Card: Notes:
Run Away Escape: End combat after turn 3
Withdraw Escape: End Combat after turn 2. Move back 1D6 spaces
Evasion Escape: End Combat after turn 2
Rearguard Escape: End combat after turn 3. Kill 1 Agent
Stealth Escape: Negate Combat
Shotgun Weapon: Aim +2 and Strength +1
Assault Rifle Weapon: Initiative +1 Attacks +1 and Strength +1
Machine Pistol Weapon: Attacks+1
Sniper Rifle Weapon: Initiative +3 and Aim +2 and Strength +2
Grenade Weapon: Attack: Aim +2 and Strength +3
Custom Revolvers Weapon: Attacks +1 and Strength +2
Mini-Gun Weapon: Attacks +3 and Strength +2
SAW Gun Weapon: Attacks +2 and Strength +2
Rocket Launcher Weapon: Initiative +3 and Strength +5
Katana Weapon Attacks +1 and Aim +1 and Strength +1
Sacrifice Kill target Agent and do 2 Damage to Foe
Trap Do 1 Damage to Foe
Superior Firepower All Agents get Attack +1
Kill Zone All Agents get Aim +2
Shoot First All Agents get Initiative +4
Shutdown Computer Negate Laser Grid
Air Masks Negate Nerve Gas
Hide All Agents get +10 Initiative this turn
Body Armor Life +1 permanently
First Aid Remove 1 Hit of Damage
CPR Restore Agent who just died to 1 Hit of Life
Stim Pack Remove 1 Hit of Damage and Initiative +2 and Attacks +1
Head Shot Strength +2 vs Non-Group Foe
Last Stand If 2 or less Agents, All Agents get Evade +2 and Strength +1
Infiltrate Move Forward 1D6 Spaces.
Gather Supplies Draw 2 Aid Cards
Map Move Forward 1D6 Spaces.
Armory Draw next 2 Weapon cards in Aid deck. Shuffle the deck
Detailed Plan Draw 3 Aid Cards
Rescue Draw 1 card from the Agent Deck
Backup Draw 1 card from the Agent Deck
ALICE AID CARDS (These are part of the Aid Deck)
Card: Life Evade Atks Init Aim Str Notes
Kick-Ass Alice 6 7 1 7 8 2 -
Pissed-Off Alice 5 6 1 8 8 3 -
Tough Alice 4 6 1 6 7 2 -
Anti-Serum Alice 3 4 1 4 5 1 -
Post-Coma Alice 4 5 1 5 6 2 -
Amnesia Alice 5 5 1 5 6 2 -
Psychic Alice 4 5 1 9 8 3 -
ENCOUNTER DECK
Card: Notes:
Ambush Foes get Initiative +10. Draw Again
Surprise Foes get Initiative +8. Draw Again
Short Range Foes get Initiative +6. Draw Again
Laser Grid Attack of Aim = 5 Damage = 5 against each Agent
Nerve Gas Each Agent killed on a roll of 1-2 on 1D6
Sealed Doors Agents may not escape this turn. Draw Again
Trapped Agents may not escape this turn. Draw Again
Surrounded If attacked by a group Agents may not escape this turn. Draw Again
Pursuit Agents may not escape this turn. Draw Again
Panic Random Agent cannot Attack this Combat Phase. Draw Again
Way Blocked Team goes back 1D6 Spaces. Draw Again
Viral Infection Random Agent Contaminated
Red Queen Team goes back 1D6 Spaces. Draw Again
Transformation Random Agent killed. Draw Again
Bad Clone Fight Agent from Discard. If none Draw again
FOE ENCOUNTER CARDS (These are part of the Encounter Deck)
Card: Life Evade Atks Init Aim Str Notes
Ravenous Zombies 6 3 1 3 3 1 Group. Gain +1 Atk/turn
Mutant Ravens 4 6 2 6 3 1 Group. Gain +1 Aim/turn
Scientists 2 3 1 3 3 1 When killed Draw again
Commandos 5 6 4 6 5 1 Group. After Draw 1 Aid
Search Team 4 5 3 5 4 1 Group. After Draw 1 Aid
Test Subjects 3 3 1 5 5 1 Group. Contaminate
Bio-Weapons 4 4 2 5 5 1 Group
Los Plagas Zombies 4 4 1 4 4 1 Group. Contaminate
Zombie Dogs 2 5 1 7 5 1 Group. Contaminate
Undead Horde 5 3 2 3 3 1 Group. Regenerate
Super Zombies 6 4 2 5 5 1 Group
Lickers 3 6 2 6 6 1 Group
Supersoldiers 5 5 3 5 5 2 Group
Crimson Heads 4 6 2 5 5 1 Group
Uber Licker 3 5 1 6 6 2 -
Clone Zombies 4 3 2 4 3 1 Group. Contaminate
Hunters 5 6 2 5 6 1 Group
Regenerador 3 4 1 5 5 1 Regenerate
Chimera 3 4 1 4 4 1 -
Nosferatu 2 3 1 5 5 1 -
BOSS DECK
Card: Life Evade Atks Init Aim Str Notes
Tyrant 8 6 2 7 7 2 -
G-Mutation 10 3 1 4 4 1 Gain 1 Strength per turn
Super Mutant 9 5 2 6 6 3 -
T-Type Nemesis 7 4 1 5 5 2 Regenerate
Note: You cannot Escape a Boss in the Final Space.
LINKS