Resident Evil 1 : The Board Game - par Steamforged Games

oui pour la version retail , pas le KS

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Ouais. C’est pas ouf non ?

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Effectivement ^^

Je trouve que c’est moyen mais honnete. On voit moins de details que du FFG ASE mais le plastique est d’une couleur pas top pour voir les details, je pense donc que c’est assez comparable en finition, sauf pour les visages, là clairement ils sont inexpressifs.

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Voilà une video de BoardGameCo

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Focus sur la nouvelle mécanique des puzzles

We’ve got something really special for you today, Survivors. Today, we’re checking out a brand new mechanic for the Resident Evil: The Board Game: Puzzles!

Okay, you got us. Because puzzles are such a key part (pun intended) of the Resident Evil video games, they have popped up in our Resident Evil board games before. After all, how could you make a Resident Evil game without puzzles?

HOWEVER:

For the Resident Evil 1 board game, Sherwin and the team wanted to go the extra mile to really do puzzles justice. This time, we’ve introduced a whole new system to keep you on your toes!

So, even if you’ve played the Resident Evil 2 or 3 board games already, get ready for ingenious little tabletop puzzles like you’ve never seen them before…

Wind-Crest-Puzzle-Card

Designing Puzzles for the Board Game

by Sherwin Matthews

Puzzles are an integral part of the original Resident Evil video games. They’re something that not only set the video games apart when they were first released, but grew to influence a host of other games in the genre they created.

Whether it’s pushing statues around in the armour room or the water sample puzzle in the dead factory, anyone who’s played the video game will remember gnashing their teeth in frustration for what seemed like hours before suddenly working out the answer.

(And if you’re new to the series, just ask any veteran and they’ll (un)happily tell you their least favourite puzzle.)

Despite the above, in our previous two Resident Evil board games, we kept puzzles to a minimum. An odd decision, you might think, for such an iconic video game mechanic — and I’d probably agree with you, if I hadn’t spent quite a lot of time thinking about their gameplay and how to make them fit!

For Resident Evil: The Board Game, though, we wanted to change that. But before we get into how puzzles work now, let’s take a quick look at how they worked before.

During the development of Resident Evil 2: The Board Game, I wrote down all the puzzles on post-it notes before grouping them into spaces on the wall.

To my surprise, most of them happily fit into ‘fetch puzzles’ — finding an item and taking it to the correct place in order to solve the puzzle.

Obviously, there were a handful of other examples, but nowhere near enough to justify introducing a new system to the game. Because fetch puzzles were easily replicated and perfectly suited to board games, that’s the mechanic we went with.

Fetch puzzles continued into Resident Evil 3: The Board Game, where the source material admittedly contained more non-linear puzzles, but we had to be careful not to over-complicate the game due to the open world system.

Introducing open world exploration had already added plenty of complexity, and puzzles might tip it over the edge.

Puzzles in the New Resident Evil Board Game

But, when it came to Resident Evil: The Board Game, I knew puzzles would need to play a bigger role. Not only are there more of them in the original Resident Evil video game, but they’re also a massive part of that video game’s identity.

So, how did we go about adding them into the board game this time?

Star-Crest-Puzzle-Card

Choosing the Puzzles

For us, the most important thing was not to introduce something that would drag you away from the action, or leave you scratching your heads for hours on end. In the video games, stumping players for a few hours wasn’t a problem. But in our multiplayer board game? Another thing entirely.

That meant riddles were out, straight away. But then, I’ve never been much of a fan. Once you know the answer, it will never be a puzzle again.

Our next port of call was a cypher system, where you’d have to find keys and combine the numbers on them with the numbers on locks. Find the right combination? The door opens. This offered a little more replayability, but necessitated the need for a reference book full of numbered entries.

It was a step closer, but didn’t feel appropriate to the source material. And besides, the tiger statue broke the system pretty quickly!

But then the painfully obvious occurred, whilst I thought about how to replicate the gallery puzzle. Why not just recreate the puzzles in the game?

Simple, huh?

Recreating Video Game Puzzles

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Resident Evil: The Board Game includes a set of four puzzle cards, each showing one of the crests that can be found in the game, against a different coloured background. These are used for a wide variety of puzzles to represent switches or objects that you need to find or activate.

Take the aforementioned gallery, for example.

Gallery Puzzle

At the start of the scenario containing this puzzle, you shuffle the four cards, then deal them face down, discarding the last card without looking at it. These cards represent a series of panels, each coloured differently, which you can activate if you find the corresponding switches. Activate the correct lights and flip all of the cards face up, and the gallery door unlocks.

But you have to be wary of the missing card. Press the wrong button, and not only will all of the cards flip face down once more, but they’ll be shuffled together again, changing the sequence. In order to truly be successful, you must search out the file containing the solution.

Sound fun? It is, and adds an entirely new dimension to the game. And that’s just one example.

Once I’d worked out how to bring these cards to the game in a way that wouldn’t force you to break from the action, a host of different options presented themselves, which we’ve merrily sprinkled throughout the game.

I can’t wait for you to get exploring for yourself and let us know your favourites as you find them!

Sun-Crest-Puzzle-Card

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Dernier article à 3 jours du lancement de la campagne KS

You’re Not Alone in the Mansion…

Did the puzzles blog get you thinking? Good! Lead developer Steve and I had great fun channelling the spirit of George Trevor as we devised them, and we hope you have just as much fun puzzling them out.

But puzzles aren’t the only new mechanics in Resident Evil: The Board Game.

Today, I’m back to talk about something we’re particularly excited about, after we trialled a more streamlined version in Resident Evil 3: The Board Game to great reception.

What am I talking about? Why, the character reserve, of course!

Going Off-Camera

Something’s definitely wrong with this house…

One of the most exciting elements of Resident Evil: The Board Game is how alive the mansion feels.

Gameplay is made up of a series of scenarios which you can explore in any order you choose, and those choices are always meaningful ones. As you explore, your actions will define how dangerous the mansion becomes, as well as the types of enemies that prowl through the corridors. Decks will even change over time — some cards will be added and removed; others will evolve to gain new rules and effects.

Not only that, but the narrative events that crop up are unique, too, with multiple potential resolutions, changing your experience from playthrough to playthrough.

But we didn’t want the camera so firmly focused on your characters that we ignored the rest of the mansion. After all, for the mansion to truly feel alive, things needed to be happening elsewhere.

And you aren’t the only ones in the mansion. Come in, Bravo Team…

Rescuing Characters

Don’t be surprised if you come across other survivors. Or, if you’re too late, their remains. Those friendly faces can be a welcome break from the tension — as long as they’re still attached to the person they belong to!

If you do manage to rescue someone, they’ll be placed in your character reserve , becoming a capable ally with a new set of skills.

You can even choose to switch to that character between scenarios, if your current character needs a break. But bear in mind that any wounds your current character has won’t be erased if you put them in reserve — and the same goes for rescued characters you take out of the reserve, too.

But wait , I hear you ask. How could a character in the reserve already have wounds, if we haven’t played them yet?

Two reasons:

One, there’s nowhere safe in the mansion. Enemies won’t stop hunting you while you sit down and take five, just because you’re not involved in the current scenario.

And two, because each character in Resident Evil: The Board Game is an elite S.T.A.R.S. officer. They’re no slouches and they won’t be content to sit around and wait for instructions.

Instead, rescued survivors will fill their time searching for other survivors, making ammunition and supply runs, investigating their surroundings, and securing escape routes. And that’s where missions come in.

Sending NPC’s on Missions

“S.T.A.R.S. Alpha Team — please respond!”

New to Resident Evil: The Board Game, we’ve introduced a variety of off-camera missions that can be triggered in a number of different ways.

You might find yourself in a situation that requires an ally to dash off and find a serum to treat a wound. Or maybe there’s a crashing sound somewhere else in the mansion, and one of the reserve characters sets out to investigate.

You might even find yourself dragged away from the action to help an ally under attack…

Whatever the mission, resolution will be swift so it doesn’t slow down the game. Your main challenge will be the risk-versus-reward decisions that come with it.

So, let’s take a look at how missions work.

How Missions Work

At the start of a mission, you’ll assign a character from the reserve. Because the missions are off-camera, the way their progress is represented is simple:

At the top of the encounter cards — the cards you’ll usually draw when you enter a new area — is a series of symbols. When a character is on a mission, you’ll draw encounter cards to show their mission progress, ignoring the text to focus on those symbols instead.

For example, take a look at the top of this card:

As you can probably guess, the wound symbol is less than ideal, and is how reserve characters can pick up injuries before they’ve even entered active play.

Other cards might represent the character finding a clue or discovering an item they can bring back… if they survive .

And there’s the important part about reserve characters and missions. All characters have limited health, even those in the reserve. And any character who goes on a mission can pick up wounds.

If a character gains five wound tokens? They’ll die, as the fiends in the mansion claim yet another victim.

If you place Rebecca in the reserve with two wounds and then send her on a mission, you’d better hope it goes smoothly. But what if things go really badly?

Well, mechanically, this is a tense system designed to push your luck. At any time, you can choose to have the character abandon the mission — even if it means leaving another survivor to their fate or missing out on valuable supplies.

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On connaît la durée de la campagne ?

moins d’1h comme pour le jeux vidéo en speed run :grin: :rofl: :rofl:

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Un pronostic pour le tarif de la core box?

RE2 et RE3 étaient à 65 livres. Avec l’inflation on peut partir sur du 70 livres. Je dis ça au pifomètre.

Par contre, les fdp risquent d’augmenter.

A mon avis, c’est surtout les extensions (les 2 extensions gameplay + le probable set de décors 3D) qui vont faire grimper la note.

En pledge sec, les précédents KS de SFG sont plus intéressant que le retail, car il y a une ou deux extensions d’offertes.

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Merci :+1:t2:

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Voilà la première video d’une partie…

It’s the first official playthrough video for Resident Evil: The Board Game! :eye:

Step inside the Spencer Mansion with us as we take on a special introductory scenario and walk through key rules and mechanics…

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Ils parlent très vite, c’est chaud. Mais j’ai quand même bien saisi les arguments de poids de la jeune femme à droite. :arrow_right: :door:

Le gameplay à l’air cool et pas indigeste, pour le matos dur de se faire une idée sur proto, mais si VF et prix raisonnable faut voir…

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Je trouve que c’est de bons arguments.

Pour le pledge de base il faudra compter 85€

Pour le All-in, 257€

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A noter que pour les returning backers de RE2 et RE3, la figurine exclusive de Rebecca Chambers version rookie sera offerte. De même pour les backers de RE3 prenant le Pledge Alpha

Ils ont aussi rappelé et détaillé la façon dont va se dérouler la campagne our les SG

Exclusive Kickstarter Unlocks

As we covered in a previous post, the Resident Evil board game Kickstarter will be an open world campaign . Instead of traditional stretch goals based on funding total, there will be exploration goals unlocked each day based on the choices you make.

On top of those, we’ve got Advanced Characters to unlock, including alternate minis and new player character rules. Plus we’ll have a number of goals to unlock at funding, social, and backer milestones , too.

There’s plenty of goals to unlock, and we can’t wait to tread through those claustrophobic hallways with you…

But here’s the most important part:

Every goal unlocked during the Kickstarter campaign will be Kickstarter exclusive, and both pledge levels get every goal.

So, whether you’re a Bravo or Alpha backer, you’ll get a tonne of extra, exclusive rewards added to your pledge just for supporting Resident Evil: The Board Game on Kickstarter!

Ca fait la boite à 100€ avec les fdp et les SG quoi c’est pas excessif :slight_smile: Reste à voir si il y aura une VF

Croisons les doigts :crossed_fingers:t2: