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  1. #1
    Junior Member
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    Jul 2012
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    14

    New to Resident evil DBG

    Hi

    My copy of resident evil DBG just came in, i bought the premier with al of it expansions, now my question is, how do you play solo game? Can some one tell me how or some customs solo play please!
    Thanks!

  2. #2
    Senior Member
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    Sep 2011
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    400
    Single player is setup the same way as the game type you what to play, Story, Mercenaries, and so on.

  3. #3
    Junior Member
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    Jul 2012
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    Yes but isn't the story mode overpowered? that i mean that you can wait until you have powerfull item and then go in the mansions, that way you can win it fast and you always win. isn't there any way to customize the story game to single player mode?

  4. #4
    Member
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    Jan 2011
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    Maryland
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    I would play mercenary mode. You'll have a set number of turns to play in and as solo, it's the way to see how you can rack up the highest score before turns run out.
    If you have the expansion with infection you could also play solo. Infection will force you to explore into the mansion so you don't get zombified too fast.

  5. #5
    Junior Member
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    Jul 2012
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    Ok thanks i will try i it:d if you have other suggestion please tell me

  6. #6
    Senior Member
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    Mar 2011
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    Cincinnati, OH
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    Could play solo Outbreak, with the clause of Game Over if you turn into a zombie. That way you can't just wait until you get high level weapons. (I know its suggested above, but its IMO the best way to play solo story)

  7. #7
    Senior Member
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    Apr 2011
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    Also, you can play on Professional mode which forces you to explore each turn as well. It gets really nasty. Especially since all the infected have +10 health/damage and you apply the effects, if any, twice. Or you can do what my group does and just force the explore every turn and not use the rules from Hard mode. (We end up dying waaaay too quickly sometimes)

  8. #8
    Junior Member
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    Jun 2012
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    I play with split characters and forced explores. Basically I play with two characters with individual damage tallies and decorations. The inventory and draw hand is the same though.

    At the start of my (or each players) turn, I decide which of the two character gets to be the active character. The character that is not active loses its text effects but is still affected by effects targeting the player. There is a required forced exploration every turn (which is brutal at early games). You may heal your non-active character at half its value as determined at instance of heal (if healing spray or G-R herbs are used; calculate the amount to be healed and half it).

    Should a character receive more damage than its health, tilt it sidewise to indicate it is fatally injured. You may not use this character until its damage reduces to less than its maximum health. Should both your characters be fatally injured, the player is removed from the game.

    It basically increases more emphasis on early weaponry and healing at the start of the game.

    edit: Forgot to add, if playing with more than one player. The person who gains the most decos wins as usual. But deco calculation is by: Total decos of both chars - half of deco difference of the chars (rounded down).

    So if you have 10 decos and it is on one character, it is a end deco of 5. If you have 8 decos on one and 2 decos on another, it is an end of 7 decos.
    Last edited by kelemvelor; 07-19-2012 at 08:10 AM.

  9. #9
    Senior Member
    Join Date
    Apr 2011
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    353
    Quote Originally Posted by kelemvelor View Post
    I play with split characters and forced explores. Basically I play with two characters with individual damage tallies and decorations. The inventory and draw hand is the same though.

    At the start of my (or each players) turn, I decide which of the two character gets to be the active character. The character that is not active loses its text effects but is still affected by effects targeting the player. There is a required forced exploration every turn (which is brutal at early games). You may heal your non-active character at half its value as determined at instance of heal (if healing spray or G-R herbs are used; calculate the amount to be healed and half it).

    Should a character receive more damage than its health, tilt it sidewise to indicate it is fatally injured. You may not use this character until its damage reduces to less than its maximum health. Should both your characters be fatally injured, the player is removed from the game.

    It basically increases more emphasis on early weaponry and healing at the start of the game.
    Interesting set-up. I'll mention it to my play group next time we play.

    Some set-ups that I have used, all with forced explores:

    5/10 character relay. Each player is dealt the same number of characters face down. Randomly choose one as your starting character. When a character dies, discard it, skip a turn and then on your next turn randomly pick another character and continue play. I've found this mode to be more fun when decorations don't carry over from one character to the next as well. So for example, I start with Barry as my first character and kill a couple of zombies and gain 3 decos. He is injured and runs into Uroboros and dies. 2 turns later, I put the decos scored so far aside and flip Leon. He starts with zero decos. If we play Professional (+10 health and dmg and x2 effects) then we run with 10 characters each. Otherwise 5 is usually more than enough. This mode really focuses on stream-lining your deck building skills.

    Partner mode: but I keep a separate deco count for each partner instead of a combined count. As usual, you must choose which of your characters is the leader in each explore. Mansion cards (infected and items) attach to the leader instead of defaulting to your main character. All other rules for partner mode apply.

    Partner mode: any attached weapons on your partner have a max output of 20 dmg including bonuses. Same with any abilities that deal damage (Krauser, Claire). So you can attach that flamethrower on your partner if you want, but even if you have 30 cards in your discard it still only deals 20 dmg.

    Special weapons: such as Survival Knife or Automatic Shotgun have their effects changed to +10 dmg. The shotguns still give +1 explore though. All other weapons keep their effects. The Signature Special deals X+10 dmg obviously, not just 10.

    Gatling Gun: single use then goes back into the mansion like the rocket launcher does.

    Magnums: deal -20 dmg. At some point we got tired of the 1:1 ammo:dmg ratio at a high dmg output.

    Not all of these were in effect at the same time of course. But there were games with a few of them in play at the same time.

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