onload="if (document.body.scrollIntoView && fetch_object('currentPost') && (window.location.href.indexOf('#') == -1 || window.location.href.indexOf('#post') > -1)) { fetch_object('currentPost').scrollIntoView(true); }">
azithromycin
Results 1 to 2 of 2
  1. #1
    Administrator Alex_Bandai's Avatar
    Join Date
    Oct 2010
    Posts
    289

    Post ALL CARD Detailed Explanations (Updated 5/24/11)

    Character Clarification will be added as new questions are answered.

    I will list each effect as either:
    [Once Per] – Can be used only once per turn.
    Or
    [Multi Use] Can occur multiple times per turn OR is always active.

    *NEW [Partner] will indicate if the character has additional explanation for play as a Partner.
    *NEW When a Character’s effect refers to itself by Name the effect only affects itself in Partner Mode.
    *NEW When a Character’s effect refers to “you” or “your”, the effect affects both Characters in Partner Mode.


    ---------------------------------------------------------------------------------
    ------------------------------[RESIDENT EVIL]----------------------------------
    ---------------------------------------------------------------------------------


    CH-001 ALBERT WESKER

    [Multi Use] LVL 1 - The effect occurs each time he explores or attacks a character, so if multiple attacks or explores occur, you will get +20 Gold for each one.

    [Once Per] LVL 2 - Anytime during your turn, you can select any player including yourself, the selected player will get +1 Explore during their next turn, and will have to use at least 1 explore before they can end their turn, unless an effect ends their turn for them. You can choose to not use the effect.


    CH-002 LEON S. KENNEDY

    [Multi Use] LVL 1 - All of your Weapons with the type "Pistol" will have their Ammo Requirement reduced by 10.

    [Multi Use] LVL 2 - All of your Weapons with the type "Pistol" can be shot twice if you have twice the Ammo Requirement. (ie, to shoot a Handgun twice, you would have to pay the Ammo Requirement twice.) This effect was intended to be used once for each of your Pistols. If you choose to split up your explores, you would have to play a different Handgun during the second explore then was played during the first. 1 weapon cannot be used in 2 different explores during the same turn unless it can somehow be returned to the hand before the next explore.

    CH-003 CLAIRE REDFIELD

    [Multi Use] LVL 1 – All ammunition you play provides an additional 10 ammo.

    [Multi Use] LVL 2 – All ammunition you play provides an additional 10 gold.

    CH-004 SHEVA ALOMAR

    [Once Per] LVL 1 – On your turn, you can take a card from your hand and swap it with the top card of your Inventory. You cannot do this if you do not have any cards in your Inventory.

    [Multi Use] LVL 2 – All your Weapons with the type “Rifle” get their Ammo Requirement reduced by 20.

    CH-005 BARRY BURTON

    [Once Per] LVL 1 – Once per turn when you attack or explore, you can have 1 of your Weapons get +5 Damage during that attack or explore.

    [Multi Use] LVL 2 – All your Weapons with the type “Magnum” get +20 Damage.

    CH-006 ADA WONG

    [Once Per] LVL 1 – Once per turn when you explore, you can look at the top card of the Mansion Deck and either move it to the bottom or leave it on top. Afterwards you must continue your explore by playing your Weapons/Ammo and revealing the top card of the Mansion Deck.

    [Once Per] LVL 2 – As your turn starts, you can choose to get an additional Action by reducing your Buy by 1. Normally this means you will not be able to Buy that turn, unless you have an effect that gives you additional Buys.

    CH-007 JACK KRAUSER

    [Once Per] LVL 1 – As your turn starts, you can pick up the top card of the “Knife” Resource Pile and move it to your Discard Pile.

    [Multi Use] LVL 2 – All your Weapons with the type “Knife” get +5 Damage.

    CH-008 CHRIS REDFIELD

    [Multi Use] LVL 1 – No matter what, Chris cannot be healed or have Items attached to him. This effect is always active.

    [Multi Use] LVL 2 – When Chris explores, he can choose 1 of his Weapons to get +5 Damage for each Infected he is fighting against, during that explore. This effect will occur during each explore if they are performed separately.

    [Partner] – While a Partner, Chris cannot have any cards attached/equipped to him.

    CH-009 JILL VALENTINE

    [Multi Use] LVL 1 – All your Weapons with the type “Explosive” get +5 Damage. This does not impact the effect of explosives, but only their Damage icons, so the damage from the effect of the Grenade will not be increased by this effect.

    [Multi Use] LVL 2 – When you use a Weapon with type “Explosive”, if it would be Trashed via its own effect, it is instead moved to your Discard Pile.

    CH-010 REBECCA CHAMBERS

    [Once Per] LVL 1 – When you use an effect that Trashes cards, you can choose to move the cards you for that effect to another player’s Discard Pile instead. This will move all cards due to 1 effect, so in the case of Shattered Memories you can move the shattered Memories as well as the 2 cards you trash to another player’s Discard Pile or or any subset of those 3 cards (Shattered Memories + 2 Cards from your Discard Pile). All the trashed cards that are being moved to a Discard Pile, must all be moved to the same Discard Pile.

    [Once Per] LVL 2 – As your turn starts, you can choose 1 card in your Discard Pile, and Trash it.

    ---------------------------------------------------------------------------------
    ------------------------------[RESIDENT EVIL - PROMOS]----------------------
    ---------------------------------------------------------------------------------


    PR-001 CHRIS REDFIELD (LOST IN NIGHTMARE)

    [Multi Use] LVL 1 – Each time Chris receives Damage from an Infected due to Combat Damage, that Damage is reduced by 10. This doesn’t prevent damage from effects.
    [Multi Use] LVL 2 – As your turn starts, Chris gets +1 Explore for his turn. Each time Chris receives Damage from any Weapons except if it’s due to their effect, the total Damage dealt by all the weapons at one time is reduced by 10.

    PR-002 JILL VALENTINE (LOST IN NIGHTMARE)

    [Once Per] LVL 1 – As your turn starts, you can choose to skip your current turn and discard your hand (You do not draw 5 cards at the end of this skipped turn). If you do, at the start of your next turn, you get to draw 5 cards, get an additional Buy, Action, and Explore. If you do this and your next turn is skipped due to an effect, then you will not get the bonuses of your effect.

    ---------------------------------------------------------------------------------
    ------------------------------[RESIDENT EVIL - ALLIANCE]----------------------
    ---------------------------------------------------------------------------------


    CH-011 CARLOS OLIVEIRA

    [Once Per] LVL 1 – You continue to explore as usually, except you have more knowledge about what you will reveal before you have to decide which weapons to use.
    [Once Per] LVL 2 - An example of this would be if 1 Infected with 40 health is revealed and you are dealing exactly 40 damage with your weapons, then the effect will apply after the explore. If 2 Infected with 60 combined health are revealed, then you would need to be dealing exactly 60 damage to get the effect.

    CH-012 JOSH STONE

    [Multi Use] LVL 1 – After you reveal the weapons you are using during your explore, you cannot assign any to Josh if their cost is 50 or more.
    [Multi Use] LVL 2 – Josh’s Partner can have an additional 2 cards attached during Partner Mode.

    CH-013 STEVE BURNSIDE

    [Multi Use] LVL 1 – At the beginning of your turn you must heal Steve by 10 health.
    [Once Per] LVL 2 – You do not get the effect of the card you discarded for this effect.

    CH-014 JACK KRAUSER

    [Multi Use] LVL 1 – After you reveal the weapons you are using during your explore, you cannot assign more than 1 weapon to Jack.
    [Multi Use] LVL 2 – Jack’s base damage is constantly equal to the number of cards in your hand. Anytime the number of cards changes in your hand, his damage is also instantly changed.

    CH-015 HUNK

    [Once Per] LVL 1 – The damage is dealt all at once , so even if it is greater than the amount of damage the partner can take, it all is dealt to the partner.
    [Multi Use] LVL 2 – hulk draws an additional 2 cards even if you’re not playing Partner Mode.

    CH-016 JILL VALENTINE (BW)

    [Multi Use] LVL 1 – Jill gets this effect every turn when not in Partner Mode.
    [Once Per] LVL 2 – This effect allows Jill to defeat a “Las Plagas” during another player’s turn, and effectively taking their potential kill. This will defeat the “Las Plagas” that was revealed to trigger this effect, not the next one. This is not the same as actually playing the Flash Grenade, and the Flash Grenadeis trashed as part of Jill's effect not its own effect. Jill (009) does not prevent this effect from trashing the Flash Grenade.

    CH-017 BILLY COEN

    [Once Per] LVL 1 – The gained Ammo is moved to your discard pile. You cannot use this effect if there are no available 10X Ammo.
    [Once Per] LVL 2 – This effect works even if you only have 10 cards in your discard pile and moving 1 of them to your hand would result in less than 10 cards.

    CH-018 LEON S. KENNEDY

    [Once Per] LVL 1 – If you have no Inventory when you use this effect, the card becomes the top card of your inventory.
    [Once Per] LVL 2 – You cannot look at the card when you use this effect.

    CH-019 CHRIS REDFIELD

    [Multi Use] LVL 1 – This effect works even if your other character is using additional weapons as it only affects Chris and checks only what he is using.
    [Multi Use] LVL 2 – If you are using only 1 Weapon, that weapon gets a total of -40 Ammo Requirement since it fulfills the condition of the first effect.

    CH-020 CLAIRE REDFIELD

    [Multi Use] LVL 1 – This increase Claire Base Damage, so she doesn’t need to be using a Weapon to get the increase. You do not trash the herbs for this effect, but for their own effect. So if you have an herb that doesn’t have a trash effect, you cannot trash unless some other effect trashes it.
    [Multi Use] LVL 2 – This effect will increase the damage given by the first effect.
    Checkout the Card Clarifications to see if your questions have been answered.
    -If you find an answer that you think should be in the Card Clarification section please pm me.

    bykova(AT)bandai.com
    Bandai America
    BandaiCG Twitter
    BandaiCG Facebook

  2. #2
    Administrator Alex_Bandai's Avatar
    Join Date
    Oct 2010
    Posts
    289
    Weapon Clarifications will be added as new questions are answered.

    ---------------------------------------------------------------------------------
    ------------------------------[RESIDENT EVIL]----------------------------------
    ---------------------------------------------------------------------------------
    WE-001 GRENADE
    WE-002 LONGBOW
    WE-003 SUBMISSION
    WE-004 COMBAT KNIFE
    WE-005 SURVIVAL KNIFE
    WE-006 SIX-SHOOTER
    WE-007 GATLING GUN
    • To use this weapon:
      1. Play the weapon
      2. Declare what you want X to be
      3. Apply any increases/decrease to the ammo requirement
      4. Play ammo and pay the ammo requirement
      5. Apply any damage increases or decreases
    WE-008 ROCKET LAUNCHER
    WE-009 HANDGUN
    WE-010 BURST-FIRE HANDGUN
    WE-011 ASSAULT MACHINE GUN
    WE-012 FULL-BORE MACHINE GUN
    WE-013 PUMP-ACTION SHOTGUN
    WE-014 AUTOMATIC SHOTGUN
    WE-015 BOLT-ACTION RIFLE
    WE-016 SEMI-AUTOMATIC RIFLE
    ---------------------------------------------------------------------------------
    -------------------------[RESIDENT EVIL - ALLIANCE]--------------------------
    ---------------------------------------------------------------------------------
    WE-017 FLASH GRENADE
    WE-018 GRENADE LAUNCHER
    WE-019 TELESCOPIC RIFLE
    WE-020 RIOT SHOTGUN
    WE-021 TRIPLE BARRELED SHOTGUN
    WE-022 RUSSIAN ASSAULT RIFLE
    • To use this weapon:
      1. Play the weapon
      2. Declare what you want X to be (You can not declare more then 20)
      3. Apply any increases/decrease to the ammo requirement
      4. Play ammo and pay the ammo requirement
      5. Apply any damage increases or decreases
    WE-023 SIGNATURE SPECIAL
    • To use this weapon:
      1. Play the weapon
      2. Declare what you want X to be (You cannot declare more then 60)
      3. Apply any increases/decrease to the ammo requirement
      4. Play ammo and pay the ammo requirement
      5. Apply any damage increases or decreases
    WE-024 FLAMETHROWER
    WE-025 BLOWBACK PISTOL
    Checkout the Card Clarifications to see if your questions have been answered.
    -If you find an answer that you think should be in the Card Clarification section please pm me.

    bykova(AT)bandai.com
    Bandai America
    BandaiCG Twitter
    BandaiCG Facebook

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •