It’s Friday, and besides that meaning a weekend marathon of RE6 for me, that means a preview for all of you from the upcoming Mercenaries release! Today I have an interesting Action card for everyone. One that symbolizes that sinking dread you feel crawling up your spine when you realize you are completely and utterly scared out of your wits.
Or heal rather. Today I will be taking you through the creation of a set of the Skill cards. Namely, the ones dedicated to making sure your character remains alive long enough to escape from the horror of your enemies.
RESIDENT EVIL DBG: MERCENARIES is a stand-alone expansion that brings the Mercenaries theme to life, giving your characters brand new Skill cards to be used in any style of play.
Draft Skill cards at the beginning of a game to give your Character a completely different play style. Your character will learn from their failures and successes as you continue to play, using that experience to activate the Skills they have to give them an edge in battle. MERCENARIES also introduces 3 different Mansions with 3 different challenges. Will you face the unruly Ganados horde, the creepy Illuminados, or the onslaught of Majini? Each Mansion attacks the player in a different way, leaving a multitude of combinations for replayability!
Release Date: 11/02/12
Adding together all of the votes from facebook and the website, it appears the majority has spoken, and they wish to see a character!
I thought I would preview the best survivor of them all. The one who gets every job done, regardless of the cost…
Just like his namesake, Mr. Death makes sure that he stays alive long enough to get the job done, as long as the job involves crushing your opponents and bringing first place to you!
So now you have brand new Ammo and a brand new gun to use it, but what about the knives?
In a design sense, we still have 1 more thing we need to reward: Exploring. While the gun satisfies this necessity to some degree, we don’t have a direct push for players to want to hunt down Infected. This last step was put onto the knife, and “reliably” so!
The damage remained the same due to the original intent to keep the average damage of the starting deck at 15 damage, just enough to beat a small percentage of the Mansion. With the change to the starter pistol, the average has gone up slightly, but not enough to push for consistent damage due to the trashing nature of the pistol and the new knife.
This knife serves two purposes: It shows newer players what you should be doing with the knife (like every other card), and it also progresses the game much faster than the original basic 6 resources.
Why haven’t I shown the new healing item? Because it was the only basic resource that was pulling its weight: Keeping players alive from mistakes or unlucky flips from the Mansion. Now that all the other basic resources are up to date, your Resident Evil games will now be faster, and it will be easier to show new players the subtle nuances of the DBG play style, which means more opponents for you to test your mettle against!



