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InQuest 22 - 45 - X-Files CCG: Feature

help in confrontations with adversaries or
other skill checks. During your oppo-
nent's investigation phase, look at all the
cards you can possibly play. If you have
an adversary card or a card that initiates
an additional skill check, work out the
math in your head. Don't get caught
playing a card that the opponent can
obviously get around and thus waste
your valuable CP.

A good card to play during an oppo-
nent's investigation phase is Computer
Access Denied, which forces the oppo-
nent to make a Computer 4+ skill check
or automatically fail the site's skill check.
Similarly, Government Sanctioned
Pheromone Experiments forces a Sci-
ence +4 skill; should the team fail, two
agents on that team enter combat with
each other. The premise here is to make
the opponent fail by forcing them to
conduct a skill check they are not pre-
pared to make.

If you should succeed in your skill
check, you get to ask a question to your
Opponent about his X-File. The best
question to ask is "Is your result Death?".
A full third of the available X-Files have
Death as their result, so the answer to
this question will reduce the number of
choices significantly.



Debriefing Phase. Only one tip here:
When you must discard and you have a
choice, don't discard cards with a high
RP cost, as you can sell them for CP dur-
ing your opponent's briefing phase. Go
for the cheaper ones which don't seem
like they'll be of much use any time soon.

DEPARTMENT TRAINING:
Deck Construction Tips

As with most collectible card games,
deck construction is of considerable
importance in the X-Files CCG. Your deck
must be a minimum of 60 cards and no
more than two of any particular card
may appear in your deck.

The first card type to consider is the
site card. Since you'll need to figure out
all four characteristics to solve your
opponent's X-File, you'll need the appro-
priate sites. About one quarter of your
deck should be sites, and you should
have at least four sites for each charac-
teristic.



The next card type to consider are
your event cards. There are more event
cards in The X-Files than any other type
and you'll want a full quarter of your
deck to be events as well. Which ones
you choose, however, depend on
whether you're pursuing an offensive or
defensive strategy.

Offensive cards include agents, com-

the DECK
"X" Marks the spot

This is a basic X-Files deck comprised of
mostly common cards. The card mix is
well-balanced among the various aspects
of the game. A little Criminal Investiga-
tion here, a little Evidence Collection
there - the four starting agents are more
than adequate to handle the job. in fact,
in most cases, you'll only need two to
uncover the secrets behind the sites in
the deck. With a little luck, you'll be able
to investigate two sites a turn, wrapping
up the case quickly and efficiently.



The offensive end of this deck is similarly
well-balanced. You never know where
your opponent is going to go, so there's
an adversary for everything. Just stop-
ping your opponent a
couple of times should
give you the advan-
tage you need.

• Surprised to see Fox
Mulder in the deck
instead of as a start-
ing agent? Well,
besides the fact that
using Mulder is so
cliché, his broad
range of abilities is
balanced by the dis-
advantage that you
can only use the
resources he provides
to buy cards. When
played as a one-shot,
Mulder will help you
solve just about any
case, and he doesn't
take away space from
the rest of your start-
ing line-up.



• Hard Evidence.
You'll have a difficult
time playing cards
like Fox Mulder if you
don't have enough
RP lying around, so
be sure to stock up
on resources with the
handy-dandy event
Hard Evidence.

• Relentless Pursuit.
Speaking of hard, it's
awfully hard for your
opponent to do any-
thing when he can't
draw cards, and
Relentless Pursuit is

a great way to
stop him from
doing just that.
Chuck just one high RP card (like
Mulder!) to thwart your opponent's
nefarious schemes.

• Travel Arrangements. You never know
when your opponent is going to put a
crimp in your plans by springing some
nasty surprise on one of your teams of
agents. If a mysterious beastie knocks
one of your agents out of commission,
send one of your other agents over after
the battle to make sure that skill check
succeeds. Forget the wounded agent -
the investigation must go on!



Ingredients

Agents (Starting)
    1 Albert Hosteen
    1 Alex Krycek
    1 Assistant Director Walter Skinner
    1 Section Chief Scott Blevins

Agents (in the deck)
    1 Fox Mulder
    1 Lt. Brian Tillman,
        Aubry Police Department

Adversaries
    2 Hunter In The Dark
    1 Mechanic, The
    1 Psychotic Attack, The
    2 Pvt. McAlpin, Zombie
    1 Slithers In The Night

Bluffs
    1 Car Troubles
    1 Cigarette Butts
    1 Claude Peterson
    1 Dr. Berube
    1 Government Cover-up
    1 Holtzman, D.S.A.
    1 Paul Mossinger
    1 Radioactive Area



Combats
    1 Ambush
    2 First Aid
    1 Running Gun Battle

Equipment
    1 Geiger Counter
    1 Glock 19 Semi-Automatic Pistol
    1 Government Car
    1 Hi-Res Camera
    1 Knife
    1 Wire Tap

Events
    2 Hard Evidence
    1 I Want To Believe
    2 Langly
    2 Medical Treatment
    1 Rejuvenating Caves
    2 Relentless Pursuit
    2 Travel Arrangements




Sites
    1 Broadstreet, Philadelphia, PA
    2 Browning, MT
    2 Cumberland Prison, VA
    2 Coastal Northwest, Oregon
    2 Franklin, PA
    1 Icy Cape, AK
    2 Lake Okobogee,
        Campsite #53, Sioux City, IA
    2 Mattawa, WA
    1 Newark, N.J.
    1 Olympic National Forest, WA

Witnesses
    1 Billy Miles
    1 Maggie Holvey
    1 Sheriff Spencer
    1 Sir Malcolm Marsden
    1 U.S. Marshall Tapia
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