Scrye 16 - 47 - X-Files CCG: Feature - Rules
CLASSIFIED
CLASSIFIED TYPE R: not to be released before August, 1996
turn is completed. It is now your opponent's turn.
The X-File
In order to win the X-Files CCG, you must
identify your opponent's X-File. An X-File is a
character directly from the X-FILES television
series which symbolizes the force behind differ-
ent X-File cases.
Each X-File has four characteristics. There
are five types within each characteristic. Here
is a list of the characteristics and types:
Affiliation: Alien, Government, Evolutionary,
Primordial, Occult.
Motive: Knowledge, Survival, Ideology, Control,
Security.
Method: Subterfuge, Possession, Violence,
Manipulation, Threats.
Result: Abduction, Insanity, Death,
Physiological, Manipulation of Evidence.
CLASSIFIED TYPE R: not to be released before August, 1996
turn is completed. It is now your opponent's turn.
The X-File
In order to win the X-Files CCG, you must
identify your opponent's X-File. An X-File is a
character directly from the X-FILES television
series which symbolizes the force behind differ-
ent X-File cases.
Each X-File has four characteristics. There
are five types within each characteristic. Here
is a list of the characteristics and types:
Affiliation: Alien, Government, Evolutionary,
Primordial, Occult.
Motive: Knowledge, Survival, Ideology, Control,
Security.
Method: Subterfuge, Possession, Violence,
Manipulation, Threats.
Result: Abduction, Insanity, Death,
Physiological, Manipulation of Evidence.
During the game you will be asking specific
questions about your opponent's X-File charac-
teristics. Through the Process of elimination,
you can determine the X-File's identity. We
have included a Notebook in your Starter deck
to help you with this process. The Notebook
lists all Possible X-Files your opponent may
have selected and each of their characteristic
types. You may use this Notebook to check off
X-Files as you gain information.
The X-File
Activators
In the Basic Game, Activators will be used
during the Requisition and Investigation Phases
only. Activators appear under the name on
each particular card. Simply stated, an
Activator tells you when you may play the par-
ticular card. The three important Activators
are as follows:
Active - Cards with the Activator word Active
may be played anytime while you are the
Investigating Player. You may play these cards
when it is your turn.
Conspiracy - Cards with the Activator word
Conspiracy may be played during your oppo-
nent's turn.
All other Activator Words - Activator words
other than Active or Conspiracy are used in
only two instances in the Basic Game. These
two uses are with Equipment cards and
Adversary cards.
To play Equipment cards - The Activator tells
you which Section of the table your Agents
must be in to Requisition the Equipment. This
will usually be the Bureau.
To play Adversary cards - The Activator tells
you what Keywords must appear on your oppo-
nent's Site card for you to be able to play that
Adversary card.
questions about your opponent's X-File charac-
teristics. Through the Process of elimination,
you can determine the X-File's identity. We
have included a Notebook in your Starter deck
to help you with this process. The Notebook
lists all Possible X-Files your opponent may
have selected and each of their characteristic
types. You may use this Notebook to check off
X-Files as you gain information.
The X-File
Activators
In the Basic Game, Activators will be used
during the Requisition and Investigation Phases
only. Activators appear under the name on
each particular card. Simply stated, an
Activator tells you when you may play the par-
ticular card. The three important Activators
are as follows:
Active - Cards with the Activator word Active
may be played anytime while you are the
Investigating Player. You may play these cards
when it is your turn.
Conspiracy - Cards with the Activator word
Conspiracy may be played during your oppo-
nent's turn.
All other Activator Words - Activator words
other than Active or Conspiracy are used in
only two instances in the Basic Game. These
two uses are with Equipment cards and
Adversary cards.
To play Equipment cards - The Activator tells
you which Section of the table your Agents
must be in to Requisition the Equipment. This
will usually be the Bureau.
To play Adversary cards - The Activator tells
you what Keywords must appear on your oppo-
nent's Site card for you to be able to play that
Adversary card.
Keywords
Keywords will be used during the
Investigation Phase. Keywords appear beneath
the name on each card. In the Basic Game,
Keywords will be used to determine if a card is
playable. If your card's Activators are con-
tained in the other card's Keyword section, you
may play your card. For instance, all of the
conditions contained in an Adversary's
Activator must be in effect in order to for the
card to be played.
Detailed Phase Description
The Briefing Phase
Keywords will be used during the
Investigation Phase. Keywords appear beneath
the name on each card. In the Basic Game,
Keywords will be used to determine if a card is
playable. If your card's Activators are con-
tained in the other card's Keyword section, you
may play your card. For instance, all of the
conditions contained in an Adversary's
Activator must be in effect in order to for the
card to be played.
Detailed Phase Description
The Briefing Phase
This is the first phase of each turn. In this
phase, each player may draw cards so that he
has a total of ten in his hand. Cards are drawn
from the top of the Bureau Deck. Should the
Bureau Deck run out of cards, shuffle your
Discard Pile to recreate the Bureau Deck.
Note: Sometimes it may not be necessary to
draw cards and at other times you may be
drawing several in order to get to 10.
The Healing Phase
During investigations, Agents may
encounter a number of different Adversaries. If
an Agent has been damaged by an Adversary,
the Agen will be sent to the Hospital. You will
then need to place two tokens on top of the
Agent's card.
During the Healing Phase, you may remove
one token from each Agent in the Hospital.
When an agent no longer has any tokens on
his card, he may leave the Hospital during the
Deployment Phase.
The Requisition Phase
Agents normally have access to all kinds of
Equipment to help them during investigations.
Unfortunately, they must share this Equipment.
This means that they must wait their turn to
Requisition the Equipment.
phase, each player may draw cards so that he
has a total of ten in his hand. Cards are drawn
from the top of the Bureau Deck. Should the
Bureau Deck run out of cards, shuffle your
Discard Pile to recreate the Bureau Deck.
Note: Sometimes it may not be necessary to
draw cards and at other times you may be
drawing several in order to get to 10.
The Healing Phase
During investigations, Agents may
encounter a number of different Adversaries. If
an Agent has been damaged by an Adversary,
the Agen will be sent to the Hospital. You will
then need to place two tokens on top of the
Agent's card.
During the Healing Phase, you may remove
one token from each Agent in the Hospital.
When an agent no longer has any tokens on
his card, he may leave the Hospital during the
Deployment Phase.
The Requisition Phase
Agents normally have access to all kinds of
Equipment to help them during investigations.
Unfortunately, they must share this Equipment.
This means that they must wait their turn to
Requisition the Equipment.
Most pieces of Equipment can only be
obtained when Agents are at the Bureau. Some
pieces of Equipment can be obtained in the
Field. Each Equipment card will list the location
where it can be obtained. This will be listed on
the Equipment card as the Activator (beneath
the card name). If there are Agents in that sec-
tion, then the Equipment can be assigned to
one of them in this phase. Also, Agents in the
same section (Bureau, Field or Hospital) may
freely exchange Equipment during the
Requisition Phase.
There is no limit to the amount of Equipment
an Agent may carry; however, he may not have
more than one of any particular item.
The Deployment Phase
All Agents currently in the player's con-
trol are assigned to one of the following loca-
tions: the Bureau, the Field, or the Hospital.
To do this, you may move any or all of your
Agents to that location. The only exception is
that an Agent in the Hospital with a token on
his card cannot be moved. An Agent does not
have to be moved.
Agents must be in the Field in order to par-
ticipate in a Site investigation during the
Investigation Phase.
obtained when Agents are at the Bureau. Some
pieces of Equipment can be obtained in the
Field. Each Equipment card will list the location
where it can be obtained. This will be listed on
the Equipment card as the Activator (beneath
the card name). If there are Agents in that sec-
tion, then the Equipment can be assigned to
one of them in this phase. Also, Agents in the
same section (Bureau, Field or Hospital) may
freely exchange Equipment during the
Requisition Phase.
There is no limit to the amount of Equipment
an Agent may carry; however, he may not have
more than one of any particular item.
The Deployment Phase
All Agents currently in the player's con-
trol are assigned to one of the following loca-
tions: the Bureau, the Field, or the Hospital.
To do this, you may move any or all of your
Agents to that location. The only exception is
that an Agent in the Hospital with a token on
his card cannot be moved. An Agent does not
have to be moved.
Agents must be in the Field in order to par-
ticipate in a Site investigation during the
Investigation Phase.
When Agents are deployed to different sec-
tions, they form Agent "Teams." For the Basic
Game, all Agents in one section are considered
to be a Team.
The Case-Assignment Phase
The Investigating Player may place one Site
card face-up in the Field section of the table.
If a Site card is played it must either be inves-
tigated this turn or moved to the Discard Pile
at the end of the turn. If you do not have a
Site card, skip to the Investigation Phase.
Site cards have a Prerequisite listed
beneath the Site name. This is the total specific
skill level that the Agents in the Field need to
possess to ask the characteristic question listed
on the card.
Some Site cards give you a choice between
two Prerequisite skills you may use. You must
announce which skill you will be using prior to
investigating the Site. Once you announce
which skill you are using, you may not change
to the other.
The Investigation Phase
tions, they form Agent "Teams." For the Basic
Game, all Agents in one section are considered
to be a Team.
The Case-Assignment Phase
The Investigating Player may place one Site
card face-up in the Field section of the table.
If a Site card is played it must either be inves-
tigated this turn or moved to the Discard Pile
at the end of the turn. If you do not have a
Site card, skip to the Investigation Phase.
Site cards have a Prerequisite listed
beneath the Site name. This is the total specific
skill level that the Agents in the Field need to
possess to ask the characteristic question listed
on the card.
Some Site cards give you a choice between
two Prerequisite skills you may use. You must
announce which skill you will be using prior to
investigating the Site. Once you announce
which skill you are using, you may not change
to the other.
The Investigation Phase
The Investigating Player may now investi-
gate the Site he has placed in the Field section
of the table during the Case Assignment Phase.
If no Site card was played during the Case
Assignment Phase and no player wants to use
cards, skip directly to the Debriefing Phase. If
the Site is resolved successfully, the player
may ask a specific question about the oppo-
nent's X-File and/or guess the X-File's identity.
The Investigation Phase proceeds as follows:
Check the skill listed as the prerequisite on
the Site card. Look at each Agent in the team
and determine if they have that skill, and if so,
what skill number they have. Add all of the
Team's skill numbers together for the Site
card's prerequisite. This is the beginning of the
Skill Check Subroutine. Each Agent's skill num-
ber is added together to determine the total
skill level. This activates the
Skill Check Subroutine.
Skill Check Subroutine
Whenever a Skill Check is initiated, per-
form a Skill Check Subroutine. The Skill Check
subroutine proceeds as follows:
i) Announce to your opponent the skill being
used, the amount needed, and the total current-
ly possessed by all Agents.
gate the Site he has placed in the Field section
of the table during the Case Assignment Phase.
If no Site card was played during the Case
Assignment Phase and no player wants to use
cards, skip directly to the Debriefing Phase. If
the Site is resolved successfully, the player
may ask a specific question about the oppo-
nent's X-File and/or guess the X-File's identity.
The Investigation Phase proceeds as follows:
Check the skill listed as the prerequisite on
the Site card. Look at each Agent in the team
and determine if they have that skill, and if so,
what skill number they have. Add all of the
Team's skill numbers together for the Site
card's prerequisite. This is the beginning of the
Skill Check Subroutine. Each Agent's skill num-
ber is added together to determine the total
skill level. This activates the
Skill Check Subroutine.
Skill Check Subroutine
Whenever a Skill Check is initiated, per-
form a Skill Check Subroutine. The Skill Check
subroutine proceeds as follows:
i) Announce to your opponent the skill being
used, the amount needed, and the total current-
ly possessed by all Agents.
ii) Each Player may play up to 3 cards.
The type of cards which may be played during a
Skill Check Subroutine are Events, Witnesses,
Bluffs, and Adversaries. Once a card's effect has
been used, place the card on your Discard Pile.
The card play sequence is as follows: The
Investigating Player may play a card. His oppo-
nent may now play a card. Repeat this process
until both players cannot or choose not to play
more cards. It is permissible to play multiple
cards prior to one card being resolved, either by
the same player or opposing players. In such
instances, cards are resolved on a last-played-
first-resolved basis. The reason for this is that
there are cards which alter or negate the effect
of others. If the last card played was not
resolved first, these cards would be worthless.
If a card has multiple effects, indicated by
the phrase "Alternately" appearing on the
card, the owning player must specify which
effect is being used upon playing the card. He
may not change to the other effect later.
The type of cards which may be played during a
Skill Check Subroutine are Events, Witnesses,
Bluffs, and Adversaries. Once a card's effect has
been used, place the card on your Discard Pile.
The card play sequence is as follows: The
Investigating Player may play a card. His oppo-
nent may now play a card. Repeat this process
until both players cannot or choose not to play
more cards. It is permissible to play multiple
cards prior to one card being resolved, either by
the same player or opposing players. In such
instances, cards are resolved on a last-played-
first-resolved basis. The reason for this is that
there are cards which alter or negate the effect
of others. If the last card played was not
resolved first, these cards would be worthless.
If a card has multiple effects, indicated by
the phrase "Alternately" appearing on the
card, the owning player must specify which
effect is being used upon playing the card. He
may not change to the other effect later.
iii) Resolve the Skill Check.
If the Agent Team successfully meets the
skill level needed after all card effects are
resolved, then the appropriate effect is applied.
This ends the Skill Check subroutine.
Note: Cards may be played during a Skill Check
subroutine initiating an additional Skill Check.
When this occurs, the current Skill Check sub-
routine is put on hold and a new Skill Check
subroutine is initiated for the new Skill Check.
However, at no time may more than three cards
be played by each player.
Note: Some cards used in the Basic Game will
have greater effects in the Advanced Game. In
particular, Bluff and Adversary cards will have
greater use and power in the Advanced Game.
Adversary Cards
One type of card that can be played is called
an Adversary card. In the Basic Game, the
Adversary card's Game Effect is ignored.
Instead, if an Adversary is played without being
negated, the owning player may choose one
opposing Agent and send that Agent to the
Hospital. An Agent in the Hospital may not con-
tribute his skill level to a Skill Check. Place two
tokens on the Agent's card upon moving the
Agent to the Hospital. The tokens symbolize the
damage inflicted by the Adversary. See the
Healing Phase for information on how to heal
damage. After sending the Agent to the
Hospital, the Adversary card is placed on the
Discard Pile.
If the Agent Team successfully meets the
skill level needed after all card effects are
resolved, then the appropriate effect is applied.
This ends the Skill Check subroutine.
Note: Cards may be played during a Skill Check
subroutine initiating an additional Skill Check.
When this occurs, the current Skill Check sub-
routine is put on hold and a new Skill Check
subroutine is initiated for the new Skill Check.
However, at no time may more than three cards
be played by each player.
Note: Some cards used in the Basic Game will
have greater effects in the Advanced Game. In
particular, Bluff and Adversary cards will have
greater use and power in the Advanced Game.
Adversary Cards
One type of card that can be played is called
an Adversary card. In the Basic Game, the
Adversary card's Game Effect is ignored.
Instead, if an Adversary is played without being
negated, the owning player may choose one
opposing Agent and send that Agent to the
Hospital. An Agent in the Hospital may not con-
tribute his skill level to a Skill Check. Place two
tokens on the Agent's card upon moving the
Agent to the Hospital. The tokens symbolize the
damage inflicted by the Adversary. See the
Healing Phase for information on how to heal
damage. After sending the Agent to the
Hospital, the Adversary card is placed on the
Discard Pile.
Adversaries cannot be played on all Sites,
only selected ones. To determine if you can
play an Adversary, consult the Activators on
the Adversary card. The Activators must match
one of the Keywords on the Site card for the
Adversary to be played. Adversaries will be
keyed to one of the four possible Site questions:
Affiliation, Method, Motive, or Result. A Site
may have additional Keywords, but it only mat-
ters that it has the matching Keyword; the rest
may be ignored. If the Activator on the
Adversary card and the Keyword on the Site
card match, the Adversary may be played.
Site Resolution
When a Site investigation Skill Check is suc-
cessfully completed, the Investigating Player
may ask the Directed Player a specific question
about an X-File characteristic, as indicated on
the Site card. The opposing player must be able
to answer this question with either a yes or a
no. The Investigating Player may also choose to
identify the opponent's X-File. If the
Investigating Player is correct, he wins.