Scrye 16 - 49 - X-Files CCG: Feature - Rules
CLASSIFIED TYPE R: not to be released before August, 1996
CLASSIFIED
This is called the Conspiracy Pool.
Your Conspiracy Pool represents the
resources your X-File has at its disposal.
Conspiracy Points are used to pay for cards
used by the X-File to oppose investigations.
These cards have a CP or *P after to their cost
The primary way the Conspiracy Pool is
replenished is during the opposing player's
turn. When the Investigating Player has fin-
ished creating RPs and buying cards during
the Briefing Phase, all players other than the
Investigating Player have the following options:
The player to the Investigating Player's left
may choose to discard cards from his hand
with an RP or *P Cost and add this number of
CPs to his Conspiracy Pool. Thus, a card with
RP Cost 3 could be discarded in exchange for 3
CPs. After the player has completed turning in
cards, he may buy cards. Cards may be pur-
chased for 1 CP each. Purchased cards are
always taken from the top of the Bureau Deck.
Regardless of how many cards are bought, any
player's hand may not exceed seven cards
(but can be less) at the end of a turn. In a
multi-player game, continue to each player's
left until all players have had this option.
Note: Each player must sell all cards desired
prior to purchasing cards. All cards must be
purchased at once. A player may not purchase
cards and then decide to purchase more after
looking at the cards purchased.
CLASSIFIED
This is called the Conspiracy Pool.
Your Conspiracy Pool represents the
resources your X-File has at its disposal.
Conspiracy Points are used to pay for cards
used by the X-File to oppose investigations.
These cards have a CP or *P after to their cost
The primary way the Conspiracy Pool is
replenished is during the opposing player's
turn. When the Investigating Player has fin-
ished creating RPs and buying cards during
the Briefing Phase, all players other than the
Investigating Player have the following options:
The player to the Investigating Player's left
may choose to discard cards from his hand
with an RP or *P Cost and add this number of
CPs to his Conspiracy Pool. Thus, a card with
RP Cost 3 could be discarded in exchange for 3
CPs. After the player has completed turning in
cards, he may buy cards. Cards may be pur-
chased for 1 CP each. Purchased cards are
always taken from the top of the Bureau Deck.
Regardless of how many cards are bought, any
player's hand may not exceed seven cards
(but can be less) at the end of a turn. In a
multi-player game, continue to each player's
left until all players have had this option.
Note: Each player must sell all cards desired
prior to purchasing cards. All cards must be
purchased at once. A player may not purchase
cards and then decide to purchase more after
looking at the cards purchased.
Turn Example: Game Setup
Randy and Les are about to play a two-
player Advanced Game. Each player constructs
a 60-card deck. Both players now choose an X-
File and place the card face-down. Randy
selects Agents Fox Mulder, Dana Scully, Special
Agent Karen Kossoff, and Special Agent
Henderson prior to starting the game. Agents
Mulder and Scully each have a Cost of 7 RP.
Agents Kossoff and Henderson each have a
Cost of 3 RP. Randy's Agents total Cost is 20.
Since he is allowed no more than 80 RP for his
starting Agents, this is a valid selection. He
could have selected any Agents with a total
Cost of 20 or less. Les also selects 20 points
worth of Agents.
Randy and Les are about to play a two-
player Advanced Game. Each player constructs
a 60-card deck. Both players now choose an X-
File and place the card face-down. Randy
selects Agents Fox Mulder, Dana Scully, Special
Agent Karen Kossoff, and Special Agent
Henderson prior to starting the game. Agents
Mulder and Scully each have a Cost of 7 RP.
Agents Kossoff and Henderson each have a
Cost of 3 RP. Randy's Agents total Cost is 20.
Since he is allowed no more than 80 RP for his
starting Agents, this is a valid selection. He
could have selected any Agents with a total
Cost of 20 or less. Les also selects 20 points
worth of Agents.
Randy and Les each create Bureau, Field,
and Hospital Sections on their playing surface.
Each player places his Agents in the Bureau to
start the game. Both players shuffle their
cards and have the opponent cut them. These
cards are placed face-down in their Bureau
Sections and become the Bureau deck. Randy
and Les draw seven cards each to begin play.
Each player now creates a Resource Pool
CRP) and a Conspiracy Pool (CP). Randy uses
pennies as RP tokens and places five by his
Bureau Deck to create this pool. He uses nick-
els for CP tokens and places five by his X-File
card. Les does the same. Randy wins a coin
toss and elects to go first. Randy and Les are
now ready to begin the Advanced Game.
Playing Cards
The system by which cards are played has
been changed for the Advanced Game. Each
card now has a "Cost" associated with playing
it. You must pay the Cost to use the card's
effect. Other than Cost, there is no limit to the
number of cards you may play. If at any time a
player plays a card and then determines he
can't afford it, the card is placed on the owning
player's Discard Pile.
Each card will have a CP, RP, or *P follow-
ing the Cost. This indicates from which pool
the cost must be paid. CP stands for
Conspiracy Pool, RP for Resource Pool, and *P
for either.
and Hospital Sections on their playing surface.
Each player places his Agents in the Bureau to
start the game. Both players shuffle their
cards and have the opponent cut them. These
cards are placed face-down in their Bureau
Sections and become the Bureau deck. Randy
and Les draw seven cards each to begin play.
Each player now creates a Resource Pool
CRP) and a Conspiracy Pool (CP). Randy uses
pennies as RP tokens and places five by his
Bureau Deck to create this pool. He uses nick-
els for CP tokens and places five by his X-File
card. Les does the same. Randy wins a coin
toss and elects to go first. Randy and Les are
now ready to begin the Advanced Game.
Playing Cards
The system by which cards are played has
been changed for the Advanced Game. Each
card now has a "Cost" associated with playing
it. You must pay the Cost to use the card's
effect. Other than Cost, there is no limit to the
number of cards you may play. If at any time a
player plays a card and then determines he
can't afford it, the card is placed on the owning
player's Discard Pile.
Each card will have a CP, RP, or *P follow-
ing the Cost. This indicates from which pool
the cost must be paid. CP stands for
Conspiracy Pool, RP for Resource Pool, and *P
for either.
Cards with a CP Cost may only be paid for
by the Conspiracy.
Cards with an RP may only be paid for by
the Active Player.
Cards with a *P may be used by either
force; however, whichever force uses it must
pay for it. If a card has multiple effects, indi-
cated 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.
In addition, all cards have Keywords and
Activators on them. These often serve as codes
indicating when cards may be played.
Agent Cards
Agent cards contain a Game Effect at the
bottom of the card. This is a special effect
related to the Agent's significance in the X-
FILES series. This effect may be used by all
Agents you select to start the game.
by the Conspiracy.
Cards with an RP may only be paid for by
the Active Player.
Cards with a *P may be used by either
force; however, whichever force uses it must
pay for it. If a card has multiple effects, indi-
cated 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.
In addition, all cards have Keywords and
Activators on them. These often serve as codes
indicating when cards may be played.
Agent Cards
Agent cards contain a Game Effect at the
bottom of the card. This is a special effect
related to the Agent's significance in the X-
FILES series. This effect may be used by all
Agents you select to start the game.
In addition to your Agents selected at the
beginning of the game, you may include addi-
tional Agents in your Bureau Deck who can be
purchased to aid for a single turn. A purchased
Agent may contribute as a normal Agent for
most of your turn; however, his Game Effect is
ignored.
Agents may only be purchased during the
Deployment Phase. A purchased Agent is
treated as an Active card. When you reach the
Debriefing Phase, the Agent card is moved to
the Discard Pile. You may not use duplicate
Agent cards. This means you cannot purchase
two of the same Agent in the same turn or
purchase an Agent you already have in play.
Activators
Activators appear under the name on a
particular card. Simply stated, an Activator
tells you when you may play a particular card.
beginning of the game, you may include addi-
tional Agents in your Bureau Deck who can be
purchased to aid for a single turn. A purchased
Agent may contribute as a normal Agent for
most of your turn; however, his Game Effect is
ignored.
Agents may only be purchased during the
Deployment Phase. A purchased Agent is
treated as an Active card. When you reach the
Debriefing Phase, the Agent card is moved to
the Discard Pile. You may not use duplicate
Agent cards. This means you cannot purchase
two of the same Agent in the same turn or
purchase an Agent you already have in play.
Activators
Activators appear under the name on a
particular card. Simply stated, an Activator
tells you when you may play a particular card.
Activators can be grouped into three main
categories:
Active - Cards with the Activator word Active
may be played 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 when you are not
the Investigating Player. You may play these
cards during another player's turn.
All other Activator Words - Cards with any
other Activator word may be played only in
certain circumstances. The Activator tells you
where a card may be played or what type of
card currently in use that a card may be
played on. Refer to the Keyword on the card in
play to determine if you may play your card.
On an Adversary card, the Activator states
what type of Site card must be in play for the
Adversary to be used. On an Equipment card,
the Activator tells you what section the Agent
must be in to Requisition the Equipment.
Note: All Activators must be in effect in order
to be played.
Keywords
Keywords appear beneath the name on a
particular card. The Keyword tells you what a
card is. For playing purposes, the Keyword
only tells you which cards (Activators) a par-
ticular card is susceptible to.
Most often, you will check the Keywords on
an opponent's card to determine if you have a
playable card. If your card's Activators are
contained in the other card's Keyword section,
you may play your card.
categories:
Active - Cards with the Activator word Active
may be played 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 when you are not
the Investigating Player. You may play these
cards during another player's turn.
All other Activator Words - Cards with any
other Activator word may be played only in
certain circumstances. The Activator tells you
where a card may be played or what type of
card currently in use that a card may be
played on. Refer to the Keyword on the card in
play to determine if you may play your card.
On an Adversary card, the Activator states
what type of Site card must be in play for the
Adversary to be used. On an Equipment card,
the Activator tells you what section the Agent
must be in to Requisition the Equipment.
Note: All Activators must be in effect in order
to be played.
Keywords
Keywords appear beneath the name on a
particular card. The Keyword tells you what a
card is. For playing purposes, the Keyword
only tells you which cards (Activators) a par-
ticular card is susceptible to.
Most often, you will check the Keywords on
an opponent's card to determine if you have a
playable card. If your card's Activators are
contained in the other card's Keyword section,
you may play your card.
Resources
One particular Keyword worth special men-
tion is "Resource." The Keyword Resource will
appear on certain Witness, Event, and Equip-
ment cards. A Witness, Event, or Equipment
card with the Keyword "Resource" remains in
play in the table section stated by the Keyword
on the card. If no table section is indicated on
the card, place it face-up in your Bureau sec-
tion. These cards remain in play until they are
negated or the criteria for their removal (as
listed on each Resource card) is met. When
this occurs, the card is moved to your Discard
Pile.
Detailed Advanced Turn Explanation
Briefing Phase
At the beginning of the Briefing Phase, the
Investigating Player may draw one card. This
is a "free" draw and occurs regardless of any
Agent's current status.
One particular Keyword worth special men-
tion is "Resource." The Keyword Resource will
appear on certain Witness, Event, and Equip-
ment cards. A Witness, Event, or Equipment
card with the Keyword "Resource" remains in
play in the table section stated by the Keyword
on the card. If no table section is indicated on
the card, place it face-up in your Bureau sec-
tion. These cards remain in play until they are
negated or the criteria for their removal (as
listed on each Resource card) is met. When
this occurs, the card is moved to your Discard
Pile.
Detailed Advanced Turn Explanation
Briefing Phase
At the beginning of the Briefing Phase, the
Investigating Player may draw one card. This
is a "free" draw and occurs regardless of any
Agent's current status.
The Investigating Player may then use his
Agents to create Resource Points (RPs). Then
he may purchase cards. Cards are purchased
from the top of the Bureau Deck at the cost of
one RP each. The Investigating Player must
announce how many cards he is purchasing
and do so at one time. He may not purchase
some and choose to purchase more later. Any
of the Investigating Player's opponents may
now discard cards from their hand with an RP
or *P Cost and gain an equal number of CPs.
This is optional and does not have to be done
unless desired. Cards that are exchanged are
placed face-up on the Discard Pile.
Each opponent of the Investigating Player
may purchase cards from the top of the
Bureau Deck at the cost of 1 CP each.
Purchasing cards is done after RP cards have
been sold. Each player must announce how
many cards he is purchasing and do so at one
time. He may not purchase some and choose to
purchase more later.
Healing Phase
During this phase, Agents with damage are
allowed to recover Health points. Only Agents
in the Hospital may heal during this phase.
Healing works as follows:
Agents with a permanent Health rating of 3
or less: Heal 1 point damage now.
Agents to create Resource Points (RPs). Then
he may purchase cards. Cards are purchased
from the top of the Bureau Deck at the cost of
one RP each. The Investigating Player must
announce how many cards he is purchasing
and do so at one time. He may not purchase
some and choose to purchase more later. Any
of the Investigating Player's opponents may
now discard cards from their hand with an RP
or *P Cost and gain an equal number of CPs.
This is optional and does not have to be done
unless desired. Cards that are exchanged are
placed face-up on the Discard Pile.
Each opponent of the Investigating Player
may purchase cards from the top of the
Bureau Deck at the cost of 1 CP each.
Purchasing cards is done after RP cards have
been sold. Each player must announce how
many cards he is purchasing and do so at one
time. He may not purchase some and choose to
purchase more later.
Healing Phase
During this phase, Agents with damage are
allowed to recover Health points. Only Agents
in the Hospital may heal during this phase.
Healing works as follows:
Agents with a permanent Health rating of 3
or less: Heal 1 point damage now.
Agents with a permanent Health rating of 4
or higher: Heal 2 points damage now.
Only Agents with a current Health rating
of 3 or higher after the Healing Phase are
allowed to leave the Hospital during the
Deployment Phase. This is true regardless of
whether the trip to the Hospital was voluntary
or a forced result of Combat. In the Event that
an Agent has a permanent Health Rating of
less than 3, then the Agent may leave the
Hospital when fully healed.
If an Agent chooses to Heal damage in the
Healing Phase, he may not contribute to any
skill checks until his next Healing Phase.
Requisition Phase
FBI Agents have access to an assortment
of Equipment to aid in investigation. To obtain
Equipment, Agents must Requisition it. All
Equipment cards state the requirements for
Requisition. Frequently, the Agent will need to
be in the Bureau to get Equipment.
or higher: Heal 2 points damage now.
Only Agents with a current Health rating
of 3 or higher after the Healing Phase are
allowed to leave the Hospital during the
Deployment Phase. This is true regardless of
whether the trip to the Hospital was voluntary
or a forced result of Combat. In the Event that
an Agent has a permanent Health Rating of
less than 3, then the Agent may leave the
Hospital when fully healed.
If an Agent chooses to Heal damage in the
Healing Phase, he may not contribute to any
skill checks until his next Healing Phase.
Requisition Phase
FBI Agents have access to an assortment
of Equipment to aid in investigation. To obtain
Equipment, Agents must Requisition it. All
Equipment cards state the requirements for
Requisition. Frequently, the Agent will need to
be in the Bureau to get Equipment.
The Investigating Player may pay for and
assign Equipment to any Agent who meets the
requirement on the Equipment card.
Furthermore, Agents on the same Team are
allowed to exchange Equipment during this
phase. Agents may not have more than one of
any particular item. Agents may have as many
total pieces of different Equipment as they
wish. Also, an Agent may only use one piece of
Equipment to modify a single Skill Check.
Deployment Phase
During the Deployment Phase, each FBI
Agent is sent to the location where he will be
carrying out actions. All Agents may be moved
to the desired location; the Field, Bureau, or
Hospital. An Agent in the Hospital who is not
eligible to leave may not be moved.
Agents must be in the Field in order to
participate in a Site investigation during the
Investigation Phase.
Teams
During this phase, you may designate new
assign Equipment to any Agent who meets the
requirement on the Equipment card.
Furthermore, Agents on the same Team are
allowed to exchange Equipment during this
phase. Agents may not have more than one of
any particular item. Agents may have as many
total pieces of different Equipment as they
wish. Also, an Agent may only use one piece of
Equipment to modify a single Skill Check.
Deployment Phase
During the Deployment Phase, each FBI
Agent is sent to the location where he will be
carrying out actions. All Agents may be moved
to the desired location; the Field, Bureau, or
Hospital. An Agent in the Hospital who is not
eligible to leave may not be moved.
Agents must be in the Field in order to
participate in a Site investigation during the
Investigation Phase.
Teams
During this phase, you may designate new
Agent Teams. An Agent Team is simply a
group of one or more Agents. This group may
be any number. You may designate more than
one Team in the same Section if you choose.
One instance where you would designate more
than one Team in the same Section would be if
you wanted to investigate two Sites in one