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Scrye 16 - 50 - X-Files CCG: Feature - Rules

x-files rules



red level classified
highly c

CLASSIFIED

turn. In this instance, you would create
two Teams in the Field section. You will
also have the opportunity to designate
new Teams in the Field Section at the
beginning of the Investigation Phase.
Any single Agent may not be part of
more than one Team at a time. If new
Teams are not designated, it is
assumed that the most recent Team
designations still apply.

Case Assignment Phase

At the beginning of the Case
Assignment Phase, the Investigating
Player places all Sites in the Field
Section that he might investigate. Note
that a Site being placed on the table
doesn't necessarily mean that the
player must ever investigate that Site.



In a multi-player game, the player
must now announce the specific oppo-
nent to which each Site question is
directed. This is done by default in a
two-player game as there is only one
opponent. The Investigating Player may
only ask the Site question of one oppo-
nent. All opponents may assign Bluffs
to any and/or all Sites played by the
Investigating Player at this time. See
The Bluff section.

Sites played by the Investigating
Player but not investigated during the
Investigation Phase, are moved to the
Discard Pile at the end of the turn
unless a Bluff is placed under the Site.
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 investi-
gating the Site. Once you announce
which skill you are using, you may not
change to the other.

If you have two identical Sites in
your hand, you may not use them both
in the same turn.

The Bluff



Bluff cards contain the Keyword
"Bluff" and typically hinder an investi-
gation. Cards with the Keyword "Bluff"
may be played in two ways.
1) Cards with the Keyword "Bluff" may
be placed face-down beneath a Site dur-
ing the Case Assignment Phase by any
player except the Investigating
Player. Bluff cards played beneath
a Site may be purchased for 1 CP
less than the Bluff card's stated
Cost. The Cost is paid when the
Site investigation is attempted. A
Cost can never be less than O.
You cannot gain tokens as a
result of playing a Bluff card
with O Cost.
2) Cards with the Keyword
"Bluff" may be played as normal
Conspiracy cards at full Cost.
Bluffs are designed to make the
Investigating Player think twice
about the chance of successful
investigation. Any card may be
placed face-down underneath the
Site. These cards do not actually
have to be Keyword "Bluff"
cards (non-Bluffs played as a
Bluff are revealed and discarded
upon Site investigation). They
may in effect be "bluff" Bluffs.
Cards placed under a Site as a
Bluff remain there until the Site
is investigated.



When a Site with a Bluff is investi-
gated, the card is revealed immediately.
All cards placed as Bluffs are revealed,
regardless of whether or not they con-
tain the Keyword "Bluff." If a card
placed beneath a Site does not contain
the Keyword "Bluff" or the owning
player cannot afford to

pay for the Bluff, the card is discarded.
If the Site is not investigated this
turn, the Site will remain in play with
the Bluff underneath it until an investi-
gation is attempted or the game ends.
An Agent Team that investigates a Site
with Bluffs beneath it "activates" these
Bluffs. They are referred to as the
Activating Team.

Investigation Phase



The Investigating Player must allo-
cate all Agents currently in the Field to
the Site(s) he plans to investigate. The
Investigating Player does not have to
investigate a Site card. New Teams
may now be formed in the Field section
only. Generally, Agents may not partici-
pate in more than one Site investiga-
tion per turn. An Agent does not neces-
sarily have to participate in any inves-
tigations while in the Field. Often the
player will choose to investigate only
one Site; however, multiple or no Sites
are permissible.
Each Site investigated is resolved
separately. If more than one Site is
being investigated, the Investigating
Player chooses the resolution order.
Begin a Skill Check Subroutine for
the Site Prerequisite.

Skill Check Subroutine

Whenever a Skill Check is initiated,
perform a Skill Check Subroutine. The
Skill Check subroutine proceeds as fol-
lows:
i) Announce to your opponent the skill
being used, the amount needed, and the
skill level currently possessed by the
Agent Team.
ii) Each Player may pay for and play
cards.



The current skill level may now be
modified by cards played by each play-
er attempting to successfully complete
or foil the Skill Check. The Active
Player has the option to pay for and
play the first card. After this, cards
may be bought and played by any play-
er. Cards must be paid for from the
appropriate pool by the player who
owns the card. Multiple cards may be
played prior to one card being resolved.
In these instances, the last card played
is resolved first. Cards are played until
all players decide to play no more. One
type of card which can be played is an
Adversary card. These cards result in
Combat. After a card is used, place it
face-up on your Discard Pile. Playing a
card may initiate a new Skill check
Subroutine. If this occurs, resolve this
new Skill Check before resolving the
original Skill Check.
Certain cards may have lasting
effects. This will be noted on the indi-
vidual card.

iii) Resolve the Skill Check



If the Agent Team successfully
meets the skill level needed after all
card effects and any additional Skill
Check Subroutines have been resolved,
then the appropriate effect is applied.
This ends the Skill Check Subroutine.

There are two special cases when
exceptions to the Skill Check Subroutine
process occur. The first is during a Site
investigation. During a Site investiga-
tion, Bluffs placed beneath a Site are
revealed and resolved as the first card
played in step ii. The second special
case is during Combat. In Combat,
repeat the Skill Check Subroutine
process by conducting additional
Combat rounds until the Adversary's
Health has been reduced to O or all
Agents have been sent to

the Hospital. Also, only Combat cards
ed during a Combat
Subroutine Note: Cards may be played
during a Skill Check Subroutine initiat-
ing an additional Skill Check. When this
occurs, the current Skill Check
Subroutine is put on hold and another
Skill Check Subroutine is initiated for
the new Skill Check.



Also, two of the same card can't be
used for the same Skill Check
Subroutine; i.e., two of the same
Witness on the same Skill Check.

Combat

When you encounter an Adversary
which is not negated, Combat will follow.
Unless an opponent plays a card which
specifically allows him to do so, only one
Adversary may be encountered at a
time. Therefore, if opponents want to
play more than one Adversary, each is
resolved during a separate Combat.

Combat typically occurs in two
rounds. The first round is Long Range
Combat and the second is Close Range
Combat. All damage inflicted during
each round occurs simultaneously.
Thus, it is possible for an Agent or
Adversary to be removed by Combat
and still inflict damage for that round.

During either Close or Long Range
Combat, one card which may be benefi-
cial is a Healing card. These cards
immediately heal damage when paid for
and played. An Agent whose Health has
been reduced to O does not have to go
to the Hospital if a Healing card is
immediately played resulting in the
Agent having 1 or more Health.



Long Range Combat (LRC)

Combat typically starts with Long
Range Combat. Some Adversaries will
attack by surprise or some other spe-
cial method involving the skipping of
Long Range Combat, but this will be
stated on the specific card.

Long Range Combat skill is listed on
a card as LRC. A Skill Check Subroutine
must be initiated to determine the dam-
age done by the Agents and Adversary.
Add up all combatant's LRC numbers to
determine the amount of damage done.
Combat cards are now played and their
effects added. Also, add the modifiers of
any Equipment which adds to Long
Range Combat.

Damage inflicted by Agents may be
applied separately if there are multiple
targets; however, each particular
Agent's damage cannot be split.
Damage inflicted by a single Adversary
on an Agent team is allocated to one
Agent. Each player decides which oppo-
nent will receive the inflicted damage.




An Agent is moved to the Hospital
when his Health rating has been
reduced to 0. Any reduction that results
in a negative Health rating for an
Agent is considered to be Health rating
O. No negative Health ratings occur. An
Adversary is discarded when its Health
rating has been reduced to 0. Some
Adversaries will not have Long Range
Combat ability, noted by an N/A listed
as its LRC.

Close Range Combat (CRC)

Close Range Combat follows the
Long Range Combat round. Close Range
Combat skill is listed on a card as CRC.
Again, both players may use Combat
cards. A Skill Check Subroutine again
must be initiated to determine damage
done by both the Adversary and the
Agents. Add on the effects of any
Combat cards. Also, add the modifiers
of any Equipment which adds to Close
Range Combat. Apply the results in the
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