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Scrye 16 - 51 - X-Files CCG: Feature - Rules

CLASSIFIED TYPE R: not to be released before August, 1996

CLASSIFIED

same manner as Long Range Combat.

When all Agents are sent to the Hospital
or the Adversary's Health is reduced to 0,
Combat ends. Regardless of the outcome of
Combat, the Adversary card is placed on the
owning players Discard Pile after Combat com-
pletion. If Combat has not yet been resolved,
repeat Close Range Combat rounds until the
Adversary is killed or all Agents have been
sent to the Hospital.
Note: An Agent with Health greater than 0
may stay in the Field and is not obligated to
go to the Hospital unless a card effect states
otherwise. If they choose to go to the Hospital,
they may not leave until they have at least 3
Health Rating.
Note: Witnesses with Health are treated as
Agents in Combat rounds. Thus, Combat
cards may be used on a Witness with
Health. If the Health of a Witness is reduced
to O, move the Witness card to the owning
player's Discard Pile.

Tracking Damage



In order to keep track of damage, you will
need some sort of token. This may be as sim-
ple as pennies added for each damage point
received or removed for each point healed.
One method is the use of six-sided dice. For
example, Fox Mulder (Health rating 5)
received 3 damage in Combat. Place a six-
sided die on his card with the 3 facing
upward. This symbolizes that he has taken
three damage and has 2 Health left. Now,
assume he takes another 3 points damage.
Fox has taken a total of 6 points of damage.
Since an Agent's Health cannot drop below O,
Fox now has O Health.

Fox is immediately moved to the Hospital
and may not contribute his skills to any Skill
Checks. Place the 5 facing upward. This sym-
bolizes that he needs to recover 5 Health to be
at full strength. During the next turn, the die
is changed to show 3 facing upward symboliz-
ing the healing of & points, a current Health
rating of 2, but 3 points needed to be healed
for Mulder to have full Health. If Mulder
leaves prior to having full Health (remember
that he must have a minimum of 3 Health to
leave), the die indicating his current damage
sustained remains on the Agent card.



Another effective method is the use of
tokens, for example, pennies. Place a penny
on the Agent's card for each point of damage
they have received. These pennies are
removed as an Agent heals in the Hospital.
Experiment and use whichever method you
find most convenient.

Combat Cards

Combat cards may be paid for and played
during both the Long and Close Range Combat
rounds and typically enhance the damage
done. Some Combat Cards will have a *P next
to the cost number instead of a RP or CP. This
denotes that either the Conspiracy or Active
may use these cards. The card must be paid
for by whoever uses it (Active or Conspiracy).

Each player may use as many Combat
cards as they like, provided their Cost is paid.
Note: Combat cards are the only cards that
can be played in a Combat Skill Check
Subroutine.

The player who played the Adversary has
the option to pay for and play the first
Combat card. After this, any player may pay
for and play Combat cards. Combat cards are
resolved on a last played, first resolved basis.
The results are then applied to the specific
Combat round.



Site Resolution

If the investigating Agent Team still suc-
cessfully meets the Site prerequisite after all
cards have been played and resolved, they
may ask the Directed Player a specific X-File
characteristic question as stated on the Site
card. The opposing player must be able to
answer this question with either a yes or no.
The Investigating Player may also choose to

guess the opponent's X-File identity as well. If
the identity guess is correct, the Investigating
Player has won the game. If the guess is
incorrect, a penalty is assessed. The penalty is
that the player whose X-File was incorrectly
identified may now ask a question of the
Investigating Player. This question may be a
Spacific characteristic question as indicated on
the Site card just solved, or a guess of the
Investigating Player's X-File identity. If the
player guesses incorrectly, there is no penalty.
After all questions have been asked, the Site
card is moved to the Discard Pile.



If the Site prerequisite has not been met,
the Site card is placed on the Discard Pile.
After all investigated Sites have been resolved,
any remaining Sites with no Bluffs under
them are moved to the Discard Pile. Any
remaining Sites with Bluffs under them
remain in the Field section until they are
investigated during a later turn or the game
ends. Sites may only be investigated by the
player who played the Site.
If a player chooses not to investigate any
Sites for a particular turn, all players may
still pay for and play any applicable cards.

Debreifing Phase

The Debriefing Phase is the final phase in
each player's turn. All players may now dis-
card cards. After discarding cards your hand
size must be seven cards or less. If you have
more than seven cards, you must discard
cards until no more than seven remain.

After the Debriefing Phase, the turn is
completed. The next player to the left now
begins his turn and the turn sequence is
repeated.

Optional Rules



The following rules were designed to add
fun and intrigue into the X-Files CCG experi-
ence. They are not part of the official rules
and you may choose to play with any or all of
them as desired. In order to use an optional
rule, both players must agree. If either player
objects, an optional rule may not be used.

Killer Cards

Some cards will have the Keyword "Killer"
These cards can permanently remove Agents
from play. For gameplay, these cards are
optional. Both players must agree to use these
cards in gameplay. If either player objects,
these cards may not be used.

If you play an X-Files Advanced Game
using Killer cards, another way to win the
game is added. You can now win the game by
permanently removing all opposing Agents
from gameplay. This is still a rare occurrence
while using these cards.

X-File Powers

The X-File Powers were designed to add
flavor and strategy in selecting an X-File.
They are optional. Both players must agree
in order to use the X-File Powers in
Advanced Gameplay.



As your opponent gets closer to identifying
your X-File, the X-File gains added powers to
thwart the Agents. These powers are based on
the specific characteristic your opponent
knows. Prior to using any of these powers, the
controlling player must announce the specific
characteristic of his X-File that allows him to
use a power. This might seem redundant in a
two-player game, but has significance in a
multi-player game, as all players might not
have already identified the characteristic.
Additionally, you can choose to announce a
particular characteristic to all opponents and
gain that corresponding special effect.

Deck Construction

The following is a brief section on deck
construction to help get you started with build-
ing your Bureau Deck. Remember, you may
not use more than two of any particular card.


include, and possibly most important, is the
Site card. These cards are important, as
Agents need to ask questions about the oppos-
ing X-File in order to win the game. In a deck
of 60 cards, you will probably want to include
at least 15 Site cards. Site cards should be
about one-fourth of your deck. They should
also be coordinated around your Agents'
strengths. Your Agent team will have some
skills with a total much larger than others.
The Bureau Deck should have a proportionally
large number of Site cards that utilize these
skills.



All other cards fit into two basic categories:
cards that help you and cards that hinder your
opponents. The mix of these should center
around your personal strategy or play-style.

Cards that help you:
These cards include Witnesses, Events,
Combat Cards, and Agents. Events have varied
effects. You will probably want more of these
than any other card-type. Witnesses usually
add to a Skill Check. Combat Cards aid in
Combat situations. You will probably want
about an even number of these two cards but
less of these than Event cards. In the
Advanced Game, Agents can also be included in
your deck to aid during one turn. While help-
ful, they tend to be expensive and you will
probably only be able to utilize a few.




Cards that hinder your opponents:
These cards include Events, Adversaries,
Bluffs, and Combat Cards. Again, you will
probably want to include more Events than
any other card-type. Adversaries affect oppo-
nents by inflicting damage during Combat and
sending them to the Hospital where they can-
not contribute to a Skill Check. Bluffs normal-
ly subtract from a Skill Check outright. At this
point, you will likely need to decide the main
way that you want to hinder your opponent.
This can be through Adversary or Bluff cards.
Whichever you choose, you will likely want
more of these than the other. Combat cards
can be used to increase the power of
Adversaries.

The final consideration is the Cost to play
your cards. It will do you no good to have
many very powerful cards if you cannot
afford to play them. The proper combination
of more expensive cards and less expensive
ones will prove to be most effective:

Sample Deck Quantities by Suit (60 total):
Sites: 15
Events: 15
Adveraries: 7
Witnesses: 6
Bluffs: 6
Combat: 5
Equipment: 5
Agents: 1
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