Previous Page 41

Scrye 4/2 - 42 - X-Files CCG: Feature

Re-stacking

Smoke Screen Event card will also keep it from
attacking. Cost: 6 CP.

2. Operation Falcon Blue Berets:
A large Team of Agents can beat this
Government Adversary. Its damage may be split
by the directed player, allowing the damage to
be spread out amongst his Agents. It may use
Martial Arts Combat cards and has an LRC: 4,
CRC: 3, Health: 8. It can be
negated with the Evasive
Maneuvers Event card or the
Sheriff Mazeroski Witness card.
Cost: 7 CP.

3. The Psychotic Attack:
This Evolutionary Adversary has
LRC: 3, CRC: 2, and Health: 5. It
can also split its damage. An aver-
age Team should be able to
defeat it. It may be negated by the
Evasive Maneuvers Event card or
the Dr. Blockhead Witness card.
Cost: 4 CP.



4. Squeeze:
With its ability to skip the LRC
round, this Evolutionary Adversary can maul
your Team. It has a CRC: 3 and Health: 5. An
average Team should be able to handle this
Adversary, but you may lose an Agent to the
Hospital. Cards that Negate this Adversary are the
Evasive Maneuvers Event card or the Dr. Blockhead
Witness card. Cost: 3 CP.

Summary of cards useful in defending against
Method Adversaries: Evasive Maneuvers Event card,
Smoke Screen Event card, Sheriff Mazeroski Witness
card, Dr. Blockhead Witness card.

Result: This question is targeted by five
Adversaries. Like Motive, these Adversaries are
very powerful.

1. Darkness Falls:
This Primordial Adversary does not initiate com-
bat. Instead it will send one Agent to the
Hospital for the rest of this turn
and the next. Only a Healing card
can stop this. It can be defeated
with the following cards: First Aid
(Combat), Successful Diagnosis
(Event), Medical Treatment
(Event), Medi-Kit (Equipment),
Hospital Crash Cart (Equipment).
It can also be Negated using the
Evasive Maneuvers Event card or
the Dr. Daniel Trepkos Witness
card. Cost: 6 CP.



2. Hunter In The Dark:
The LRC round is skipped when
fighting this Primordial
Adversary. It has a CRC: 4,
Health: 5. A strong Team could defeat this
Adversary, but you will almost certainly lose an
Agent. It can be Negated using the Evasive
Maneuvers Event card or the Dr. Daniel Trepkos
Witness card. Cost: 7 CP.

3. Suppressed Fury:
A strong Team will almost always be able to
defeat this Primordial Adversary. Usually your
Team will be able to easily remove the creature
from play. This creature always lives long
enough to attack in CRC. Its CRC: 2 means it
can only send wounded Agents to the Hospital.
It does have a monstrous Health: 9. If your

opponent is using this Adversary, he will
probably use combat cards to increase its
abilities. It can be Negated using the
Evasive Maneuvers Event card or the Dr.
Daniel Trepkos Witness card. Cost: 5 CP.



4. The Host Attacks:
You only need to worry about this Evolutionary
Adversary if you are using the optional "Killer"
rules. If you are using "Killer" rules then be
afraid, be very afraid. If this Adversary causes an
Agent to lose even one point of Health, then
that Agent will be removed from the game in
five turns. The only way to stop this is a Medical
skill check of 3+ or a Healing card. If
your opponent uses any Combat
cards, your Team could be wiped out.
Cards that defend against this card are
First Aid (Combat), Successful
Diagnosis (Event), Medical Treatment
(Event), Medi-Kit (Equipment),
Hospital Crash Cart (Equipment). It
can also be Negated using the Evasive
Maneuvers Event card or the Dr.
Blockhead Witness card. Cost: 4 CP.

5. The Sandman:
This Evolutionary Adversary turns
your Team's combat skills against.
them. Its CRC and
LRC are equal to the highest-
rated Agent in your Team+1 (i.e.,
if you have an Agent with an
LRC of 4, The Sandman's LRC
will be 5). It can also use
Subterfuge Combat cards.
Surprisingly, a balanced Team
with LRC and CRC in the 1-2
range can defeat this opponent.
Otherwise it can be Negated
using the Evasive Maneuvers Event
card or the Dr. Blockhead Witness
card. Cost: 4 CP.



Summary of cards useful in
defending against Result Adversaries: The Evasive
Maneuvers Event card, Dr. Daniel Trepkos Witness
card, Dr. Blockhead Witness card, First Aid
(Combat), Successful Diagnosis (Event), Medical
Treatment (Event), Medi-Kit
(Equipment), Hospital Crash Cart
(Equipment).

Some Adversaries do not target
Sites. Instead they are activated by
other Events, such as skill checks, or
Witnesses being played. The follow-
ing is a list of those Adversaries:

1. Kiss Of The Vampire
This Occult Adversary is one of the
most dangerous. It is keyed to
Witnesses being played. Not only does
it attack the party (CRC: 5, Health: 6)
but it causes a Witness to be discarded
(thus negating it) and creates another
vampire that attacks simultaneously
(CRC: 3, Health: 3)! In addition, neither vampire
is affected by LRC attacks. Most Teams will not be
able to stop this adversary, better to negate it with
the Evasive Maneuvers Event card or The Calusari
Witness card. Cost: 10 CP.



2. Poltergeist Attack:
With its immunity to LRC and CRC attacks, this
Occult Adversary can be frustrating. It has an
LRC: 2, CRC: 2, and Health: 2. It is a keyword
Phenomena, which means that Evasive
Maneuvers won't negate it, but The Calusari will
still stop it. It will only attack for one LRC and

one CRC and then leave, so any defensive combat
cards should stave it off. It can be very dangerous
if your opponent is playing with Combat cards.

3. Living Machine:
The Living Machine adversary will attack any Team
making a Computer skill check. It skips the LRC
and has a CRC: 4, and Health: 7. Only Agents
with Computer skill can fight this Adversary, so if
your Team's Computer skill is not high, avoid this
card. It is a keyword Phenomena, which means
that Evasive Maneuvers won't negate it, but the Dr.
Blockhead Witness card will.



4. Abduction:
This Alien Adversary can be played on a Team
making an Alien Investigation skill check. It
does not initiate combat, instead it automatical-
ly sends one of your Agents (your opponent's
choice) ten cards down in your Bureau deck,
where it will sit until you cycle through enough
cards to bring it to the surface. In addition, all
Equipment cards attached to that Agent are dis-
carded. It is a keyword Phenomena, which
means that Evasive Maneuvers won't negate it, but
the Lt. Colonel Marcus Aurelius Belt Witness card
will get rid of it. Cost: 6 CP.

5. Alien Harvester
This Alien Adversary can be played on a Team
making an Alien Investigation skill
check. It does not initiate combat,
instead it automatically sends a ran-
dom number of your Agents (deter-
mined by where the card lands when
you flip it) ten cards down in your
Bureau deck, where they will sit until
you cycle through enough cards to
bring them to the surface. In addition,
all Equipment cards attached to those
Agents are discarded. It is a keyword
Phenomena, which means that
Evasive Maneuvers won't negate it, but
See the Lt. Colonel Marcus Aurelius Belt
Witness card will stop it. Cost: 4 CP.



Summary of cards useful in defending
against non-Site Activated Adversaries: Evasive
Maneuvers Event card, Lt. Colonel Marcus Aurelius
Belt Witness card, The Calusari Witness card.
Note that in addition to cards that Negate these
Adversaries, there is one other card that is quite
effective: The Gung Bituan Witness card will let
your Team do damage to Occult Adversaries that
they normally couldn't hurt (i.e., they may dam-
age Vampires and Poltergeists with LRC attacks
and do full damage to Zombies). If your oppo-
nent uses Occult Adversaries, you should consid-
er taking at least one of these cards.

Another type of card to consider is the
Keyword Changer. Most of them are Bluff cards,
for instance: the Detective Kelly Ryan Bluff card
changes any one Keyword Evidence Collection,
Behavioral, or Criminal Investigation card to a
Keyword Motive card (presumably to enable
your opponent to play an Adversary keyed to
Motive). The other keyword changer is the infa-
mous The Cigarette-Smoking Man Strikes card. To
combat these you can include two Langly Event
cards (negates Bluffs) and two Frohike Event
cards (negates Events). This should keep your
Team relatively safe.




Given all of this information, there are sever-
al important strategies to consider when design-
ing your defense. First, find questions that share
defensive cards. Overlapping defenses means
that you will need less diversity and thus fewer
defensive cards in your deck. You can use the
Next Page - 43