the entire X-Files Game Rulebook as a PDF
Transcription
the entire X-Files Game Rulebook as a PDF
CALLING ALL AGENTS! The existence of the X-Files teeters on the brink of oblivion, and along with it the world as we know it. Through the schemer known as the Cigarette Smoking Man, the nefarious Syndicate moves to shut down this unique FBI division, which poses the biggest threat to exposing its global conspiracy. As a special agent, you are tasked with crisscrossing the United States in a race against the clock, investigating cases of unexplained phenomenon. To save the X-Files, collect enough evidence to close these cases and uncover the Syndicate’s secrets along the way. But beware, our enemies will present us with numerous obstacles and seek to destroy important evidence at every turn. TRUST NO ONE... GAME PLAY OVERVIEW In X-Files: the Board Game, 1 player takes on the role of one of the Syndicate’s key agents, the Cigarette Smoking Man, and tries to conceal evidence of extraterrestrial visits to Earth, while 1-4 other players become Mulder, Scully, and the rest of the X-Files team trying to uncover evidence before the Syndicate can bury it forever. -2- COMPONENTS Rulebook(1) Board(1) Agent Pawns(4) Plastic Stands(4) Agent Credentials(4) Syndicate Screen(1) 1 THE JERSEY DEVIL "Fact is we've got a cannibalized body in New Jersey. Someone or something out there is hungry." 5 Each Agent that investigates this X-File suffers 1 wound afterwards. X-Files Cards(65) "Sometimes they come in real low, and they just put on the skidders right...…" "A lie, Mr. Mulder, is most convincingly hidden between two truths." QUESTION WITNESS HIDING THE TRUTH Investigate 2, +1 for every other Agent in this region. When revealed, this card has no effect. Agent Cards(50) Evidence Cigarette Tokens(20) Tokens(40) 0 Syndicate Cards(50) Agent Token(1) Influence Token(40) Jigsaw Puzzle Piece Tokens(9) Progress Wound Tokens(20) Tokens(40) -3- Syndicate Token(1) GENERAL SETUP 1. Choose Sides: Choose one player (usually the most experienced player) to be the Syndicate player. All other players are Agent players. The Agent players are working together against the Syndicate player and either win or lose as a group. 2. Set Up Board and Decks: Place the board in the center of the table. Separate the Agent, Syndicate, and X-Files cards into their respective decks and shuffle them. Place the three decks facedown on the spaces indicated on the board. 3. Prepare Evidence Bag: Place the Evidence tokens (but not the Cigarette tokens) in the Evidence Bag and shake it up. 4. Prepare Token Banks: Separate the Influence tokens, Progress tokens, Jigsaw Puzzle Piece tokens, and Wound tokens into piles, and place them where all players can reach them. 5. Place both the Agent and Syndicate token on their appropriate trackers on the board. 6. Open Initial X-Files: Draw a number of X-Files cards equal to the number of Agents and place them in their respective region on the map. The Northeast, West, and Midwest regions can contain at most one X-Files card each, while the South can contain two X-Files. If a region is full and you draw another X-File belonging to that region, simply discard that card (placing it face down on the bottom of the X-Files deck) and draw again until you get enough X-Files on the board. 7. Individual Setup: The Syndicate player now performs the steps listed under “Syndicate Player Setup” below, while each Agent player performs the steps listed under “Agent Player Setup” below. 8. Time to Get Started: After the individual setup is done, play begins with the Agent player seated to the Syndicate player’s left. After each player completes their turn, play passes to the left. Note: Mulder is most useful to the Agents early in the turn, while Scully is better later in the turn, so you may wish to arrange the seating accordingly. SYNDICATE PLAYER SETUP 1. Sit so that you can easily reach all parts of the board, since you will be interacting with it the most. 2. Take the Syndicate Screen and the Cigarette tokens. Place the screen in front of you and put the Cigarette tokens behind it. 3. Draw 5 Syndicate cards, then collect Influence tokens equal to the number of Agents. You may place any or all of your cards facedown onto the board in the Syndicate spaces connected to the X-Files cards in play. If this is your first game, then just try to make sure that each X-Files card has at least one facedown Syndicate card attached to it for now – as you play the game you’ll start to better understand how to decide where to place your Syndicate cards. AGENT PLAYER SETUP 1. Choose an Agent and take that Agent’s credentials and the corresponding Agent pawn. Place your Agent credentials in front of yourself and your Agent pawn in the Northeast region space of the board. 2. Draw a hand of 5 Agent cards and collect 3 Influence tokens. Note on 2-Player Games: In a 2-player game, the Agent player should play 2 Agents instead of 1, keeping their Influence and hands of cards separate from each other. A number of cards and mechanics depend on teamwork between the X-Files Agents, so playing with only one X-Files Agent will result in a less enjoyable game experience overall. -5- OVERVIEW OF PLAY During the game, the X-Files Agents will move around the map, playing their Agent cards to investigate the X-Files and uncovering evidence when they solve X-Files. They will then spend this evidence to assemble pieces of Mulder’s poster, representing their progress in uncovering the Syndicate. The Syndicate player, on the other hand, will place Syndicate cards facedown on the map, attached to the X-Files, in order to make it more difficult for the Agents to solve them. In addition, as the Syndicate player conceals evidence, Cigarette tokens are added to the Evidence Bag that can slow the Agents’ investigation. While the Agents must work quickly to solve X-Files in order to win the game, all the Syndicate player must ultimately do in order to win is delay the Agents long enough. After all, “The only thing necessary for the triumph of evil is that good men should do nothing.” WINNING THE GAME The X-Files Agents uncover evidence by solving X-Files as they appear on the map. They spend this evidence in order to assemble pieces of Mulder’s “I want to believe.” poster. If they assemble all 9 pieces of the poster, the X-Files Agents win the game as a group. The Syndicate player, on the other hand, conceals evidence at the start of each of his turns for every unsolved X-File still on the map. Concealed evidence is placed behind the Syndicate Screen. If the Syndicate player ever conceals 25 total evidence, the concealed evidence is revealed, and the Syndicate player immediately wins, shutting down the X-Files for good. AN AGENT’S TURN As an Agent, take the following steps on your turn. They are described in more detail after the summary below: 1. Move or Consult Another Agent: Either move your Agent pawn to an adjacent region of your choice or trade 1 card with another Agent in your current region. 2. Plan or Act: Next, either collect 3 Influence tokens or play 1 card from your hand. 3. Replenish: Finally, draw 1 Agent card and add it to your hand. You may have any number of Agent cards in your hand. Step 1: Move or Consult Another Agent At the start of your turn, you may either: A) Move your Agent pawn to an adjacent region, or B) Trade 1 card with another Agent in your current region. If you do not wish to either move or consult another Agent, you don’t have to do either. 1A. Moving In order to investigate an X-File, your Agent pawn must be in the same region as that X-File, so you’re going to have to move around a fair amount during the game. To move, simply pick up your Agent pawn and place it in a region that is touching the region it is currently in. In general, this means that you may move from any region to any other region except from West to Northeast, and vice versa. -6- 1B. Consulting Another Agent In order to consult with another Agent, choose another Agent player whose Agent pawn is in the same region as your Agent pawn. Then, you give that player 1 card from your hand and that player must give you 1 card from their hand. Agents may show each other their hand of cards at any time, though they may want to be careful about what they allow the Syndicate player to see and/or overhear. You cannot force another Agent player to trade with you – they must agree to do so. Step 2: Plan or Act After moving or consulting another Agent, you may either: A) Plan, collecting 3 Influence tokens, or B) Act, playing a card from your hand. 2A. Planning When you choose to plan, simply collect 3 Influence tokens from the pile of Influence tokens. If there are fewer Influence tokens than that available, then simply take all remaining Influence tokens from the pile. If there are no Influence tokens left in the pile, then you cannot collect any more until a player spends some. Influence is used to play Agent cards from your hand, and if you find that you don’t have enough to pay for the cards you want to play, you should plan in order to gain more Influence. Note: If your Agent is injured, you may heal wounds instead of collecting Influence, as described on page 14. 2B. Acting When you act, you select one of the cards in your hand and play it. The cost to play a card is normally 1 Influence. However, each Agent card is keyed to one of five “skills” (shown by the icon in the middle of the card), and if you examine your Agent credentials, you will notice that your Agent is “Strong” in two skills (one of which is always the “General” skill) and “Weak” in one skill. When you play a card keyed to a skill your Agent is strong in, it costs you 0 Influence. On the other hand, when you play a card keyed to a skill your Agent is weak in, it costs you 2 Influence. The list of skills is as follows: ICON SKILL Conflict Paranormal Political Science General -7- Flavor TextOnce Card Name in real low, and "Sometimes they come skidders right...…" they just put on the QUESTION WITNESS for every other Investigate 2, +1 n. Agent in this regio Skill Card Effect Ally Cards you have paid for your card, simply read it aloud and carry out its effects. Afterwards, discard it face up in a pile next to the Agent deck. Examples of some types of Agent cards include: Investigation Cards Most Agent cards allow you to investigate an X-File in your region, and will say something like “Investigate 3”. Investigations put Progress tokens on X-Files and are how Agents solve X-Files. Investigations are described in further detail on page 10. A couple of cards are labeled as Ally cards. These cards are played face up into the “Ally” space on the map. An Ally card’s effects last as long as it remains in play, and it remains in play until another Ally card is played or revealed. Once another Ally card is played or revealed, the previous Ally card is discarded, and the new Ally card’s effect comes into play. "Well, let's just say that I'm in a position to know quite a lot of thing s, er, things about our government." DEEP THROAT Example: An Agent plays “Deep Throat”. Deep Throat is placed in the Ally space on the map, and while he is in ALLY — Cigarett e tokens are not play, Cigarette tokens are not added to the Evidence Bag. added to the Evid ence Bag. A few turns later, during an investigation, the Syndicate player reveals “Well-Manicured Man”. Deep Throat is immediately discarded, and the Well-Manicured Man is placed in the Ally space on the map instead. Now, not only are Cigarette tokens once again added to the Evidence Bag, but each time the Syndicate player does so, they add 1 extra Cigarette token to the Evidence Bag. Wound-Related Cards A few cards either cause or heal wounds to an Agent. Wounds interfere with investigations and are described in more detail on page 13. Step 3: Replenish Finally, to end your turn, draw 1 Agent card from the Agent deck and add it to your hand. Most often, this means that your hand will have the same number of cards in it as it had at the start of your turn. However, your hand size can grow or shrink over the course of the game when you don’t play a card or play more than one card during your turn, which can happen when you plan or play certain cards that allow you to play another card. You may have any number of cards in your hand at once – there is no limit. If the Agent deck runs out of cards, simply turn over the discard pile and shuffle it to form a new Agent deck. THE SYNDICATE PLAYER’S TURN As the Syndicate player, take the following steps on your turn. They are described in more detail after the summary below: 1. Conceal Evidence: Draw 1 Evidence token from the Evidence Bag for each X-File still unsolved on the map. Then, add 1 Cigarette token to the Evidence Bag if you drew at least 1 Evidence token from the Evidence Bag. -8- 2. Replenish X-Files: Draw X-Files cards from the X-Files deck and put them into play until the number of X-Files in play is equal to the number of Agents. 3. Refill Hand: Draw cards from the Syndicate deck until you have 5 cards in your hand. 4. Collect Influence: Collect Influence tokens equal to the number of Agents. 5. Play Syndicate Cards: Play any number of Syndicate cards from your hand. You may swap out Syndicate cards you’ve previously played on the map, returning the old card to your hand, but you must pay 1 Influence per swap. Step 1: Conceal Evidence Draw 1 Evidence token from the Evidence Bag for each unsolved X-File still on the map. For instance, if there are 3 unsolved X-Files on the map, draw 3 Evidence tokens from the Evidence Bag and conceal them face up behind your screen. Throughout the game, as you conceal Evidence tokens, you must update the Agents of your progress by using the tracker on the board. If you have 25 points of evidence concealed behind your screen at any time, you immediately win the game. Move your screen aside to show the Agent players your concealed evidence to prove that you’ve won. The X-Files are shut down for good and the Agents reassigned – good work! Drawing Cigarette tokens from the Evidence Bag If you draw a Cigarette token from the bag, set it aside for a moment and draw again – Cigarette tokens do not count against your Evidence token draws and are returned to the Evidence Bag once you’ve finished drawing evidence for the turn. Adding Cigarette tokens to the Evidence Bag If you draw 1 or more Evidence tokens from the Evidence Bag on your turn, then afterwards add 1 Cigarette token from behind your screen to the Evidence Bag, unless all of the Cigarette tokens are already in the bag. Cigarette tokens slow down the Agents’ progress, and represent that you have gotten to the evidence before they could. Only add 1 Cigarette token to the Evidence Bag per turn, even if you drew more than 1 Evidence token from the Evidence Bag. Step 2: Replenish X-Files If there are fewer unsolved X-Files cards on the map than there are Agents, draw new X-Files from the X-Files deck until there are X-Files in play equal to the number of Agents. When you draw a new X-File, place it in its respective region on the map. The Northeast, West, and Midwest regions can contain at most one X-File card each, while the South can contain two X-Files. If a region is full and you draw another X-File belonging to that region, simply discard that card (placing it facedown on the bottom of the X-Files deck) and draw again until you get enough X-Files on the board. Step 3: Refill Hand If you have fewer than 5 Syndicate cards in your hand, draw Syndicate cards from the Syndicate deck until you have 5 cards in hand. If you already have 5 or more Syndicate cards in your hand, then skip this step. If the Syndicate deck runs out of cards, simply turn the discard pile facedown and shuffle it to create a new Syndicate deck. -9- Step 4: Collect Influence Collect Influence tokens equal to the number of Agents. So, if there are 4 Agents playing, you would collect 4 Influence tokens from the pile of Influence tokens. If there are fewer Influence tokens than that available, then simply take all remaining Influence tokens from the pile. If there are no Influence tokens left in the pile, then you cannot collect any more until a player spends some. Influence is used to pay for Syndicate cards when you reveal them, as well as to swap out old Syndicate cards on the map in exchange for new ones from your hand. Step 5: Play Syndicate Cards Flavor Text Card Name convincingly "A lie, Mr. Mulder, is most " hidden between two truths. HIDING THE TRUTH 0 has no When revealed, this card effect. Influence Cost Card Effect You may play any of the Syndicate cards from your hand facedown on the map into the Syndicate spaces that are connected to the X-Files. You may only play one Syndicate card into each space. Thus, you may only have 1 Syndicate card attached to an X-File in the Northeast, 2 attached to an X-File in the Midwest or South, and 3 attached to an X-File in the West. You may only play Syndicate cards into spaces attached to X-File spaces that currently contain an X-File card. You may not play Syndicate cards where there are no open X-Files. Thus, if there are only X-Files in the Northeast, West, and Midwest, then you cannot play Syndicate cards into any of the Syndicate card spaces in the South. Playing Syndicate cards from your hand is free – you do not pay the Influence cost of a Syndicate card until you reveal it when an Agent investigates the X-File it is attached to. However, you may peek at Syndicate cards you’ve already played at any time, to remind yourself of what they are. You may not discard any Syndicate cards from your hand, you may only play them onto the map. However, you may swap out a Syndicate card already on the map for one in your hand by paying 1 Influence. Simply pay the Influence, then pick up the Syndicate card on the map and add it to your hand, then take a card from your hand (even the same card that you just added to your hand, if you wish to bluff) and play it facedown on the map in the space you picked up the Syndicate card from. You may do this as often as you like. INVESTIGATIONS As an Agent, when you play an Agent card that says “Investigate” followed by a number, you investigate an X-File in your current region. You simply choose an X-File in the same region as your Agent pawn (which really only matters in the South), and place the indicated number of Progress tokens on the X-Files card. Thus, if you play a card that says “Investigate 5”, you would place 5 Progress tokens on the X-Files card in your current region (choosing one of the two X-Files if your Agent pawn is in the South and there are two X-Files currently open there). Many cards that you use to investigate have ways that you can boost their -10- effectiveness. In these cases, simply follow the directions on the card to determine how many Progress tokens to add to the X-File. For instance, the “Lab Analysis” card says “Investigate 3, +1 for every other card you discard.” So, if you discard 2 other cards from your hand after playing “Lab Analysis”, it would become an investigation of 5 (3+2), meaning that you would add 5 Progress tokens to the X-File in your region. Syndicate Cards and Investigations Each time you investigate an X-File that has one or more facedown Syndicate cards attached to it, the Syndicate player has the option to reveal any or all of those attached cards. To do so, the Syndicate player pays Influence equal to the number in the center of the Syndicate card, turns the card face up, and resolves the effects of the card. After the Syndicate card’s effect has been resolved, the card is discarded facedown into a discard pile next to the Syndicate deck. Syndicate cards can have a wide variety of effects, from inflicting wounds on the Agents to forcing the Agents to discard cards. A few of the more common effects are described in more detail below. No Effect The “Hiding the Truth” card has no effect and costs nothing to reveal. It is simply a bluff card to scare the Agents with, and to cause Mulder to waste his special ability on. Sometimes the Syndicate player may want to reveal a “Hiding the Truth” card in order to gloat at the Agents, but most times they’ll want to leave it unrevealed, to be discarded facedown when the X-File it’s attached to is solved, leaving the Agents wondering what it was. Cancel an Investigation The Syndicate player’s most common cards cancel an investigation of a particular type. If the current investigation was caused by an Agent card of that type (the symbols will match, if so), then the Syndicate player may reveal the card to prevent the Agent from adding any Progress tokens to the attached X-File. For instance, if the Agent plays an “Incredible Discovery” (normally a Science card that starts an investigation of 5) and the Syndicate player has a “Grave Robbing” card attached to the X-File that is being investigated, the Syndicate player may pay 3 Influence to reveal the “Grave Robbing” card and prevent the Agent from adding any Progress tokens to the X-File. convincingly "A lie, Mr. Mulder, is most " hidden between two truths. HIDING THE TRUTH 0 has no When revealed, this card effect. "They're both empty ." GRAVE ROBBING "What's going on here?" 3 When revealed, any ongoing science investig ation is cancelled. Cancelling an investigation does not cancel any other effects of the played Agent card, only the adding of Progress tokens to the X-File. -11- — Inflict Wounds Many Syndicate cards inflict wounds to the Agents. Wounds slow down an Agent’s investigations and are explained in more detail on page 13. Ally Cards "Well, let's just say that I'm in a position to know quite a lot of things, "We predict the future. And the best way to er, things about our government." predict it, is to invent it." DEEP THROAT WELL-MANICURED MAN 2 notthe Syndicate ALLY — Cigarette tokens ALLY —are When player added to the Evidence adds Bag. Cigarette tokens to the Evidence Bag, they add 1 extra. A couple of Syndicate cards are labeled as Ally cards. These cards are played face up into the “Ally” space on the map once revealed. An Ally card’s effects last as long as it remains in play, and it remains in play until another Ally card is played or revealed. Once another Ally card is played or revealed, the previous Ally card is discarded, and the new Ally card’s effect comes into play. Example: An Agent plays “Deep Throat.” Deep Throat is placed in the Ally space on the map, and while he is in play, Cigarette tokens are not added to the Evidence Bag. A few turns later, during an investigation, the Syndicate player reveals “Well-Manicured Man.” Deep Throat is immediately discarded, and the Well-Manicured Man is placed in the Ally space on the map instead. Now, not only are Cigarette tokens once again added to the Evidence Bag, but each time the Syndicate player does so, they add 1 extra Cigarette token to the Evidence Bag. Solving an X-File Region Evidence Reward 1 THE JERSEY DEVIL alized body "Fact is we've got a cannib or something in New Jersey. Someone out there is hungry." 5 Each Agent that investigates this X-File suffers 1 wound afterwards. Card Name Flavor Text Difficulty Card Effect If you add Progress tokens to an X-File and the total number of Progress tokens on that X-File is greater than or equal to its difficulty (the large number on the bottom of the X-File card), the X-File is solved. First, you immediately draw Evidence tokens from the Evidence Bag equal to the number in the upper right corner of the X-Files card. Any Evidence tokens you draw are turned face up and kept by the map in a pool to be spent on puzzle pieces (see pg. 13). Each Cigarette token you draw from the bag, on the other hand, is returned to the Syndicate player, who returns the Cigarette token behind the Syndicate player screen. This represents that the Smoking Man got to that evidence first, and basically means that you lose out on one of your Evidence tokens. After you’ve drawn your evidence for solving the X-File, the X-Files card is turned facedown in its space. Although that X-File has been solved, it has now been added to the case archives in that region and certain cards may refer to the number of cases that have already been solved in the region. As a result, only discard an X-File from a region (placing the card facedown on the bottom of the X-Files deck) if a card specifically says to do so. Once you’ve turned the X-File facedown, do not immediately replace it with a new X-Files card from the X-Files deck. Instead, solved X-Files are -12- replaced during the Syndicate player’s turn, after the Syndicate player has received evidence for the turn. This means that every X-File you solve effectively reduces the amount of evidence the Syndicate player gets to conceal for the turn. AGENTS AND EVIDENCE Evidence that the Agents have drawn from the Evidence Bag is placed face up near the map. At the end of any Agent player’s turn, the Agent may choose to spend some of this evidence in order to assemble a piece of Mulder’s “I want to believe” poster. Each piece of the puzzle costs 1 point of evidence per Agent. Thus, if 2 Agents are playing, it costs 2 points of evidence to assemble a piece of the puzzle. On the other hand, if there are 4 Agents playing, it costs 4 points of evidence to assemble a piece of the puzzle. Simply return the spent Evidence tokens to the Evidence Bag (if you overpay, you do not receive any “change” from the bag), take a piece of the puzzle, and assemble it next to the map. If all 9 pieces of the puzzle are assembled, the Agent players completely uncover the evidence they were looking for and immediately win the game as a group. Congratulations! The board also features an Agent tracker that should be updated to reflect how many pieces of the puzzle the Agents have assembled, so that all players have an easy visual reference at all times. The Agents do not have to immediately spend evidence that they’ve drawn from the Evidence Bag, and may instead save it for later. This can have some advantages, but if many Cigarette tokens are in the Evidence Bag, it’s best to spend evidence quickly in order to “pad out” the number of tokens in the Evidence Bag. WOUNDS As the Agents investigate deranged killers and freakish creatures, sometimes they’ll find themselves in harm’s way. When this happens, the Agents will often suffer wounds. When your Agent suffers a wound, take a Wound token and place it on your Agent credentials. Wounds make an Agent less effective – for each wound on an Agent, that Agent adds 1 less Progress token to X-Files when investigating. Thus, if an Agent has suffered 3 wounds and plays a card that allows the Agent to “Investigate 5,” that will only result in 2 Progress tokens getting added to an X-File instead of 5. -13- Wound Limit Agents live something of a charmed life and cannot be killed by wounds. Instead, an Agent may have – at most – 5 wounds on their Agent credentials at once. After that, the Agent cannot voluntarily or involuntarily suffer any more wounds until they’ve healed some of their previous wounds. Healing Wounds Some Agent cards will explicitly heal an Agent of 1 or more wounds. For each wound an Agent is healed of, remove 1 Wound token from their Agent credentials. In addition, each time an Agent would receive Influence tokens, either from an Agent card or from planning, the Agent player may choose not to receive some or all of that Influence in order to rest and heal. For each Influence the player chooses not to receive, the Agent is healed of 1 wound. Note that Agents cannot spend Influence they already have in order to heal – they must give up Influence that they are about to receive in order to heal. This represents the Agent taking time to rest and recuperate. Chase and Firefight Agent Cards Two Agent cards interact with wounds in unusual ways. The initiates an investigation of 2, but the Agent adds 1 for the Agent’s credentials instead of subtracting 1 for each Agent with 4 wounds who plays a “Chase” card initiates an 6. “Chase” card each wound on wound. Thus, an investigation of The “Firefight” card, on the other hand, initiates an investigation of 3, plus 1 for each wound the Agent voluntarily suffers after the investigation is over. These voluntary wounds are subject to the normal wound limit of 5 wounds – an Agent may not suffer wounds that would bring them past this limit. So, if an Agent has suffered 2 wounds previous to playing the “Firefight” card, they could, at most, suffer 3 more wounds voluntarily, bringing the investigation to a total of 4 (3, minus 2 for the wounds they already had, plus 3 for the wounds voluntarily suffered after the investigation). AGENT SPECIAL ABILITIES Each Agent has a special ability listed on their Agent credentials that they may use as they see fit. Each ability is described in more detail below. Fox Mulder’s Believer Ability At the start of his turn, Mulder’s player may pay 1 Influence to look at a facedown Syndicate card on the map of his choice. The player cannot use this ability if they have no Influence to spend or if there are no facedown Syndicate cards on the map. Mulder’s player may tell the other Agent players what the Syndicate card that he peeked at was. Mulder’s player may only use this ability once per turn. Dana Scully’s Skeptic Ability Whenever Scully’s player draws 1 or more Evidence tokens from the Evidence Bag, they draw 1 extra token. After drawing all of the Evidence tokens from the bag that they are entitled to, Scully’s player looks at the tokens and chooses 1 of them to return to the Evidence Bag. This allows Scully’s player to avoid Cigarette tokens more easily than the other Agents. Walter Skinner’s Well-Connected Ability When Skinner’s player starts their turn, they immediately collect 1 Influence token. As usual, Skinner’s player may choose not to receive this Influence in order to heal 1 wound. Alex Krycek’s Double-Agent Ability When Krycek’s player is investigating an X-File, they may choose another Agent to suffer 1 wound in order to boost the investigation by +2 (therefore adding 2 extra Progress tokens to the investigated X-File). The chosen Agent cannot refuse to be wounded, and Krycek cannot choose an Agent that already has 5 wounds on their Agent credentials. Krycek may only use this ability once per turn. -16- -17- Uncon firme d sig hting of cr eature unlike anythi ng we 've se en. Possib le XFile? -18- CREDITS Game Design: Kevin Wilson Game Development: Nathan McNair and Molly Wardlaw Product Development: Jerry Bennington and Nate Murray Editing: Jerry Bennington, David Hedgecock, Denton Tipton, Nathan McNair, Nate Murray, and Chris Ryall Art Direction: Robbie Robbins Graphic Design: Robbie Robbins and Sam Barlin Photography: Delaney Mamer and Robbie Robbins Cover Illustration: menton3 Card Artwork: Greg Scott, Elena Casgrande, Silvia Califano, Michael Walsh, Joe Corroney, Cat Staggs, John Stanisci, Andrew Currie, menton3, Tony Moy, Matthew Dow Smith, Francesco Francavilla, Vic Malhotra, and Mark McHaley Playtesting: Richard Benson, Matt Cary, Matt Holland, Rachel C. Kirin, Erik McCarthy, Perry Nichols, Dan Schilling, Patrick Schilling, BreeAnn Skogerboe, John Skogerboe, Mike Spartz, Billie Jean Van Knight, Bennett Wadekamper, Chris Wilcoxon, Dustin Everhart, and Carrie Miller Production Management: Kathy Cheong and Thomas Cho Special Thanks to: Ted Adams, Greg Goldstein, Chris Ryall, and Robbie Robbins. www.idwgames.com The X-Files ™ & © 2014 Twentieth Century Fox Film Corporation. All Rights Reserved. -19-