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Page 1: CALLING ALL AGENTS!
Page 2: CALLING ALL AGENTS!

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CALLING ALL AGENTS!The existence of the X-Files teeters on the brink ofoblivion, and along with it the world as we know it.

Through the schemer known as the Cigarette SmokingMan, the nefarious Syndicate moves to shut down thisunique FBI division, which poses the biggest threatto exposing its global conspiracy.

As a special agent, you aretasked with crisscrossingthe United States in a raceagainst the clock,investigating cases ofunexplained phenomenon. Tosave the X-Files, collectenough evidence to closethese cases and uncover theSyndicate’s secrets alongthe way. But beware, ourenemies will present us withnumerous obstacles and seekto destroy importantevidence at every turn.

TRUST NO ONE...

GAME PLAY OVERVIEWIn X-Files: the Board Game, 1 player takes on the role of oneof the Syndicate’s key agents, the Cigarette Smoking Man, andtries to conceal evidence of extraterrestrial visits to Earth,while 1-4 other players become Mulder, Scully, and the rest ofthe X-Files team trying to uncover evidence before theSyndicate can bury it forever.

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COMPONENTS

QUESTION WITNESS

Investigate 2, +1 for every otherAgent in this region.

"Sometimes they come in real low, and they just put on the skidders right...…"

Each Agent that investigatesthis X-File suffers 1 wound

afterwards.

THE JERSEY DEVIL"Fact is we've got a cannibalized bodyin New Jersey. Someone or something

out there is hungry."

1

5 When revealed, this card has noeffect.

HIDING THE TRUTH

0

"A lie, Mr. Mulder, is most convincingly hidden between two truths."

Agent Credentials(4)

X-FilesCards(65)

AgentCards(50)

Jigsaw PuzzlePiece Tokens(9)

WoundTokens(20)

CigaretteTokens(20)

ProgressTokens(40)

EvidenceTokens(40)

SyndicateToken(1)

AgentToken(1)

InfluenceToken(40)

SyndicateCards(50)

Syndicate Screen(1)

AgentPawns(4)

PlasticStands(4)

Board(1)Rulebook(1)

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GENERAL SETUP1. 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 winor 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 numberof 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 isbetter later in the turn, so you may wish to arrange the seating accordingly.

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SYNDICATE PLAYER SETUP1. 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 theCigarette tokens behind it.

3. Draw 5 Syndicate cards, then collectInfluence 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 atleast 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 SETUP1. 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 inthe 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-playergame, the Agent player should play 2Agents instead of 1, keeping theirInfluence and hands of cards separatefrom each other. A number of cardsand mechanics depend on teamwork between the X-Files Agents, soplaying with only one X-Files Agentwill result in a less enjoyable game experience overall.

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OVERVIEW OF PLAYDuring the game, the X-Files Agents will move around the map, playing theirAgent cards to investigate the X-Files and uncovering evidence when theysolve X-Files. They will then spend this evidence to assemble pieces ofMulder’s poster, representing their progress in uncovering the Syndicate.The Syndicate player, on the other hand, will place Syndicate cards facedownon the map, attached to the X-Files, in order to make it more difficult forthe Agents to solve them. In addition, as the Syndicate player concealsevidence, Cigarette tokens are added to the Evidence Bag that can slow theAgents’ investigation. While the Agents must work quickly to solve X-Filesin order to win the game, all the Syndicate player must ultimately do inorder to win is delay the Agents long enough. After all, “The only thingnecessary for the triumph of evil is that good men should do nothing.”

WINNING THE GAMEThe 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 ofeach of his turns for every unsolved X-File still on the map. Concealedevidence is placed behind the Syndicate Screen. If the Syndicate player everconceals 25 total evidence, the concealed evidence is revealed, and theSyndicate player immediately wins, shutting down the X-Files for good.

AN AGENT’S TURNAs an Agent, take the following steps on your turn. They are described inmore 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 AgentAt 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 notwish to either move or consult another Agent, you don’t have to do either.1A. MovingIn order to investigate an X-File, your Agent pawn must be in the sameregion as that X-File, so you’re going to have to move around a fairamount during the game. To move, simply pick up your Agent pawn and placeit 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 exceptfrom West to Northeast, and vice versa.

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1B. Consulting Another AgentIn order to consult with another Agent, choose another Agent playerwhose Agent pawn is in the same region as your Agent pawn. Then, yougive that player 1 card from your hand and that player must give you 1card from their hand. Agents may show each other their hand of cards atany time, though they may want to be careful about what they allow theSyndicate player to see and/or overhear. You cannot force another Agentplayer to trade with you – they must agree to do so.

Step 2: Plan or ActAfter moving or consulting another Agent, you may either:A) Plan, collecting 3 Influence tokens, or B) Act, playing a card from your hand.2A. PlanningWhen you choose to plan, simply collect 3 Influence tokens from the pileof Influence tokens. If there are fewer Influence tokens than thatavailable, then simply take all remaining Influence tokens from thepile. If there are no Influence tokens left in the pile, then you cannotcollect any more until a player spends some. Influence is used to playAgent cards from your hand, and if you find that you don’t have enoughto pay for the cards you want to play, you should plan in order to gainmore Influence.Note: If your Agent is injured, you may heal wounds instead ofcollecting Influence, as described on page 14.2B. ActingWhen you act, you select one of the cards in your hand and play it. Thecost to play a card is normally 1 Influence. However, each Agent card iskeyed to one of five “skills” (shown by the icon in the middle of thecard), and if you examine your Agent credentials, you will notice thatyour 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 toa skill your Agent is strong in, it costs you 0 Influence. On the otherhand, when you play a card keyed to a skill your Agent is weak in, itcosts you 2 Influence. The list of skills is as follows:

ICON SKILL

Conflict

Paranormal

Political

Science

General

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Once you have paid for your card, simply read italoud and carry out its effects. Afterwards,discard it face up in a pile next to the Agentdeck. Examples of some types of Agent cardsinclude:Investigation CardsMost Agent cards allow you to investigate an X-File in your region, and will say something like “Investigate 3”. Investigations put Progresstokens on X-Files and are how Agents solve X-Files. Investigations are described in furtherdetail on page 10.

Ally CardsA couple of cards are labeled as Ally cards. These cardsare played face up into the “Ally” space on the map. AnAlly card’s effects last as long as it remains in play,and it remains in play until another Ally card is playedor revealed. Once another Ally card is played orrevealed, the previous Ally card is discarded, and thenew Ally card’s effect comes into play.Example: An Agent plays “Deep Throat”. Deep Throat isplaced in the Ally space on the map, and while he is inplay, Cigarette tokens are not added to the Evidence Bag.A few turns later, during an investigation, the Syndicateplayer reveals “Well-Manicured Man”. Deep Throat isimmediately discarded, and the Well-Manicured Man is placed in the Ally spaceon the map instead. Now, not only are Cigarette tokens once again added tothe Evidence Bag, but each time the Syndicate player does so, they add 1extra Cigarette token to the Evidence Bag.Wound-Related CardsA few cards either cause or heal wounds to an Agent. Wounds interfere withinvestigations and are described in more detail on page 13.

Step 3: ReplenishFinally, to end your turn, draw 1 Agent card from the Agent deck and addit to your hand. Most often, this means that your hand will have the samenumber of cards in it as it had at the start of your turn. However, yourhand size can grow or shrink over the course of the game when you don’tplay a card or play more than one card during your turn, which can happenwhen 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 andshuffle it to form a new Agent deck.

THE SYNDICATE PLAYER’S TURNAs the Syndicate player, take the following steps on your turn. They aredescribed 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.

ALLY — Cigarette tokens are notadded to the Evidence Bag.

"Well, let's just say that I'm in a position to know quite a lot of things, er, things about our government."

DEEP THROAT

QUESTION WITNESS

Investigate 2, +1 for every other

Agent in this region.

"Sometimes they come in real low, and

they just put on the skidders right...…"

Flavor Text

Card Name

Skill

Card Effect

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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 EvidenceDraw 1 Evidence token from the Evidence Bag for each unsolved X-File stillon the map. For instance, if there are 3 unsolved X-Files on the map, draw3 Evidence tokens from the Evidence Bag and conceal them face up behindyour screen. Throughout the game, as you conceal Evidence tokens, you mustupdate the Agents of your progress by using the tracker on the board. Ifyou have 25 points of evidence concealed behind your screen at any time,you immediately win the game. Move your screen aside to show the Agentplayers your concealed evidence to prove that you’ve won. The X-Files areshut down for good and the Agents reassigned – good work!Drawing Cigarette tokens from the Evidence BagIf you draw a Cigarette token from the bag, set it aside for a moment anddraw again – Cigarette tokens do not count against your Evidence tokendraws and are returned to the Evidence Bag once you’ve finished drawingevidence for the turn.Adding Cigarette tokens to the Evidence BagIf 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 theEvidence Bag, unless all of the Cigarette tokens are already in the bag.Cigarette tokens slow down the Agents’ progress, and represent that youhave gotten to the evidence before they could. Only add 1 Cigarette tokento the Evidence Bag per turn, even if you drew more than 1 Evidence tokenfrom the Evidence Bag.

Step 2: Replenish X-FilesIf there are fewer unsolved X-Files cards on the map than there areAgents, draw new X-Files from the X-Files deck until there are X-Files inplay equal to the number of Agents. When you draw a new X-File, place itin its respective region on the map. The Northeast, West, and Midwestregions can contain at most one X-File card each, while the South cancontain two X-Files. If a region is full and you draw another X-Filebelonging 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 HandIf you have fewer than 5 Syndicate cards in your hand, draw Syndicatecards from the Syndicate deck until you have 5 cards in hand. If youalready 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 pilefacedown and shuffle it to create a new Syndicate deck.

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Step 4: Collect InfluenceCollect Influence tokens equal to the number of Agents. So, if there are 4Agents playing, you would collect 4 Influence tokens from the pile ofInfluence tokens. If there are fewer Influence tokens than that available,then simply take all remaining Influence tokens from the pile. If thereare no Influence tokens left in the pile, then you cannot collect any moreuntil a player spends some.Influence is used to pay for Syndicate cards when you reveal them, as wellas to swap out old Syndicate cards on the map in exchange for new onesfrom your hand.

Step 5: Play Syndicate CardsYou may play any of the Syndicate cards from yourhand facedown on the map into the Syndicatespaces that are connected to the X-Files. You mayonly play one Syndicate card into each space.Thus, you may only have 1 Syndicate card attachedto an X-File in the Northeast, 2 attached to anX-File in the Midwest or South, and 3 attached toan X-File in the West.You may only play Syndicate cards into spacesattached to X-File spaces that currently contain anX-File card. You may not play Syndicate cards wherethere are no open X-Files. Thus, if there are onlyX-Files in the Northeast, West, and Midwest, thenyou cannot play Syndicate cards into any of theSyndicate card spaces in the South.

Playing Syndicate cards from your hand is free – you do not pay theInfluence cost of a Syndicate card until you reveal it when an Agentinvestigates the X-File it is attached to. However, you may peek atSyndicate cards you’ve already played at any time, to remind yourself ofwhat they are.You may not discard any Syndicate cards from your hand, you may only playthem onto the map. However, you may swap out a Syndicate card already onthe map for one in your hand by paying 1 Influence. Simply pay theInfluence, then pick up the Syndicate card on the map and add it to yourhand, then take a card from your hand (even the same card that you justadded to your hand, if you wish to bluff) and play it facedown on the mapin the space you picked up the Syndicate card from. You may do this asoften as you like.

INVESTIGATIONSAs an Agent, when you play an Agent card that says “Investigate” followedby a number, you investigate an X-File in your current region. You simplychoose an X-File in the same region as your Agent pawn (which really onlymatters in the South), and place the indicated number of Progress tokenson 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 currentregion (choosing one of the two X-Files if your Agent pawn is in the Southand there are two X-Files currently open there).Many cards that you use to investigate have ways that you can boost their

When revealed, this card has noeffect.

HIDING THE TRUTH

0

"A lie, Mr. Mulder, is most convincingly

hidden between two truths."

Flavor Text

Card Name

Influence Cost

Card Effect

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effectiveness. In these cases,simply follow the directionson the card to determine howmany Progress tokens to addto the X-File. For instance,the “Lab Analysis” card says“Investigate 3, +1 for everyother card you discard.” So,if you discard 2 other cardsfrom your hand after playing“Lab Analysis”, it wouldbecome an investigation of 5(3+2), meaning that you wouldadd 5 Progress tokens to theX-File in your region.Syndicate Cards and Investigations Each time you investigate an X-File that has one or more facedownSyndicate cards attached to it, the Syndicate player has the option toreveal any or all of those attached cards. To do so, the Syndicate playerpays 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 theSyndicate card’s effect has been resolved, the card is discarded facedowninto a discard pile next to the Syndicate deck.Syndicate cards can have a wide variety of effects, from inflicting woundson the Agents to forcing the Agents to discard cards. A few of the morecommon effects are described in more detail below.

No EffectThe “Hiding the Truth” card has no effect and costs nothingto reveal. It is simply a bluff card to scare the Agentswith, and to cause Mulder to waste his special ability on.Sometimes the Syndicate player may want to reveal a “Hidingthe Truth” card in order to gloat at the Agents, but mosttimes they’ll want to leave it unrevealed, to be discardedfacedown when the X-File it’s attached to is solved, leavingthe Agents wondering what it was.

Cancel an InvestigationThe Syndicate player’s most common cards cancel aninvestigation of a particular type. If the currentinvestigation was caused by an Agent card of that type (thesymbols will match, if so), then the Syndicate player mayreveal the card to prevent the Agent from adding any Progresstokens to the attached X-File. For instance, if the Agent playsan “Incredible Discovery” (normally a Science card that startsan investigation of 5) and the Syndicate player has a “GraveRobbing” card attached to the X-File that is beinginvestigated, the Syndicate player may pay 3 Influence toreveal the “Grave Robbing” card and prevent the Agent fromadding any Progress tokens to the X-File.Cancelling an investigation does not cancel any other effects of theplayed Agent card, only the adding of Progress tokens to the X-File.

GRAVE ROBBING

"They're both empty." — "What's going on here?"

3When revealed, any ongoingscience investigation is cancelled.

When revealed, this card has noeffect.

HIDING THE TRUTH

0

"A lie, Mr. Mulder, is most convincingly

hidden between two truths."

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Inflict WoundsMany Syndicate cards inflict wounds to the Agents. Wounds slow down anAgent’s investigations and are explained in more detail on page 13.

Ally CardsA couple of Syndicate cards are labeled asAlly cards. These cards are played face upinto the “Ally” space on the map oncerevealed. An Ally card’s effects last aslong as it remains in play, and it remainsin play until another Ally card is played orrevealed. Once another Ally card is playedor revealed, the previous Ally card isdiscarded, and the new Ally card’s effectcomes into play.

Example: An Agent plays “Deep Throat.” Deep Throat is placed in the Allyspace on the map, and while he is in play, Cigarette tokens are notadded to the Evidence Bag. A few turns later, during an investigation,the Syndicate player reveals “Well-Manicured Man.” Deep Throat isimmediately discarded, and the Well-Manicured Man is placed in the Allyspace on the map instead. Now, not only are Cigarette tokens once againadded 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-FileIf you add Progress tokens to an X-File and thetotal number of Progress tokens on that X-File isgreater than or equal to its difficulty (thelarge number on the bottom of the X-File card),the X-File is solved. First, you immediately draw Evidence tokens fromthe Evidence Bag equal to the number in the upperright corner of the X-Files card. Any Evidencetokens you draw are turned face up and kept bythe map in a pool to be spent on puzzle pieces(see pg. 13). Each Cigarette token you draw fromthe bag, on the other hand, is returned to theSyndicate player, who returns the Cigarette tokenbehind the Syndicate player screen. Thisrepresents that the Smoking Man got to thatevidence first, and basically means that you loseout on one of your Evidence tokens.

After you’ve drawn your evidence for solving the X-File, the X-Files cardis turned facedown in its space. Although that X-File has been solved, ithas now been added to the case archives in that region and certain cardsmay refer to the number of cases that have already been solved in theregion. As a result, only discard an X-File from a region (placing thecard facedown on the bottom of the X-Files deck) if a card specificallysays to do so.Once you’ve turned the X-File facedown, do not immediately replace it witha new X-Files card from the X-Files deck. Instead, solved X-Files are

ALLY — Cigarette tokens are notadded to the Evidence Bag.

"Well, let's just say that I'm in a

position to know quite a lot of things,

er, things about our government."

DEEP THROAT

ALLY — When the Syndicate playeradds Cigarette tokens to the

Evidence Bag, they add 1 extra.

WELL-MANICURED MAN

"We predict the future. And the best way to predict it, is to invent it."

2

Each Agent that investigatesthis X-File suffers 1 wound

afterwards.

THE JERSEY DEVIL"Fact is we've got a ca

nnibalized body

in New Jersey. Someone or something

out there is hungry."

1

5

Evidence Reward

Card Name

Flavor Text

Card Effect

Difficulty

Region

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replaced during the Syndicate player’s turn, after the Syndicate playerhas received evidence for the turn. This means that every X-File you solveeffectively reduces the amount of evidence the Syndicate player gets toconceal for the turn.

AGENTS AND EVIDENCEEvidence that the Agents havedrawn from the Evidence Bag isplaced face up near the map. Atthe end of any Agent player’sturn, the Agent may choose tospend some of this evidence inorder to assemble a piece of Mulder’s “I want to believe”poster. Each piece of the puzzlecosts 1 point of evidence perAgent. Thus, if 2 Agents areplaying, it costs 2 points of evidence to assemble a piece ofthe puzzle. On the other hand, ifthere are 4 Agents playing, itcosts 4 points of evidence to assemble a piece of the puzzle.Simply return the spent Evidencetokens to the Evidence Bag (if youoverpay, you do not receive any“change” from the bag), take apiece of the puzzle, and assembleit next to the map. If all 9 pieces of the puzzle are assembled, the Agent players completely uncover the evidencethey were looking for and immediately win the game as a group.Congratulations! The board also features an Agent tracker that should beupdated to reflect how many pieces of the puzzle the Agents haveassembled, so that all players have an easy visual reference at all times.The Agents do not have to immediately spend evidence that they’ve drawnfrom the Evidence Bag, and may instead save it for later. This can havesome 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 oftokens in the Evidence Bag.

WOUNDSAs the Agents investigate deranged killers and freakish creatures,sometimes they’ll find themselves in harm’s way. When this happens, theAgents will often suffer wounds. When your Agent suffers a wound, take aWound token and place it on your Agent credentials. Wounds make an Agentless effective – for each wound on an Agent, that Agent adds 1 lessProgress token to X-Files when investigating. Thus, if an Agent hassuffered 3 wounds and plays a card that allows the Agent to “Investigate5,” that will only result in 2 Progress tokens getting added to an X-Fileinstead of 5.

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Wound LimitAgents live something of a charmed life and cannot be killed by wounds.Instead, an Agent may have – at most – 5 wounds on their Agent credentialsat once. After that, the Agent cannot voluntarily or involuntarily sufferany more wounds until they’ve healed some of their previous wounds.

Healing WoundsSome Agent cards will explicitly heal an Agent of 1 or more wounds. Foreach wound an Agent is healed of, remove 1 Wound token from their Agentcredentials. In addition, each time an Agent would receive Influencetokens, either from an Agent card or from planning, the Agent player maychoose not to receive some or all of that Influence in order to rest andheal. For each Influence the player chooses not to receive, the Agent ishealed of 1 wound. Note that Agents cannot spend Influence they alreadyhave in order to heal – they must give up Influence that they are about toreceive in order to heal. This represents the Agent taking time to restand recuperate.

Chase and Firefight Agent CardsTwo Agent cards interact with wounds in unusual ways. The “Chase” cardinitiates an investigation of 2, but the Agent adds 1 for each wound onthe Agent’s credentials instead of subtracting 1 for each wound. Thus, anAgent with 4 wounds who plays a “Chase” card initiates an investigation of6.The “Firefight” card, on the other hand, initiates an investigation of 3,plus 1 for each wound the Agent voluntarily suffers after theinvestigation is over. These voluntary wounds are subject to the normalwound limit of 5 wounds – an Agent may not suffer wounds that would bringthem past this limit. So, if an Agent has suffered 2 wounds previous toplaying the “Firefight” card, they could, at most, suffer 3 more woundsvoluntarily, bringing the investigation to a total of 4 (3, minus 2 forthe wounds they already had, plus 3 for the wounds voluntarily sufferedafter the investigation).

AGENT SPECIALABILITIESEach Agent has a specialability listed on theirAgent credentials thatthey may use as they seefit. Each ability isdescribed in more detailbelow.

Fox Mulder’sBeliever AbilityAt the start of his turn,Mulder’s player may pay 1

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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 orif there are no facedown Syndicate cards on the map. Mulder’s player maytell the other Agent players what the Syndicate card that he peeked atwas. Mulder’s player may only use this ability once per turn.

Dana Scully’s Skeptic AbilityWhenever Scully’s player draws 1 or more Evidence tokens from the EvidenceBag, they draw 1 extra token. After drawing all of the Evidence tokensfrom the bag that they are entitled to, Scully’s player looks at thetokens and chooses 1 of them to return to the Evidence Bag. This allowsScully’s player to avoid Cigarette tokens more easily than the otherAgents.

Walter Skinner’s Well-Connected AbilityWhen Skinner’s player starts their turn, they immediately collect 1Influence token. As usual, Skinner’s player may choose not to receive thisInfluence in order to heal 1 wound.

Alex Krycek’s Double-Agent AbilityWhen Krycek’s player is investigating an X-File, they may choose anotherAgent to suffer 1 wound in order to boost the investigation by +2(therefore adding 2 extra Progress tokens to the investigated X-File). Thechosen Agent cannot refuse to be wounded, and Krycek cannot choose anAgent that already has 5 wounds on their Agent credentials. Krycek mayonly use this ability once per turn.

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Unconfirmed sightingof creature unlikeanything we've seen.Possible X-File?

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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, RachelC. Kirin, Erik McCarthy, Perry Nichols, Dan Schilling, PatrickSchilling, 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.

The X-Files ™ & © 2014 Twentieth Century Fox Film Corporation. All Rights Reserved.

www.idwgames.com

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