License to Kill Rules

After playing the James Bond CCG, my friends and I were really getting bored with it. Except for the Intrigue cards, there really wasn't any gamble or suspense to the game. It was just a matter of matching PV/CV and the Ability icons.

So, to make the game a lot more exciting (and I think better), we modified the existing rules. The major changes include:

  • Red Plot cards are no longer part of the normal Draw Deck. Plot cards are now part of a new Plot Deck, and adding Plot cards to your Plot Zone has significantly changed.
  • Subplots can be attached face down, instead of always having to attach them face up. Even though this is a very small change, it changes the game tremendously. For example, it makes your opponent think twice about going after a simple Plot if it has a face down Subplot waiting to stop them...a surprise can sometimes be very deadly!
  • Henchman Attacks must be resolved with dice, which adds a little chance to the Henchman Attack phase. And, Henchmen can use either their PV or CV to attack.
  • Obstacle Plot cards are no longer used. Obstacles were really Intrigue cards in disguise and didn't really make sense. At some point, we'll probably make enhanced Intrigue cards with a single bullet icon if it can be used to stop a Bond On Assignment (for example, converting the original "One Step Forward, Two Steps Back" Obstacle to an Intrigue card).
  • The Ally card (for example, Pam Bouvier) has been changed to a new type of card called Agent.
  • Starting and ending a game are slightly different.

My friends and I have play tested these new rules quite a bit, and it's made for some very memorable and exciting games. The following rules are based on the original rules. If you use these new rules, I'd love to hear what you think of them.

Object of the Game

Just like a James Bond movie, the object of the James Bond CCG is to send Bond on assignments to overcome the various Plots before him. Plot Points are earned both by placing Plots (Red cards) in your Plot Zone and by Overcoming Plots in other player's Plot Zones. The Bullet icons on a Plot card tell how many Plot Points that card is worth. When a Plot card is in your Plot Zone, it's worth 1 Plot Point for each Bullet icon.

When one of your Plots is Overcome by another player, you lose those points. For Plots you Overcome, each Bullet icon is worth 2 Plot Points. For instance, a Location Plot is worth 2 Plot Points in your Plot Zone, or 4 Plot Points if it's in an opponent's Plot Zone and you Overcome it.

The following table shows the Plot Points for each Plot type.
Plot Type
In Your Plot Zone Plots You Overcome
Special1 1 2
Location 2 4
Henchman 3 6
Villain 4 8
Mission 5 10
1 Obstacles are no longer used; cards with a single Plot Point may be created in the future.

Note that there may be some cards that do not fit these profiles. Always use the information on the card instead.

Winning the Game

The first player to meet or exceed 60 Plot Points by Overcoming an opponent's Plot wins the game. You cannot win a game by simply laying down Plots in your Plot Zone. If you exceed the number of Plot Points to win the game during your Develop Subplot step, you don't win.

The Cards

There are two primary types of cards: Plot cards and Action cards. Plot cards represent the people, places, and things that Bond is up against during the game. Action cards are used during the game to interact with the Plot cards and the other players. Plot cards and Action cards have differently colored backs so your opponents can tell what types of cards are in you hand. Plot cards have Red color backs and Action cards Blue color backs.

Plot Cards

Plot cards represent the locations James Bond must travel to, the villains and henchmen that he must defeat, and the grand Missions he must overcome. Whenever Bond vanquishes or defeats a Main Plot (one or more Plot cards added together detailing an evil plotline), he is said to have Overcome that Main Plot. There are four different types of Plot cards:

  • Missions are grand plots that Bond can confront.
  • Villains are the masters of evil schemes.
  • Henchman are the people employed by Villains to do their dirty work.
  • Locations are places to which Bond must travel in search of clues.

Action Cards

Action cards represent James Bond himself, the nifty gadgets at his disposal, the people around him, and the things that can happen to help and hinder Agent 007. There are four types of Action cards:

  • Bond cards show the abilities of James Bond at your disposal when he tries to Overcome a Plot.

  • Personality cards are characters that interact with Bond, but they are usually not out to kill him. Most Personality cards represent people who may or may not be willing to help Bond confront his tasks. Some cards state that the Personality is an Ally, which means that the Personality is always eager to help Bond.

  • Agent cards are more powerful Personality cards that are secret agent types like Bond. Agents are also characters who have played a more important role in helping Bond than the typical Personality, and they usually are a member of a spy agency, such as the CIA or even MI6. Agent cards can go On Assignment alone like a Bond card. Bond can also take one Agent On Assignment like a Personality.

  • Q cards are the gadgets and gizmos given to Bond cards (and a few others) which provide Bond with additional abilities. Most Q cards are items that come straight from Q Branch, personally concocted by Major Boothroyd himself. Others originate from a more sinister element, captured by Double-0 agents (including Bond, of course) and brought to Q Branch for study and duplication.

  • Intrigue cards are special cards that have interesting effects on the game. Each Intrigue card states on it when it can be played and what its effects are.

Unique Cards

All Plot cards, except Mission cards, and non-allied Personality cards are Unique. Also, any Q card that belongs to a particular person (for example, Rosa Klebb's Shoe Knife) or any Q card marked Unique is a one-of-a-kind item and is considered a Unique card. A Unique card means that there can be only one copy of that card in play at any time. If a player has a Unique card in play (on the table face up), another copy of that card cannot be put into play unless the first card is somehow discarded.

Parts of a Card

In the James Bond Game, each card looks like this:

Title

This is the name of the card and what it represents.

Card Type

This tells what type of card it is (Bond, Location, Henchman, etc.).

Physical Value

Also called PV, this number represents a character's physical strength, toughness, and deadliness in a fight. Some Q and Intrigue cards can add to or subtract from this value. If the value is blank, the card has no PV or effect on PV. If the value is 0, the card has a PV, just an extremely low one. Even Locations and Missions can have PVs, and these represent how strong Bond must be to Overcome these Plots.

Cunning Value

Also called CV, this number represents a person's intelligence, charisma, and wit. Some Q and Intrigue cards can add to or subtract from this value. If the value is blank, the card has no CV or effect on CV. If the value is 0, the card has a CV, just an extremely low one. Even Locations and Missions can have CVs, and these represent how charming Bond must be to Overcome these Plots.

Film Logo

Each card credits the James Bond film that its picture comes from.

Notes

These are special instructions or general information about the card.

Ability Icons

A list of Ability icons is located on the back of this booklet. On Bond cards, these icons show the basic abilities of that Bond card. On Q cards, they represent the abilities given to a character card that uses the device (usually a Bond card). On Plot cards, they depict what abilities are required to Overcome the Plot.

Ability icons a card provides are in Blue, and Ability icons a card requires are in Red. Some Personalities both require and provide Ability icons, which means that they will not provide their Ability icon(s) until their icon requirement has been met. Ability icons a Q card provides are in Black.

The following table lists all the ability icons found in the game.

Icon Description
Aquatics Swimming, SCUBA diving, sailing, boat piloting
Driving Operating land-based vehicles
Evasion Stealth, agility
Flying Operating airborne vehicles
Hand-to-hand Hand-to-hand combat, martial arts
Savoir Faire Seduction, gambling, grace
Shooting Marksmanship with pistols, rifles, and other firearms
Quick Thinking Inventiveness, improvisation, perception
Technology Computers, electronics, lockpicking, safecracking, bomb disarming
Winter Sports Skiing, bobsledding, cello sliding

Building a Deck

It's easy and fun to build your own James Bond decks. Often the design of a deck can be the difference between winning and losing, and that's what makes it fun! If your deck didn't quite work the way you wanted, you can rebuild it and try some new strategies the next time. On the other hand, if your deck decimated your opponents, you can be sure that they will come to the next game ready to stop it with rebuilt decks of their own!

There are two decks that you need to build: an Action (Blue) deck and a Plot (Red) deck.

When building an Action deck, follow these rules.

  • Deck Size: A deck must have 60 cards in it.
  • Deck Composition: You cannot have more than two copies of any card in your deck.
  • Bond Cards: At least 7 cards must be a Bond card.
  • Intrigue Cards: At least 20 cards must be Intrigue cards.
  • Personality Cards: At least 8 cards must be Personality cards.
  • Agent Cards: You cannot have more than two Agent cards in your deck.
  • Q Cards: At least 15 cards must be Q cards.

When building a Plot deck, follow these rules.

  • You cannot have more than one copy of any card in the deck.
  • 3 Mission Plots
  • 5 Villain Plots
  • 6 Henchman Plots
  • 7 Location Plots

Preparing to Play

As a player, you have two areas in front of you: your Agency and your Plot Zone. These areas are entirely separate and never intermingle. Your Agency is where you put your Bond cards into play, give them equipment from Q Branch, and have them await their assignments. Your Plot Zone is the area in which you place your Plot cards. This is also where your opponents' Bond cards go On Assignment.

Figure 1 shows the playing areas and what they can contain.

Figure 1

To begin a game, follow these steps:

  1. Peacefully determine who goes first. Play proceeds clockwise from the first player.
  2. Lay down your starting Main Plot.

    Pick one of your three Mission Plots and place if face-up in your Plot Zone. Place a Villain face-down on top of the Mission Plot (these Plots together are considered your starting Main Plot).

    Note: Any Plot Cards attached together or any Plot card alone in the Plot Zone is considered a Main Plot.

    Mission Plots are unique, so players must start with different Mission Plots in their starting Main Plot.

  3. Choose your starting Bond and add it to your Agency.

    Each player starts with a Bond card in their agency. You must pick a Bond card that has a total PV and CV that is less than or equal to 10.

  4. Shuffle your Action and Plot decks and form your Draw Piles.

    Shuffle your Action and Plot decks, and have your opponent cut them. Place the Action deck in front of you to form your Action Draw Pile. Place the Plot deck above the Action Draw Pile to form your Plot Draw Pile.

    When you discard Action cards, they are discarded face down next to your Action Draw Pile. If you discard a card from your hand, you do not have to show that card to your opponents. When you discard Plot cards (for example, because of the unique rule), they are discarded face up next to your Plot Draw Pile.

    Note: Unless through an Intrigue card, no one can look through any card piles during a game.

  5. Draw 7 cards from your Action Draw Pile.
  6. Let the Action begin!

Playing the Game

During your turn, perform the steps described below. Each step must be conducted in order. You are required to perform only the first two steps. The others are optional. Once you are done, the next player takes his or her turn.

The six steps are as follows:

  1. Draw Cards
  2. Develop Plot Zone
  3. Henchman Attack
  4. Assignment Briefing
  5. On Assignment
  6. Discard and Draw Cards

The Main Rule

If the wording on a card goes against the rules described in this booklet, the wording on the card takes precedence.

Step One: Draw Cards

Draw Action cards until you have 7 cards in you hand. If you already have 7 cards in your hand, you cannot draw any cards. Draw one Plot card. Your turn doesn't officially begin until you draw all your cards.

If your Draw Piles run out of cards, shuffle them to form a new Draw Pile.

Step Two: Develop Plot Zone

This step enables you to make your Plot Zone more difficult for your opponent.

You must add the Plot card you drew in Step 1 to your Plot Zone in one of two ways:

  • Connect the Plot card face up or face down to an existing Main Plot. You must follow the main rules when adding a Plot card to an existing Main Plot.
  • Add the Plot card alone face up or face down in the Plot Zone and start a new Main Plot. There is no limit to the number of Main Plots that can be in your Plot Zone.

You can also do the following with the Action cards from you hand:

  • Connect any non-allied Personalities face up or face down to an existing Main Plot.
  • Attach any acceptable Q cards on face up Villains or Henchman.

There are advantages to placing Plot cards face up or face down. If you place a Plot card down, your opponent doesn't know what it is and may fail an On Assignment step because of it. However, until face-down Plot cards are revealed (turned face up by your opponent), they don't count toward your Plot Point total and you don't get the effects of the card (for example, a Henchman Attack if it is a Henchman). Depending on your situation will determine whether you should add a Plot card face up or down.

Note: This step replaces the Advance the Plot and Develop Subplots steps in the Basic Rules. Cards from the basic set that state they must be played during the Advance the Plot step are now played during this step.

Main Rules

Here are the main rules for Developing the Plot Zone:

  • You must connect Plot cards to a Main Plot so they are in descending order (even if some of the Plots are face up and face down), so the opponent will Overcome them in ascending order. Non-allied Personalities can be added anywhere within a Main Plot, but they can never be the top-most card in a Main Plot.

    For example, say you have a Main Plot with a Villain face up and a Location face down. The Plot cards should be ordered as follows: the Villain with the Location on top of it. Now, if you wanted to add a Henchman Plot, you must place it (face up or face down) between the Villain and Location. If you wanted to connect a Personality, you could connect it between the Villain and Henchman, between the Henchman and Location, or after the Location.

  • Each Main Plot can have only one Mission, one Villain, one Henchman, and two Locations.

  • A Main Plot can contain a maximum of five Plot cards.

  • A Main Plot can have any number of non-allied Personalities as long as they don't put the Main Plot over the five card limit.

  • Some Intrigue cards allow you to connect a Henchman or Location Plot to a Main Plot. These are in addition to the Plot card types you are allowed to play normally, and they must be added face up. However, you can never have a Main Plot with more than five cards in it.

  • Non-allied Personalities in a Main Plot are treated exactly the same way as Henchman cards. In effect, a Personality in a Main Plot acts like a Henchman. A very important exception is that a Personality is discarded when Overcome, and it is worth no points. Also, if you lose a Henchman Attack with a Personality, the Personality is discarded.

  • The Plot cards in a Main Plot do not need to be from the same movie. For example, you can connect Jaws to a Main Plot with the Avenge Felix Leiter Mission, even though Jaws' Movie Logo is The Spy Who Loved Me and Avenge Felix Leiter's Movie Logo is Licensed to Kill. It's great to set up Oddjob working for Blofeld or Rosa Klebb "kicking it" (the pun was intended) with Dr. No. It makes for some pretty interesting Plots for Bond to Overcome.

  • You do not need to connect new Plot card types to a Main Plot in order. For example, you can attach a Location before you add a Villain, and vice versa.

  • You can always look at your face down Plots when connecting new Plot cards to make sure the order is correct.

  • If a player is trying to Overcome a Main Plot and a revealed Plot is out of order, the Plot out of order must be discarded.

  • If a player is trying to Overcome a Main Plot and a revealed Plot exceeds the number of same Plot card types, the Main Plot is immediately Overcome by the player. There is no tolerance for bluffing or mishap. Remember, the spy game is a deadly one!

  • Some Plot cards contain the text "If in the same Plot Zone... ." This text no longer applies. A Plot card has to be in the same Main Plot with the Plot card that gives it its special ability.

    For example, for Oddjob to gain +2 to his PV, he must be in the same Main Plot with Goldfinger.

  • If a Plot or Personality is revealed (turned face up) and it is a Unique card already in play, the card must be immediately placed in the owner's appropriate Discard Pile. These Plots do not become part of the Main Plot.

    Note: You can knowingly place a Unique Plot to your Plot Zone that is already in play if you place it face-down. However, if the Unique Plot is still on the table when your Plot card is revealed, your unique Plot card is immediately discarded.

Step Four: Henchman Attack

If you have any Henchman (or Personality) Plot cards in your Plot Zone, you can attempt one Henchman Attack any Bond or Personality card in any other player's Agency. The Henchman must have a PV or CV that is equal to or greater than the Bond or Personality card to attack. Only one attack can be made per turn (unless Intrigue cards enable you to do otherwise).

Use the following steps to resolve a Henchman Attack.

  1. Announce which Bond or Agency Personality card is the Henchman's target.
  2. Announce whether the Henchman is going to use PV or CV to attack.
  3. Compare the PVs/CVs of the two cards.

    Add any PV/CV modifiers due to Q cards and such.

  4. Play Intrigue cards to affect the attack.

    Starting with the attacker, all players in a clockwise rotation can play Intrigue cards that affect the action, or they can pass. This continues until all players pass.

    If the target's PV/CV ends up being greater than the Henchman's PV/CV because of the Intrigue cards, the attack fails and the Henchman returns to your Plot Zone completely unharmed. Otherwise, the attack continues.

  5. Resolve the attack by both players rolling a six-sided die.

    If the Henchman's PV/CV value and the target's PV/CV are the same, the target's controller gets a +1 modifier to the die roll. If the Henchman's PV/CV is greater than the target's PV/CV, you get a +X modifier to the die roll, where X is the difference between the Henchman's and target's PV/CV. For example, if Oddjob (PV 9) attacks a Bond card (PV 7), Oddjob's controller would receive a +2 modifier (9 - 7).

  6. Compare the results.
    • If the die rolls are equal, the combat is a tie and nothing happens.
    • If the target's controller loses the die roll, the target loses the attack and the card is Demoted. Turn it (and any cards attached to it) 90 degrees on its side. A Demoted card remains on its side throughout the game. The card is entirely unaffected by its Demotion. However, if a Demoted card is Demoted again, it and all cards attached to it are discarded.
    • If you lose the die roll, the Henchman loses the attack. It fails to hurt anyone, but it manages to escape and returns to your Plot Zone completely unharmed. If a Personality was used to make a Henchman Attack, the Personality is discarded to the owner's Action Discard Pile.

Step Five: Assignment Briefing

During this step, you can place Bond, Personality, and Q cards into your Agency, ready to go On Assignment.

Bond Cards

If you have any Bond cards in your hand, you can place as many as you wish face up in your Agency. You cannot have multiples of the same Bond card in your Agency. However, other players can have copies of your Bond cards in their Agencies.

For example, if you have The Navy Hero in your Agency, you cannot put another copy of The Navy Hero in your Agency. However, other players can have one each of The Navy Hero in their Agencies.

Q Cards

If you have one or more Q cards in your hand, you can attach one Q card to each Bond card in your Agency. You can have any number of Q cards attached to a Bond card, but you cannot give multiples of the same Q card to the same Bond card. You can, however, give multiples of the same Q card to different Bond cards in your Agency.

Note: The Q card attachment rules are the same for Agent cards.

Some Q cards state that they can be given to Villains, Henchmen, or Personalities. Unless the Q card states otherwise, these cards can be given to a Bond card, too.

Many Q cards are designated as a Vehicle. A card (Bond or otherwise) can have only one Vehicle at a time. Also some Q cards are Unique, either marked Unique or belonging to a particular person (for example, Rosa Klebb's Shoe Knife). As with Plot and Personality cards, only one copy of these cards can be in play at any time.

Personality and Agent Cards

Note: Agent cards are added to your Agency just like Personality cards.

You can place Personality cards in your Agency, just like Bond cards. If the Personality/Agent is designated as an Ally, you can place it in your Agency with no problems. If not, you must win that Personality over to your side before it will join you (also, you cannot place a non-allied Personality down if it is already on the table, because non-allied Personalities are considered Unique).

For a non-allied Personality, examine its Physical Value, Charisma Value, and any required (red) Ability icons. You must have Bond cards which can beat or match each of these factors, although the same Bond card does not have to be used for each factor. Be sure to include effects of Q cards and Intrigue cards. Other Personalities cannot be used to help win a Personality over to your side, and you cannot add Bond card values together, although you can use different Bond cards to meet different icon requirements.

Example: Tiffany Case has a Physical Value of 3 and a Charisma Value of 5. She requires the Savoir Faire icon, and provides the Cunning icon. You would like Ms. Case to join up with you, but first you must win her to your side. You check your Agency, and see that most of your Bond cards have a Physical Value of 3 or higher, so that is taken care of. One of your Bond cards has a Charisma Value of 4 and a Vodka Martini, which gives a +3 to his Charisma Value. This gives it a Charisma of 7, which is more than enough to meet Ms. Case's Charisma requirements. Finally, a different Bond card has the Savoir Faire icon listed on it, so the final requirement has been met. Tiffany Case joins you in your Agency, and she is available to provide Bond with a Cunning icon if he takes her along On Assignment.

Once a Personality is placed in you Agency, it will not leave unless discarded. If you somehow lose one or more of the requirements that won the Personality to your side, that Personality still remains.

Step Six: On Assignment

You can perform one of the following actions during your On Assignment step:

  • Attempt to Overcome a Plot (see details below)
  • Exchange a Q card between two Character cards in your Agency, or move one Q card attached to a Character card to another Character card.
  • Use a special card that states, "In place of your On Assignment step, ..." For example, The Charmer or Agent Crawford.

Attempt to Overcome a Main Plot

The main objective of the James Bond CCG is to try to Overcome your opponent's Main Plots, which consists of sending one of the Bond cards in your Agency On Assignment. You can send only one Bond card and a Personality On Assignment per turn. And, Bond cannot abandon an assignment. He must live or let die.

Note: Agent cards can go On Assignment with Bond like a Personality. Also, Agent cards can go On Assignment like a Bond card; however, they must go alone unless specified otherwise on their card text.

To Overcome a Main Plot, your Bond (and any Personality with him) must have:

  • A PV and CV equal to or greater than the highest PV and CV listed on all the Plots in the Main Plot. The PV and CV can be provided by the Bond card itself, any Q cards attached to the Bond card, or a Personality card that Bond brings along.
  • The same types and numbers of Ability icons as listed on all the Plots in the Main Plot. These icons can be provided by your Bond card itself, any Q cards attached to the Bond card, or a Personality card that Bond brings along. Some Plot cards may have extra requirements to be Overcome. These are listed in the card's Notes section.

To start the On Assignment step, you:

  • Choose the Bond card to go On Assignment.
  • Choose one Personality from your Agency to go along (if you wish).
  • Choose the Main Plot that Bond will attempt to Overcome. Once you choose the Main Plot, there is no turning back.
Then, follow these steps:
  1. Starting with you, all players in a clockwise rotation can play as many Intrigue cards as they wish to affect the Assignment, or they can pass. These cards state "play while On Assignment" (or something similar) on them. This continues until all players pass. Then choose the next action based on the following:
    • If the Bond card (and Personality) is able to match or beat all the requirements on the Plot cards and all the Plot cards are revealed, the Main Plot is Overcome. Go to Step 3.
    • If the Bond card (and Personality) is able to match or beat all the requirements on the cards and there are still face down Plot cards, go to Step 2.
    • If the Bond card (and Personality) is not able to match or beat all the requirements on the Plot cards, the Main Plot is not Overcome. Go to Step 3.
  2. Reveal the bottom-most Plot card and go to Step 1.
  3. Check the results.
    • The Main Plot is Overcome - You take the Plot cards as a reward. Any Action cards that were part of the Main Plot go into the owner's Discard Pile. Remember to return these cards to their owner at the end of the game.
    • The Main Plot is Not Overcome - You return to your Agency in defeat. The Bond card and any Personality that accompanied it is Demoted. Turn these cards and any cards attached to them 90 degrees on their side. A Demoted card remains on its side throughout the game. The card is entirely unaffected by the Demotion. However, if a Demoted card is Demoted again, it and all cards attached to it are discarded.

Example:You choose one of your Bonds to Overcome the following Main Plot in Figure 2.

Figure 2

This Main Plot contains the Mission Plot card Avenge Felix Leiter, a face-down Plot card, and the Location Plot card Crab Key. Avenge Felix Leiter has a Physical Value of 10 and a Charisma Value of 0, and Crab Key has a PV of 2 and a CV of 4. So, a PV of at least 10 and a CV of at least 4 is required. For Ability icons, Avenge Felix Leiter has two Strength, two Shooting, and one Savoir Faire icons, and Crab Key has one Aquatics icon and one Cunning icon.

In Step 1, no one plays any Intrigue cards and your Bond card is still able to match or beat all the current requirements. However, since there is a face-down Subplot, you must go to Step 2.

You reveal the face-down Plot card and find out that it is the Henchman Jaws, which requires 3 Evasion icons and a PV of 10 and a CV of 0, as shown in Figure 2.

Figure 3

So now, the Bond must be in control of at least two Shooting, two Strength, four Cunning, one Savoir Faire, and one Evasion icon to Overcome the Plot. Since Jaws has a PV of 10 and a CV of 0, the PV/CV requirements do not change. After you reveal Jaws, you must go back to Step 1 to give everyone a chance to play Intrigue cards again.

You choose to pass on playing any Intrigue cards because you still have enough Ability icons to Overcome the Plot. However, your opponent plays the Fire From the Sky Intrigue card, which adds a Flying icon to the requirements. Because your Bond doesn't have a Flying icon, you play the Out of the Blue Intrigue card to counter Fire From the Sky and once again meet the requirements. Next, your opponent doesn't have anything else to stop you and passes, and you consequently pass as well. After Step 1 is over, you proceed to Step 3 because there are no face-down Plot cards. And, because you meet all the requirements, you Overcome the Plot.

Step Seven: Discard and Draw Cards

You can discard as many cards as you want from your hand to your Action Discard Pile and then draw enough cards from your Action Deck to bring your hand up to 7 again. As soon as you start drawing new cards, your turn is considered finished, and your opponent can begin after you finish drawing your cards.

Other Rules

Intrigue Cards

Intrigue cards are special cards that affect the game in numerous ways. Each Intrigue card states when it can be played and what its effects are in the game. Some Intrigue cards state that they must be attached to another card. Intrigue cards attached to other cards are placed on the target card when they are played, and they cannot be removed. The effects of an attached card remain with the target card as long as the attachment is in place. The only way for a card to become unattached is through subsequent Intrigue card play or if the base card is discarded (in this case, all attachments are discarded as well).

You can have any number of Intrigue cards attached to a card, but only one copy of any particular card. However, you can play as many unattached Intrigue cards on a characters as you like. For instance, you could play two Snappy One-Liner cards on a character (each of which give +2 to CV) for a total bonus of +4 to CV.

Card Rulings

This section provides additional rulings or clarifications on specific cards.

  • Connections - It does not attach and must be discarded at the end of your turn.
  • Pam Bouvier - This card is considered an Agent card, and its main text should read: AGENT; ALLY. CIA AGENT.
  • Time Bomb - This Q card can provide only a maximum of +6 PV, and like the Explosive Pen, it is discarded once it is used.

Character Cards

Many Intrigue cards state that they can be played on or attached to a Character. The term character refers to Bond, Personality, Villain, and Henchman cards.

Attacking and Charming

Sometimes an Intrigue card allows you to subdue a Bond, Personality, or other card by either physically Attacking that card or socially Charming it into submission. Attacking and Charming are handled as if they were Henchman Attacks. The difference is that in a Henchman Attack, a Henchman is out to hinder Bond without getting caught. In the case of actual Attacks and Charms given by Intrigue cards, the combatants mean business!

The following exceptions to the standard Henchman Attack apply:

  • If the card states that one card can attempt to Charm another card, compare Charisma Values instead of Physical Values.
  • The loser of the Attack or Charm (no matter who it is) is discarded along with any cards attached to it. If the result is a tie, there is no effect, and neither card is discarded. If Bond wins an Attack or Charm, this does not count as Overcoming a Plot card.

Credits

For the License to Kill Rules:

GAME DESIGN AND DEVELOPMENT: Paul Kasper and Cameron Crawford
DOCUMENTATION: Paul Kasper
GAME TESTERS: Charles Harrington, Cameron Crawford, Paul Kasper, and Scott Hudson

The Licensed to Kill Rules for the James Bond CCG is © 1998 Paul Kasper.

For the Official Rules:

GAME DESIGN: Bryan Winter
GAME DEVELOPMENT: Nils Gulliksson, Henrik Strandberg, Stefan Ljungqvist
EDITING: Matthew K. Forbeck
COLORTEXT: Matthew K. Forbeck
ART DIRECTION: Nils Gulliksson
GRAPHIC DESIGN: Stefan Thulin
ORIGINALS: Stefan Thulin, Jonas Mases
SPECIAL CONTRIBUTIONS: Fredrik Malmberg, John Parkinson, Richard Borg, Massimo Torriani, Valerie Lahanque, Bob Watts, Michael Stenmark, Patric Backlund, Cees Kwadijk, Diana Casey Winter
PROJECT MANAGEMENT: Stefan Ljungqvist

Goldeneye © 1995 Danjaq. Inc. and United Artists Corporation. All Rights Reserved. Gun Logo Symbol © 1962 Danjaq. Inc. and United Artists Corporation. All Rights Reserved. © EON Productions Ltd., MAC B, Inc. 1995. Game Design Copyright © 1995 TARGET GAMES AB. All Rights Reserved. Made in Germany.