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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:
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 GameJust 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.
Note that there may be some cards that do not fit these profiles. Always use the information on the card instead. Winning the GameThe 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 CardsThere 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 CardsPlot 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:
Action CardsAction 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:
Unique CardsAll 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 CardIn the James Bond Game, each card looks like this: TitleThis is the name of the card and what it represents. Card TypeThis tells what type of card it is (Bond, Location, Henchman, etc.). Physical ValueAlso 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 ValueAlso 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 LogoEach card credits the James Bond film that its picture comes from. NotesThese are special instructions or general information about the card. Ability IconsA 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.
Building a DeckIt'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.
When building a Plot deck, follow these rules.
Preparing to PlayAs 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:
Playing the GameDuring 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:
The Main RuleIf the wording on a card goes against the rules described in this booklet, the wording on the card takes precedence. Step One: Draw CardsDraw 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 ZoneThis 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:
You can also do the following with the Action cards from you hand:
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 RulesHere are the main rules for Developing the Plot Zone:
Step Four: Henchman AttackIf 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.
Step Five: Assignment BriefingDuring this step, you can place Bond, Personality, and Q cards into your Agency, ready to go On Assignment. Bond CardsIf 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 CardsIf 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. 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 CardsNote: 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 AssignmentYou can perform one of the following actions during your On Assignment step:
Attempt to Overcome a Main PlotThe 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:
To start the On Assignment step, you:
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 CardsYou 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 RulesIntrigue CardsIntrigue 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 RulingsThis section provides additional rulings or clarifications on specific cards.
Character CardsMany 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 CharmingSometimes 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:
CreditsFor the License to Kill Rules: GAME DESIGN AND DEVELOPMENT: Paul Kasper and Cameron CrawfordDOCUMENTATION: 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 WinterGAME 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. |
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