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2019 Legendary Bond Rulebook Compressed
2019 Legendary Bond Rulebook Compressed
2019 Legendary Bond Rulebook Compressed
A JAMES BOND
DECK BUILDING GAME
RULE BOOK
Ages 14+
“The name’s Bond. James Bond.” new Heroes you recruited. This way
your deck gets stronger and stronger Your First Game Legendary ® : James Bond 007 also
introduces two new card types:
Overview over time. Build up enough power,
and you can defeat the Mastermind!
For your first game we suggest you
play the movie Goldfinger. Follow
Gadgets and Missions.
Welcome to Legendary ® : the setup rules on the following
But be careful: If the players fail too Gadgets work just like Bystanders
James Bond 007! In this game you page, using the specific card stacks
many Missions, the Mastermind in previous games — Villains can
can play four classic Bond movies: listed there. After your first game,
wins the game! acquire them and escape with them
Goldfinger, The Man With The you can have fun playing the to help the Mastermind’s chances.
Golden Gun, GoldenEye, or
Casino Royale. Can you foil How to Win other three movies included in the
game: The Man With The Golden Missions are tasks for you to
Operation: Grand Slam and end Players must attack the Mastermind Gun, GoldenEye, and Casino Royale. complete. In most ways they work
Goldfinger’s plot to contaminate the successfully four times. If they do Each movie uses different Heroes, just like a Villain — they enter
gold supply of the United States? this, then the Mastermind is beaten Villains, Missions, Masterminds, and On Assignment, they can acquire
Do you have the steely nerve to best once and for all, and all the players Schemes. You will find that each one Gadgets, and they can be defeated.
Le Chiffre in the high-stakes poker win the game! In addition, defeating offers new challenges to master and
tournament at Casino Royale? In Villains, completing Missions, and new combinations to explore. But be careful, each Mission has a
this game the players are in control. acquiring Gadgets earn each player
Danger Level. If that Mission is failed
The fate of the world is up to you.
You can fight against the forces of
Victory Points. After the Mastermind
is defeated, the player with the most Familiar with (escapes) the overall Danger Level
evil by yourself or gather a cadre Victory Points is the Top Agent of all Legendary® ? rises. If the Danger Level gets too
high you lose!
of up to four friends. Defeat the evil
Masterminds as they lead powerful
and the individual winner.
Here’s what’s new.
If you have played other Legendary ®
Villains in an attempt to complete
their Schemes to gain power and
How the titles, then there are only a few new
Cooperative and
world dominance! Mastermind Wins things that you need to know before
you jump right into Legendary ® : Competitive Play
Unlike other games, Legendary ® :
James Bond 007. Legendary ® : James Bond 007 is
Game Summary James Bond 007 fights back against
the players! The Mastermind, like both cooperative (with players
Each player starts with their own deck Goldfinger or Alec Trevelyan, isn’t The game has a slightly different cooperating to beat the Mastermind)
of basic starting cards. At the start played by a player. Instead, the set up from other Legendary ® and competitive (with players
of your turn, play the top card of the game itself plays the part of games. First, each player starts competing to get the most Victory
Villain Deck which allows Villains and the Mastermind. with a Special Starter card such Points). Some play groups like to
Missions to enter “On Assignment”, as “Shaken, Not Stirred” or focus on cooperating. Other groups
acquire Gadgets, and wreak havoc During the game, the players need “Bond. James Bond.”, which gives focus on competing. And some do
on the players in other nefarious to complete Missions to thwart the them a unique ability. Second, the a little of both. Some players even
ways. Then play Hero cards from Mastermind. But each time a Mission Villain deck is built such that its start out competing, and then switch
your hand to generate Attack, Recruit is failed, the Danger Level goes up. If cards get tougher throughout the to cooperating more and more as the
Points, and special abilities. You use it goes too high (as indicated on the game. This will be covered in detail Mastermind gets closer to victory.
Attack to defeat your enemies. You Scheme), all the players lose! in the Game Setup section. It’s a good idea to make sure
use Recruit Points to recruit more everyone knows whether
powerful Heroes from “Q Branch” for you’re playing cooperatively or
your deck. competitively before the game starts.
1 2
Your First Game - Cards to Use
Mastermind: Auric Goldfinger
Scheme: Operation: Grand Slam
Special Starter cards: Each player gets one of these: Standard Field Issue, Special Upgrades, “Shaken, Not Stirred”,
MI6, “Bond. James Bond.”
Heroes: James Bond-Goldfinger, Pussy Galore, Allies-Goldfinger, Equipment-Goldfinger and Vehicles-Goldfinger
(For 4 or 5 players add one additional Hero.)
Villain Groups for the Villain Deck:
For 2 players: Goldfinger Villain Group, Operation: Grand Slam Mission Group, Fort Knox Assault Team
For 3 players: Goldfinger Villain Group, Operation: Grand Slam Mission Group, Fort Knox Assault Team, and
one additional Villain Group
For 4 players: Goldfinger Villain Group, Operation: Grand Slam Mission Group, Fort Knox Assault Team, one
additional Villain Group, and one additional Henchmen Group
For 5 players: Goldfinger Villain Group, Operation: Grand Slam Mission Group, Fort Knox Assault Team, two
additional Villain Groups, and one additional Henchmen Group
3 4
Game Setup Game Stacks
Place these stacks of cards face up
for the Villain Deck.
Many Schemes also have unique
To Add Villain Groups:
• Each Mastermind card says that the
Player Decks on their spaces on the game mat.
special rules.
Mastermind “Always Leads” a
Give each player their own personal Use all the cards of each type: OperatiOn: Grand Slam
Name
particular Villain Group. Be sure to
13-card deck, made of these cards: • 12 Miss Moneypenny-Allies include that group.
• 8 007 Basic Starters • 30 Wounds • Pick the other Villain Groups
• 4 00 Agent Basic Starters • 30 Gadgets as needed.
Card Type
• 1 Special Starter scheme
Always Use: Operation: Grand Slam Mission Group.
• For each Villain Group you pick,
• There are 20 different Special
Setup: 5 Scheme Twists.
miSS moneypenny
Starter ally
Villain Group for the Villain Deck.
Card N 00 agent
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Step 1: Play the Top Card of
“This is no Time To Be rescued”
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8 2 3 2 Special Ability
To Add Gadgets:
When Oddjob moves, the active player gains
a Wound.
Check the table on • Shuffle the Hero Deck and place it attack power
face-down on the Hero Deck space. to defeat this
page 6 to see how
many Gadget cards to Hero Deck Flip 5 cards from the Hero Deck
Villain.
add to the Villain Deck There are 5 different Hero Groups for face-up into the 5 Hero Spaces in Note: Villains have a red card frame.
each of the four movies included in
1
7 8
To have the card go On Assignment, here’s what you do: • If the escaping card was a Mission, that Mission has now been “Failed.” Look at
its Danger value and adjust the Danger Level up that much. If the Danger Level
Villain or Mission Enters On Assignment
reaches the amount noted on the Scheme, Evil wins!
Move the new Villain or Mission into the rightmost On Assignment space,
. nick nack Francisco scaraManga
closest to the Villain Deck. (Cards On Assignment are always face-up.) The Man WiTh The Golden Gun MasterMind
Bonita
GoldfinGer
Deck A
© 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.
2* MasterMind
0
4 1 4 3
Fight: Reveal the top card of your deck. Nick Fight: When you draw a new hand at the
Success: Gain this card to the top of
5 4
At the start of the turn, the active player KO’s the top card of
This gets -3 for each Mastermind Tactic in
Nack is not defeated unless that card has at
least 1 printed .
end of the turn, draw an extra card.
your deck.
-------------------------------------------------------------------------------------------
Double your and this turn.
5
the Hero deck and does the following based on its class:
: You must pay instead of to fight this this turn.
: Discard a random card from your hand.
the active player’s victory pile.
Escape/
oddjob 5
Push Other Cards Forward if Necessary
: Each Villain and Mission moves one space.
Escape: The active player gains this
card. When drawn, Evil wins!
Deck C 5* Deck C 5 Deck C
: Gain a Wound.
: Play the top card of the Villain deck.
Deck C 8 Deck C 9*
Failure
© 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.
GoldfinGer
© 1962-2019 Danjaq, LLC and MGM.
© 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. © 2019 UDC. BOND. Printed in the USA. © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.
5
Nack is not defeated unless that card has at Fight: When you draw a new hand at the
7+ each one.
Escape/Failure: Each player gains a Wound.
Villain Group.Mastermind
© 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.
5*
© 2019 UDC. BOND. Printed in the USA.
move the one that is already there one space to the left to make room. A single
card entering On Assignment sometimes causes a chain reaction of several
card. When drawn, Evil wins!
© 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.
Deck C
each one.
Escape/Failure: Each player gains a Wound.
© 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.
7+
cards moving forward.
Remember: Only push a Villain or Mission forward if it needs to make room for
The New Villain or Mission Might Have an Ambush Effect
If the new card has an “Ambush” effect on its card, do what it says.
another card entering that space.
Note: If a card escaped when this oddjob
GoldfinGer
This has -2 for each Hero you played Bonita can’t be fought while there is a card next Fight: You get +1 . Ambush: Each player gains a Wound. 2
4
this turn. to her On Assignment.
6* 2* 3 4
If the Villain Deck Card Ambush: Each player gains a Wound.
Deck A Deck A Deck A Deck A
© 1962-2019 Danjaq, LLC and MGM.
© 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. © 2019 UDC. BOND. Printed in the USA.
© 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.
4
is a Gadget:
© 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.
Deck A
© 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.
A Villain or Mission Might Escape The bad guys have acquired the Gadget! Place the
If a Villain or Mission is pushed off the fifth On Assignment space (leftmost), Gadget under the Villain or Mission card that is closest
then that card “escapes” and is placed face-up into the Escaped Villains pile on to the Villain Deck. If there are no Villains or Missions
the game mat. Here’s what happens when a card escapes: On Assignment, then the Gadget is acquired by the
• The escaping Villain or Mission KO’s (knocks out) a Hero that costs 6 or less from Mastermind. Make sure the Gadget is visible to the players.
Q Branch. The player whose turn it is chooses which of those Heroes gets KO’d • Whenever a Villain or Mission card with one or more
(knocked out). Place that Hero into a KO pile next to the game mat, face-up. Gadgets moves to a new space, those Gadgets move 1 Victory Points
Immediately flip a new Hero from the Hero Deck, face-up, to fill the empty space with that card. GADGET
in Q Branch. • It’s up to the players to recover that Gadget! © 1962-2019 Danjaq, LLC and MGM.
© 2019 UDC. BOND. Printed in the USA.
• If the escaping Villain or Mission had any acquired Gadgets, then each player When a Villain, Mission, or Mastermind
must discard a card of their choice from their hand as a penalty for allowing with a Gadget is defeated by a player, that
a gadget to fall into the wrong hands. Each player only discards one card, no player recovers that Gadget and places it
Bonita
GoldfinGer
matter how many Gadgets were acquired. Place the stolen Gadgets in into that their personal Victory Pile. Each
the Escaped Villains pile. Gadget is worth Victory Points, so the 1
1
• If the escaping Villain has an “Escape” effect, or the Mission has a “Failure”
Deck A
9 10
If the Villain Deck Card is a Step 2) Play Cards from Your Tilly MAsTerson
Example of Special Abilities:
Scheme Twist: Hand to Recruit and Fight Allies - GoldfinGer
• Tilly Masterson always gives you 2 Attack
when you play her, even if you don’t have
A Scheme Twist Usually your hand will be made up any other (“Ranged Hero”) cards.
card represents the of Hero cards. Here are the different • But if you have already played another
Scheme moving parts of a Hero card: card earlier in the turn, then you can use
her Class Special Ability to to give you
toward a victory for +1 .
Hero Card
the Mastermind. Every Name • The previous card you played
scheme twist could be Felix Leiter, Colonel Smithers, or
Scheme works in a
“... all square”
James Bond - GoldfinGer
Hero Class Icon even another copy of Tilly Masterson.
Hero Group
© 1962-2019 Danjaq, LLC and MGM.
: You get +1 .
• If you play two Tilly Mastersons as your
its Scheme Twists doing a specific first two cards of the turn, you can use
thing related to that Scheme. When Recruit Points: Use
these to recruit
2+ 3 the Class Special Ability only for the
second one.
Special Ability
a Scheme Twist card is played, look more Heroes. © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.
place it somewhere else. When you play cards from your hand,
Character Name /
Subtitle: Basic Starter
some produce “Recruit Points” that let Class Special Ability Card Number: 26
007
Basic starter
you recruit more Heroes. Other cards Some cards have a Special Ability Pussy Galore
Character Name /
Subtitle: Basic Starter
produce “Attack” that let you defeat with a hero class icon and a colon, like
Master Strike: 1 2
007
Card Number: 26 Basic starter
2+ Character Name /
0 3
A Master Strike card • You can use that Class Special
Subtitle: Basic Starter
3 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.
cards give you Special Abilities, like © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.
1
represents the evil Ability only if you have already
drawing more cards. Here’s what you 2+
Mastermind getting 0
You get +2 that can only be used to
recruit Pussy Galore Heroes.
for the Heroes. Each class icon in the card’s upper left
© 1962-2019 Danjaq, LLC and MGM.
© 2019 UDC. BOND. Printed in the USA.
• Each time you play a card, do what
Mastermind card has and in the color of the card’s border.
that card says. 7 3
its own specific Master Strike effect. • You can only use a card’s Class
• You also get any Recruit Points
When a Master Strike card is played, Special Ability once, even if you
listed in the Recruit icon on the card.
look at the “Master Strike” effect on played two or more cards of the
• You also get any Attack listed in the
the Mastermind card and do what it required hero class earlier in the
Attack icon on the card.
says. Place the Master Strike in the
KO pile unless the Mastermind tells
• Some cards have a number like
“2+” inside their Recruit or Attack
turn. If a Class Special Ability has
more than one symbol, you must
Recruiting Heroes and
you to place it somewhere else.
icon. The “2” means that you have played that many other cards Fighting Villains
always get at least 2 Points from of that class in order to trigger In between playing cards from your
Note: Mission and Villain cards that ability. hand, or after you’ve played all your
that card. The “+” symbol means
On Assignment don’t move • The more Heroes of the same class cards, you can recruit any number
that you might get even more
forward when the Villain Deck card that you recruit, the more often of Heroes and fight any number of
Points based on what the card says
is a Gadget, Scheme Twist, or you will be able to use your Special Villains. You can recruit and fight in
in its Special Ability.
Master Strike. Ability! A deck focusing on one or the same turn.
• Keep the cards you play in front of
you in your play area until the end two classes can be very powerful.
of your turn
11 12
How to Recruit a Hero: To fight a Villain:
• Spend Attack equal to that Villain’s
Your Victory Pile Mastermind Card
Name
You use Recruit Points to gain Heroes
auric GoldfinGer
• Each player has their own face-up personal MasterMind
Attack to defeat it. You can use the Victory Pile. Your Victory Pile holds all the Card Type
from Q Branch, one at a time. The
remaining Attack value available to Villains and Missions you defeat/complete
“Q Branch” area of the game mat and all the Gadgets you recover.
fight another Villain. • Villains, Missions and Gadgets don’t usually
has five spaces. Those five spaces
• Place the defeated Villain and any go into your deck. Victory Points
always contain exactly five Heroes, • Many players keep their Victory Pile
5
face-up discard pile. Special Rules clockwise, each player discards their highest cost
card in hand, until one card has been discarded
6+ Attack
“Miss Moneypenny” Heroes from the
for each Master Strike played this game. (If there’s
Master Strike
a tie for highest cost card, select one randomly.)
To recruit a Hero:
comparing Attack totals. Mastermind Tactics
Masterminds use different abilities
• Spend Recruit Points equal to that
How to Complete a Mission: Step 3) Discard Your Hand during fights, represented by
Hero’s cost and place that Hero into
your discard pile. A Hero’s cost is in
You complete Missions the same way and Draw 6 New Cards “Mastermind Tactic” cards. All four
you fight Villains. The difference is • At the end of your turn, place all “Mastermind Tactic” cards have the
its lower right-hand corner.
that some Missions require you to the cards you played this turn into same Attack number, but they each
• When your deck runs out, you
complete them by using instead of your discard pile. Also discard any have different “Fight” effects on
shuffle your discard pile to make
. (This is because sometimes being cards in your hand that you didn’t them. When you fight a Mastermind:
a new deck. You will then be able
a super spy requires other methods play this turn. • Choose a random card from the
to soon draw that new Hero and use
than using force.) • Then, draw 6 new cards from four face-down Mastermind Tactics
that card’s abilities.
your deck. cards underneath the Mastermind.
• Refill the empty space in Q Branch To complete a Mission:
• If you don’t have any cards left in • Place that Mastermind Tactic card
with a new card from the Hero Deck, • Spend Attack or Recruit equal to
your deck and still need to draw into your Victory Pile because it’s
face-up. You do this whenever there what is shown on that Mission card.
more cards, then shuffle your worth Victory Points.
is an empty space in Q Branch. You If you need Attack the card will
discard pile to form a new deck and • Then, follow the “Fight” effect listed
can even recruit a Hero, see what have an if Recruit is needed
draw the rest of the cards you need. on that Mastermind Tactic card.
new Hero appears in its place from it will have a . You can use the
• Finally, resolve any effects that
the Hero Deck, and then recruit that remaining Attack or Recruit value
happen “At the end of the turn.” A Mastermind is not fully defeated
new Hero too if you have enough available to fight another Villain
until all four of their Mastermind
Recruit Points. or recruit a Hero from Q Branch,
or even maybe complete Masterminds Tactics cards have been defeated
by the players. If you have enough
How to Fight a Villain: another Mission!
• Place the completed Mission and
A Mastermind is a powerful
evildoer obsessed with an evil
Attack, you can fight the Mastermind
You use Attack to fight any number multiple times in one turn.
any Gadgets it had acquired into Scheme. Masterminds command
of Villains On Assignment, one at
your personal Victory Pile. other Villains and attempt to foil the Note: Defeating any Mastermind
a time. It doesn’t matter which On
• If the Mission card has a “Success” Heroes in their attempt to complete Tactic card lets you recover all
Assignment space holds the Villain.
effect on it, do what it says when Missions. A player can choose to the Gadgets currently under that
But you can only attack a Villain if
you complete the Mission. fight the Mastermind instead of Mastermind and place them into your
you have at least as much Attack
fighting a Villain or completing Victory Pile.
as the Villain’s Attack. You can
a Mission. Like any other fight,
also fight the Mastermind - see the
you must use Attack equal to
Mastermind section for details. Mastermind Tactic Card
the Mastermind’s Attack to fight fort Knox Heist
Name
that Mastermind. MasterMind tactic - GoldfinGer
Card Type
Note: Masterminds and their
tactics have black card frames.
5 Victory Points
13 14
Special Ability Fight: The next time the Mastermind is fought it
must be with instead of .
6 Attack
© 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.
Winning the Game: “KO” 007, 00 Agents, and “Friendly Players”
Players win the game when they have Many card abilities tell you to “KO” When playing cooperatively
defeated the Mastermind four times. certain cards, meaning “knock out.”
Miss Moneypenny Allies you and each other player are
Basic Starter Heroes (007 and 00
This means place them into the KO considered “friendly.” When playing
Agents) and Miss Moneypenny Allies
pile. Cards in the KO pile are out of competitively, the only “friendly”
Losing the Game: the game. The players and the game
all count as “Heroes” for Special
player is you. (It’s possible to play
Each time a Mission is failed, Abilities that talk about Heroes. So if
all share one big KO pile next to the with teams. In that case, you and
increase the Danger Level by that you have to “KO one of your Heroes,”
game mat. your teammates are “friendly”.)
Mission’s Danger value. If the Danger you can KO one of your Basic
Level reaches the amount on the • If a card says to KO “one of your Starters if you want.
Scheme, the players lose. Heroes,” that effect will say Wounds
where that card will come from. Some Special Abilities make you
Similarly, if an effect says “Evil
Wins”, then the players instantly lose. For example, if a card effect refers
“Defeat” gain Wound cards, representing
When a card tells you to “defeat
to your “hand” the KO’d card your Heroes getting hurt very badly.
a Villain”, add that Villain to your
can’t be from cards you have When a player gains a Wound, take
Victory Pile. You still do that Villain’s
Additional Rules already played this turn. If the
effect says “Hero you’ve played
fight effect (if any). If a card says a
Villain is “not defeated” that means
a Wound from the Wound Stack
and place it into their discard pile.
The Inevitable Card this turn” then you KO a Hero in
your play area. If you KO a Hero
leave it where it is.
Wounds don’t have any Recruit
Points or Attack, so when you draw
The last card in the Villain deck
is always a Mission with the that you already played this turn, Wounds in your hand, your hand is
keyword “Inevitable.” This card you can still use the Recruit Points, “Complete” weaker than normal.
works slightly differently than other Attack, and Special Abilities that When a card tells you to “complete • Some cards let you KO your
Villain deck cards: the Hero produced. If an effect a Mission”, add that Mission to Wounds so you don’t have to
• Once the Inevitable card is in play, refers to either of those two areas your Victory Pile. You still do that worry about them anymore.
it will move one space whenever they will be listed separately. Mission’s success effect (if any). • Wound cards aren’t Heroes. If a
you need to play a card from the card tells you to “KO one of your
Heroes,” you cannot KO a Wound.
Villain deck. (Usually this means it
will move one space at the start of
“Acquire a Gadget” However, if a card says “KO one
Some card abilities tell you to “acquire
every turn.) of your cards,” then you can KO
a Gadget.” This means take the top
• If the Inevitable card moves off On a Wound because Wounds are
Gadget from the Gadget stack and
Assignment, it is failed like any still cards.
place it into your Victory Pile. Gadgets
other Mission… which means eScape in time can also be acquired by Villains or
Evil wins! OperatiOn: Grand Slam
I Missions, as described on page 10. Healing Wounds
• Inevitable cards never leave play You have to defeat them to recover If you have one or more Wounds in
by getting successfully completed. those Gadgets. your hand, you can use the ability
Instead they’ll instruct you as what written on the Wound card. This is often
to do when they are completed. worth doing if you have at least two
• A Villain or Mission can never be “Gaining” Cards Wounds in your hand or if your turn
moved or otherwise placed to the Some card abilities say that a player wouldn’t have been very good anyway.
right of an Inevitable card. “gains” a card. That means place that
(Just ignore any effects that would
Inevitable
card into that player’s discard pile.
Success: Instead of defeating this, move it to the
right one space and it gets a permanent +2 . It’s okay to play the cards in your
do that.) (Put Wounds underneath this to track how
many times it’s gained +2 .)
4+ hand and use some abilities like
“Active Player”
Failure: Evil wins! Inevitable
• An Inevitable card can’t be moved © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.
15 16
any Heroes, fight any Villains or
the Mastermind or complete any
“Moves” Running out of Cards in the “+1 or ”
Missions during your turn.
Some abilities refer to when a
card “moves.” For a card to count
Allies Stack If a card On Assignment gets +1 or
If this stack runs out, the game , this means it gets +1 of whichever
as moving, it must start on an On continues. You just can’t recruit type it already has. In the rare case it
Generated Extra Cards Assignment space and then end up them anymore. has both types (such as the Mission,
Some Schemes, Villain Groups, either on another space or in the Retrieve the Solex Agitator) it gets +1
Masterminds and Mastermind Escaped Villains pile. Note: When a in both types.
Tactics have card abilities that card first enters On Assignment, that Special Abilities on Cards
generate Extra cards. These “Extra” does not count as moving. Special Abilities on cards can
cards are placed near the game mat override the rules of the game. Reducing
Some cards tell each player to do Some cards reduce the of a Villain
during set up. Some Extra cards
will enter On Assignment, some
Running out of Cards in the something. In those cases, the player or Mission. This can never reduce
are gained, others are placed in the Hero Deck whose turn it is does the action first, it below 0. (The same is true for
player’s deck, etc. When a card effect If this deck runs out of cards before and then the rest perform the action reducing a Mission’s .)
brings them into play just follow the Evil wins, then finish the turn and in clockwise order. If a card tells you
directions on the card. consider the players as having
successfully survived the Scheme
to do something, and you can’t do all
of it, then do as much as you can. For
“Printed or ”
If an effect refers to a card’s printed
without defeating the Mastermind. example: if a card tells you to KO two
Common Cards As a result, the game is a draw Gadgets from your Victory Pile, and
or that means the numeral
This box includes cards to play four printed on the card. Ignore any
between good and evil. The player you only have one Gadget, then KO special ability in its text box when
classic 007 films, but there are some with the most Victory Points wins an that Gadget. If a Special Ability calls
common cards. These include the resolving this type of effect.
individual victory. Be sure to get the for a choice, and it’s not obvious who
Basic Starters, Wounds, Gadgets, Mastermind next time! should make the choice, then the
etc. As fans of James Bond you will
have noticed that not all the content
active player makes the choice. “Masterminds Don’t Count
comes from just these four films. Running out of Cards in as “Villains”
This is our way of including special the Gadget Stack Two Class Abilities Masterminds are so powerful that
James Bond images, Bond Gadgets, Some cards like “Time Bomb” have they are far beyond regular Villains.
If the Gadget stack runs out, the As a result, Masterminds don’t count
and other notable content. These game continues. If something would both a single Class Ability and a
common cards will also be used in double Class ability. If you played as mere “Villains,” and Special
acquire a Gadget, but there aren’t Abilities that only affect Villains
future Bond adventures (expansions). any more of that card left in the stack, one card with the matching class,
you’ll get the single Class Ability. won’t affect Masterminds.
then no Gadget is acquired, and the
But if you played two cards with the
“Once This Turn” game still continues. Don’t take extra
matching class, you’ll get both the Cards with No Cost
If an ability says “Once this turn” copies out of the KO pile.
single AND the double Class ability. If a card has no cost it counts as
that means you don’t have to do it
having 0 for effects that care
right when you play the card. Instead
you can wait until later in that turn to
Running out of Cards in the Villain Cards That Go In about cost.
Wound Stack
do it.
If the Wound stack runs out, the Your Deck
game continues. If a player would Some cards like “Dropped Derby” go
gain a Wound, but there aren’t any into your deck when you Fight them.
more of that card left in the stack, Once there, use the second half of
take all of them that have been KO’d their text and the or on the left
and create a new Wound stack. side of the card.
17 18
Hero Classes Keywords Chase
This keyword represents the many
cards with Squeeze in play, together
they will keep the two leftmost and
Strength Heroes include Heroes Some cards have keyword abilities in cars, boats, and other vehicles Bond two rightmost spaces from refilling.
with raw strength, but also Heroes bold. Here’s what they mean: has chased or been chased by. Each If a third card with Squeeze is On
with strength of will, determination, Liaison turn, after you’re done playing a card Assignment, then Q Branch will be
and strong leadership. Liaison cards represent Bond working from the Villain deck, but before you empty until at least one leaves play.
together with another agent or contact. can start playing Heroes from your
Instinct Heroes use their intellect Poker Hands
If a card has Liaison, you may leave it hand, a Villain or Mission with Chase
and intuition to win the day. Some effects require someone to try to
in your play area after the end of your will automatically move one space,
make a poker hand. Here’s how it works:
Covert Heroes include Heroes turn. Then during any other friendly pushing other cards as normal.
player’s next turn, you can discard it Choose up to two total cards with
using trickery and deception to This move happens whether the card
to give that player the Liaison effect. cost 1 or more in your hand and/or
outwit their foes. with Chase was pushed by another
(If you don’t use it by the start of your play area. Then using those cards
card this turn or not. And the card plus the cards in Q Branch, choose
Tech Heroes include Heroes next turn, it’s discarded automatically.)
will move this way on the turn it first up to five total cards that make one
using advanced technology and If you’re the only friendly player in entered On Assignment.
weaponry. Where would our Heroes of the following poker hands (in order
the game, Liaison works differently. from weakest to strongest):
be without the brilliant inventions If more than one card has Chase,
You get the Liaison effect on your
and incredible gadgets of Q Branch? resolve each move starting from left Pair – Two cards with the same cost.
next turn. (If you don’t use it on that
to right. (It should look like they’re all Two Pair – Two cards with same cost
turn, it’s discarded automatically at
Ranged Heroes are crack shots moving simultaneously.) and another two cards with the same
the end of the turn.)
or able to track their foes or help cost. (Example: 4, 4, 3, 3)
High-Speed Chase
their allies from a distance. Loyalty to the Mission This keyword is just like Chase except the Three of a Kind – Three cards with
Basic Starter Heroes include all the Cards with this keyword represent card will move two spaces after you’re the same cost.
starting 007 and 00 Agents. They are Bond’s dedication to her Majesty’s done playing a card from the Villain deck.
Secret Service. Each Loyalty to the Straight – Five cards with successive
Heroes in their own right, but they costs. (Example: 2, 3, 4, 5, 6)
aren’t quite as powerful as the other Mission card has an “X” in its text. Flying
Heroes that you will find in Q Branch. “X” is always equal to the highest Instead of entering On Assignment Flush – Five cards with the same
among Missions in your Victory pile. in the rightmost space, a card with class. (Example: Five cards.)
Miss Moneypenny Starter Ally The So as you complete more dangerous Flying will enter on the first OPEN Full House – Three cards with the
beloved Miss Moneypenny is also Missions, these cards will grow in power. space. So if the two rightmost same cost and another two cards
available for recruitment. Efficient spaces already have Villains, but the with the same cost. (Example: 4, 4, 4,
and capable Moneypenny is always 00 Status third space is open, it will enter On 3, 3) Note: Five cards with the same
there to help Bond and friends Cards with this keyword represent Assignment in the third space. cost doesn’t count.
with support. Bond’s ability to use brute force when
necessary. At the end of your turn, Persist Four of a Kind – Four cards with the
before you discard your hand and If this card would be pushed off same cost.
draw a new one, if you defeated at On Assignment it instead stays Straight Flush – Five cards with the
least one Villain and/or the Mastermind where it is and the card pushing it same class and successive costs.
that turn, you’ll get each of your cards’ will escape instead.
Some Villains require you to make a
00 Status effects.
Squeeze specific hand like a Flush in order to fight
Inevitable When a card with Squeeze enters them. In that case, just make sure you can
The last card of the Villain deck is On Assignment, KO the leftmost and make that hand when you fight them.
always an “Inevitable” card. It will rightmost spaces in Q Branch. Those If two poker hands are the same
move one space automatically every spaces won’t refill until the card with strength, such as two Straights, they are
turn, and if it escapes, Evil wins. For Squeeze leaves play. If there are two considered tied. (There is no tiebreaker.)
more information see Page 15.
19 20
Solo Play Adjusting Difficulty The Four Movies • 5 Special Starter Heroes for each
of 4 eras of James Bond. (20 cards)
You can also play Legendary ® : Some play groups like an easier If you’d like to experience the four
• 12 Miss Moneypenny Starter Allies
James Bond 007 with a single player. challenge when introducing new classic movies make sure to use
• 30 Gadgets
Here are the adjustments you need: or younger players or after the these combinations:
• 30 Wounds
Mastermind wins. Other groups like to
Solo Setup face tougher and tougher challenges.
Goldfinger • 4 Masterminds, each with
• Hero Deck – Use the cards for only • Auric Goldfinger and the Goldfinger 4 Mastermind Tactics (20 cards)
four Heroes. There are 56 cards Villain Group • 8 different Schemes
One way to make the game • Operation: Grand Slam and its
in total. • 5 Scheme Twists
easier is give each player one or Mission Group
• Villain Deck – Use these cards: • 5 Master Strikes
more “prep” turns, where they take • Fort Knox Assault team
• 1 Villain Group • 22 Extra Cards
a normal turn except skip playing the
• 1 Mission Group • 60 Dividers
top card of the Villain deck. The Man With The Golden Gun
• 3 Henchman cards from the same Use the dividers in the box to
• Francisco Scaramanga and The Man
Henchman Group (1 in Deck A, separate the different types of cards.
On the other hand, if you’re ready With The Golden Gun Villain Group
1 in Deck B, 1 in Deck C) Some people like to place their cards
for a tougher challenge, you can give • A Duel to the Death and its
• 0 Gadgets in card sleeves to help protect them.
each player one or more “surprised” Mission Group
• 5 Master Strikes (1 Deck A,
turns, where they take a normal turn • Martial Arts Students
Credits
2 Deck B, 2 Deck C)
except skip the step where they can
• 5 Scheme Twists (1 Deck A, GoldenEye
play cards from their hand.
2 Deck B, 2 Deck C) • Alec Trevelyan and the GoldenEye Game Design and Card Set Design:
If you want to give newer or Villain Group Ben Cichoski and Danny Mandel
Also add the following rules: younger players a boost to help • Worldwide Financial Meltdown and (Super Awesome Games)
• After you play a Scheme Twist put them compete with veteran players, its Mission Group Brand Manager: Travis Rhea
a Hero of your choice with cost 6 you can replace some of their 007s • Russian Soldiers
or less in Q Branch on the bottom Assoc. Brand Manager:
with Miss Moneypenny Allies in the Casino Royale
of the Hero deck. Corinne Deng
new players’ starting decks. • Le Chiffre and the Casino Royale
• After you play a Master Strike, play Director of Game Development:
Villain Group Bubby Johanson
the next card in the Villain Deck.
Perfect Mission Mode • Win the Casino Royale Tournament
Assoc. Product Manager: Rob Ford
Regardless of where you set the and its Mission Group
Solo Scoring difficulty of the game, you can also • Embassy Guards Graphic Design: Krista Timberlake
If you win the game, add up your Victory play “Perfect Mission Mode” where Project Managers: Louise Bateman,
Points and subtract these penalties:
• -4 for each Gadget carried away
you must complete every mission. If
you fail even a single one, you lose
Game Contents Tonya Lashley
Rulebook, Game Mat and 600 cards: Director of Creative Services:
• -3 for each Scheme Twist the game. Mike Eggleston
• 14 cards for each of 20 different
that occurred
Heroes (280 cards: Each Hero has V.P. of Operations:
• -1 for each Villain that escaped
1 rare, 3 uncommons, 5 of one Suzanne Lombardi
• -X, where X is the Danger Level
common, and 5 of another common) President, Upper Deck Company:
Write down your score and which • 8 cards for each of 4 different Jason Masherah
Heroes and Scheme and Mastermind Villain Groups (32 cards)
you used. Compete to get better • 9 cards for each of 4 different Playtesters: Corrine Deng, Rob Ford,
scores against other Masterminds Mission Groups (36 cards) Bubby Johansson, Tyler Mayes,
and Schemes representing other • 10 cards for each of 4 different Susan Quigley, Matt Rogers and
classic Bond films! Henchmen Villain Groups (40 cards) Mark Shaunessy
• 40 007 Basic Starter Heroes Original Legendary ® Game Engine
• 20 00 Agent Basic Starter Heroes Design: Devin Low
21 22
Quick Reference Guide
Setup
Initial Setup
• Each player shuffles a personal deck of 8 007s, 4 00 Agents and 1 Special
Starter, and then draws 6 cards.
• Place all the Miss Moneypenny Allies, Wounds, and Gadgets on the game mat
in the appropriate spaces.
• Pick 1 Mastermind and place it on the game mat, with its 4 Mastermind Tactics
face-down underneath it in random order. Check which Villain Group this
Mastermind “Always Leads.”
• Pick 1 Scheme and place it on the game mat. Check which Mission Group this
Scheme “Always Uses.”
Villain Deck
• Set aside 5 Scheme Twists and 5 Master Strikes for the Villain Deck.
• Add the following Villain Groups, Henchmen Groups, Mission Group and
Gadgets to the Villain Deck based on player count. Reference the instructions
on pages 6 and 7.
Hero Deck
• Pick 5 Heroes. Add all of those Heroes’ cards to the Hero Deck
(70 cards total). Shuffle it.
• If you are playing with 4 or 5 players, shuffle in a 6th Hero.
• Place 5 cards from the top of the Hero Deck into Q Branch, face-up.
On Your Turn
During your turn, you do the following:
1. Villain Phase: Play the top card of the Villain Deck (face up) and add it to the
rightmost On Assignment space (if needed). Then do any end of the Villain
Phase effects.
2. Action Phase: Play cards from your hand, using them to recruit and defeat
Villains or complete Missions.
3. Clean Up Phase: Discard your hand and draw 6 new cards.