Legendary James Bond Full Text
Legendary James Bond Full Text
Legendary James Bond Full Text
If you’re the only friendly player in the game, Liaison works differently. You get the Liaison
effect on your next turn. (If you don’t use it on that turn, it’s discarded automatically at the
end of the turn.)
Loyalty to the Mission
Cards with this keyword represent Bond’s dedication to her Majesty’s Secret Service. Each
Loyalty to the Mission card has an “X” in its text. “X” is always equal to the highest
among Missions in your Victory pile. So as you complete more dangerous Missions, these
cards will grow in power.
00 Status
Cards with this keyword represent Bond’s ability to use brute force when necessary. At the
end of your turn, before you discard your hand and draw a new one, if you defeated at least
one Villain and/or the Mastermind that turn, you’ll get each of your cards’ 00 Status effects.
Inevitable
The last card of the Villain deck is always an “Inevitable” card. It will move one space
automatically every turn, and if it escapes, Evil wins.
Chase
This keyword represents the many cars, boats, and other vehicles Bond has chased or been
chased by. Each turn, after you’re done playing a card from the Villain deck, but before you
can start playing Heroes from your hand, a Villain or Mission with Chase will automatically
move one space, pushing other cards as normal.
This move happens whether the card with Chase was pushed by another card this turn or
not. And the card will move this way on the turn it first entered On Assignment.
If more than one card has Chase, resolve each move starting from left to right. (It should
look like they’re all moving simultaneously.)
High-Speed Chase
This keyword is just like Chase except the card will move two spaces after you’re done
playing a card from the Villain deck.
Flying
Instead of entering On Assignment in the rightmost space, a card with Flying will enter on
the first OPEN space. So if the two rightmost spaces already have Villains, but the third
space is open, it will enter On Assignment in the third space.
Persist
If this card would be pushed off On Assignment it instead stays where it is and the card
pushing it will escape instead.
Squeeze
When a card with Squeeze enters On Assignment, KO the leftmost and rightmost spaces in Q
Branch. Those spaces won’t refill until the card with Squeeze leaves play. If there are two
cards with Squeeze in play, together they will keep the two leftmost and two rightmost
spaces from refilling. If a third card with Squeeze is On Assignment, then Q Branch will be
empty until at least one leaves play.
Poker Hands
Some effects require someone to try to make a poker hand. Here’s how it works:
Choose up to two total cards with cost 1 or more in your hand and/or play area. Then using
those cards plus the cards in Q Branch, choose up to five total cards that make one of the
following poker hands (in order from weakest to strongest):
Pair – Two cards with the same cost.
Two Pair – Two cards with same cost and another two cards with the same cost. (Example:
4, 4, 3, 3)
Three of a Kind – Three cards with the same cost.
Straight – Five cards with successive costs. (Example: 2, 3, 4, 5, 6)
Flush – Five cards with the same class. (Example: Five cards.)
Full House – Three cards with the same cost and another two cards with the same cost.
(Example: 4, 4, 4, 3, 3) Note: Five cards with the same cost doesn’t count.
Four of a Kind – Four cards with the same cost.
Straight Flush – Five cards with the same class and successive costs.
Some Villains require you to make a specific hand like a Flush in order to fight them. In that
case, just make sure you can make that hand when you fight them. If two poker hands are
the same strength, such as two Straights, they are considered tied. (There is no tiebreaker.)
Common/Setup Cards
Starters
Basic Starter
007 [Sean Connery] (8 copies in starting deck, 16 total)
1 Recruit
Cost: 0
007 [Roger Moore] (8 copies in starting deck)
1 Recruit
Cost: 0
007 [Pierce Brosnan] (8 copies in starting deck)
1 Recruit
Cost: 0
007 [Daniel Craig] (8 copies in starting deck)
1 Recruit
Cost: 0
Basic Agent
00 Agent (4 copies in starting deck, 20 total)
1 Attack
Cost: 0
Starter Allies
Miss Moneypenny (Lois Maxwell, Connery era) (3 copies)
2 Recruit
Cost: 3
Miss Moneypenny (Lois Maxwell, Moore era) (3 copies)
2 Recruit
Cost: 3
Miss Moneypenny (Samantha Bond, Brosnan era) (3 copies)
2 Recruit
Cost: 3
Miss Moneypenny (Naomie Harris, Craig era) (3 copies)
2 Recruit
Cost: 3
Gadgets
Gadget (Aston Martin Armrest Control Panel) (8 copies)
VP: 1
Gadget (Disassembled Golden Gun) (8 copies)
VP: 1
Gadget (Grappling Pistol) (7 copies)
VP: 1
Gadget (Microchip Scanner) (7 copies)
VP: 1
Wounds
Wound (30 copies)
If you don't recruit and Heroes, fight the Mastermind, fight any Villains, or complete any
Missions on your turn, you may KO all the Wounds from your hand.
Cost: 0
Scheme Twists
Scheme Twist (5 copies)
Master Strikes
Master Strike (5 copies)
Goldfinger
Mastermind & Mastermind Tactics: Goldfinger
Auric Goldfinger | Mastermind
Always Leads: Goldfinger Villain Group
Setup: Shuffle six Smuggles Gold Extra cards into the Hero deck. When each one enters
Q Branch, attach it to Goldfinger
Master Strike: Starting with you and continuing clockwise, each player discards their
highest cost card in hand, until one card has been discarded for each Master Strike
played this game. (If there’s a tie for highest cost card, select one randomly.)
Attack: 6+
VP: 5
Fort Knox Heist | Mastermind Tactic – Goldfinger
Fight: The next time the Mastermind is fought it must be with instead of .
Attack: 6
VP: 5
“Smuggling is an Art” | Mastermind Tactic – Goldfinger
Fight: Put each Hero in Q Branch on the bottom of the Hero deck.
Attack: 6
VP: 5
The Midas Touch | Mastermind Tactic – Goldfinger
Fight: KO your highest cost Hero in your hand, in play, or in the discard pile.
Attack: 6
VP: 5
Mr. Solo’s Pressing Engagement | Mastermind Tactic – Goldfinger
Fight: You draw two fewer cards at the end of the turn.
Attack: 6
VP: 5
Schemes: Goldfinger
Operation: Grand Slam
Always Use: Operation: Grand Slam Mission Group.
Setup: 5 Scheme Twists.
Twist: Attach the Twist to the leftmost Q Branch space that doesn’t have one. That
space is “Irradiated”. (It costs +1 to recruit a card there.)
Evil Wins: Danger Level 5.
Orchestrate A Smuggling Ring
Setup: 5 Scheme Twists.
Twist: Attach a Smuggled Gold Extra card to the rightmost Villain or Mission On
Assignment. (If On Assignment is empty, set the Smuggled Gold aside and attach it to
the next Villain or Mission that enters On Assignment.) If a Smuggled Gold is carried
away, attach it to the Mastermind.
Evil Wins: Danger Level 7.
Extras: Goldfinger
Smuggled Gold | Goldfinger – Extra
If this is attached to a card On Assignment that card has Chase.
Villains: Goldfinger
Bonita | Goldfinger
Bonita can’t be fought while there is a card next to her On Assignment.
Attack: 2*
VP: 1
Deck A
Oddjob | Goldfinger (Deck A)
Ambush: Each player gains a Wound.
Attack: 4
VP: 2
Deck A
Mei-Lei | Goldfinger
Ambush: Count the number of open On Assignment spaces. Play that many cards from
the Villain deck.
Attack: 3
VP: 2
Deck B
Pursuing Cars | Goldfinger
Chase
Attack: 5
VP: 3
Deck B
Oddjob | Goldfinger (Deck B)
When Oddjob moves, the active player gains a Wound.
Attack: 6
VP: 3
Deck B
Mr. Ling | Goldfinger
Mr. Ling has + equal to the Danger Level.
Attack: 4+
VP: 3
Deck C
Dropped Derby | Goldfinger
Fight: Gain this card to the top of your deck
-----------
Draw a card.
2 Attack
Attack: 5
VP: 0
Deck C
Oddjob | Goldfinger (Deck C)
Persist
At the end of each turn, the active player gains a Wound.
Attack: 8
VP: 4
Deck C
Draw a card.
1 Recruit
Cost: 0
Special Upgrades | Special Starter (Sean Connery)
Draw a card.
You may move a card On Assignment to any space. If there’s already a card there, swap
them.
1 Attack
Cost: 0
Heroes: Goldfinger
James Bond - Goldfinger
“This is No Time to be Rescued” | James Bond – Goldfinger (5 copies)
Look at the top card of the Hero deck. You may put it on the bottom.
2 Recruit
Cost: 2
“…All Square” | James Bond – Goldfinger (5 copies)
: You may KO a card in your hand or discard pile. If you do, get +2 .
3+ Attack
Cost: 5
A True Classic | James Bond – Goldfinger (1 copy)
Gain a Hero from Q Branch for free. If it’s a Vehicle Hero, put it into your hand.
2 Attack
Cost: 8
Pussy Galore
“You Can Turn Off the Charm” | Pussy Galore (5 copies)
: Once this turn you may put a Hero you recruit on top of your deck.
2 Recruit
Cost: 3
Talented Ally | Pussy Galore (5 copies)
You get +2 that can only be used to recruit Pussy Galore Heroes.
2+ Recruit
Cost: 4
Goldfinger’s Personal Pilot | Pussy Galore (3 copies)
You get +1 each time you play another Pussy Galore Hero this turn.
3+ Attack
Cost: 5
Flying Circus | Pussy Galore (1 copy)
: Discard any number of cards from your hand, then draw that many cards.
5 Attack
Cost: 7
Allies - Goldfinger
Jill Masterson | Allies – Goldfinger (5 copies)
: You get +3 .
3+ Recruit [this is a print error]
0+ Attack
Cost: 6
Colonel Smithers | Allies = Goldfinger (1 copy)
Equipment – Goldfinger
Homer | Equipment – Goldfinger (5 copies)
: Draw a card.
2 Attack
Cost: 3
Gold Bar | Equipment – Goldfinger (5 copies)
: You get +1 .
2+ Recruit
Cost: 3
Duck Snorkel | Equipment – Goldfinger (3 copies)
You may put a card from your discard pile on the bottom of your deck.
3 Attack
Cost: 5
007 Seconds | Equipment – Goldfinger (1 copy)
Vehicles - Goldfinger
Tire Shredder | Vehicles - Goldfinger (5 copies)
Chase
Attack: 7
VP: 4
Deck C
Nick Nack | The Man With The Golden Gun (Deck C)
Fight: Reveal the top card of your deck. Nick Nack is not defeated unless that card has at
least 1 printed .
Escape: The active player gains this card. When drawn, Evil wins!
Attack: 5*
VP: 4
Deck C
Island Funhouse | The Man With The Golden Gun
At the start of the turn, the active player KO’s the top card of the Hero deck and does
the following based on its class:
: You must pay instead of to fight this turn.
: Discard a random card from your hand.
: Each Villain and Mission moves one space.
: Gain a Wound.
: Play the top card of the Villain deck.
Attack: 8
VP: 4
Deck C
: You may fight a Henchman for free. If there are none, draw a card instead.
2 Attack
Cost: 3
“Mr. Fat is Expecting Me.” | James Bond – The Man With The Golden Gun (5 copies)
: Instead of discarding this at the end of your turn, you may add it as an extra card to
your next hand.
2 Attack
Cost: 3
Hunting Scaramanga | James Bond – The Man With The Golden Gun (3 copies)
: Choose a friendly player to gain the lowest cost Hero in Q Branch into their hand. (If
there’s a tie for lowest cost, choose one of them.)
4 Attack
Cost: 7
Andrea Anders
Water Pistol | Andrew Anders (5 copies)
Once this turn, you may KO a Wound in your hand or discard pile.
2 Attack
Cost: 4
“Who Do You Think Sent That Bullet …?” | Andrea Anders (5 copies)
Liaison: Skip playing a card from the Villain deck this turn.
4 Attack
Cost: 8
Mary Goodnight
Turn Off The Beam | Mary Goodnight (5 copies)
Draw a card.
Liaison: If the active player would gain a Wound, you may discard this instead.
Cost: 1
Set the Tracking Device | Mary Goodnight (5 copies)
: Look at the top three cards of your deck. Discard any of them and put the rest back
in any order
2 Recruit
Cost: 3
“I Laid Him Out Cold” | Mary Goodnight (3 copies)
: You may remove a Villain in your victory pile from the game. If you do you get +3
Attack 3+
Cost: 5
Efficient Liaison Officer | Mary Goodnight (1 copy)
Reveal cards from the top of the Hero deck until you reveal one with Liaison. Choose a
friendly player to gain it to their hand, and shuffle the rest back into the Hero deck.
4 Recruit
Cost: 8
You may KO a Hero in your hand or discard pile, or you may KO this Hero.
Cost: 2
Lt. Hip | Allies – The Man With The Golden Gun (5 copies)
: You get +1 for each other Hero you played this turn.
5+ Attack
Cost: 7
: Hold this card at least a foot above the table and then flip it sideways. If it turns all
the way over at least once and lands face up, you get +2
2+ Attack
Cost: 3
Scaramanga’s Sailing Junk| Vehicles – The Man With The Golden Gun (5 copies)
You may KO a Wound in your hand, in your deck, and in your discard pile.
Then shuffle your deck.
You can’t gain Wounds until after your next turn.
4 Attack
Cost: 7
Goldeneye
Mastermind & Mastermind Tactics: Goldeneye
Alex Trevelyan | Mastermind
Always Leads: Goldeneye Villain Group
Master Strike: Each Villain On Assignment acquires a Gadget. (If there are no Villains,
the Mastermind acquires a Gadget.)
Special Rules: Gadgets can only be acquired by Villains and the Mastermind. (Not by
Missions.) Villains get +1 for each Gadget they have. Trevelyan gets +1 for each
Gadget he has and each escaped Villain.
Attack: 006+
VP: 6
“What An Unpleasant Surprise” | Mastermind Tactic – Alec Trevelyan
Fight: Count the number of open On Assignment spaces. Play that many cards from the
Villain deck. (Open spaces to the right of the Inevitable card don’t count.)
Attack: 006
VP: 6
Goldeneye Satellite | Mastermind Tactic – Alec Trevelyan
Fight: At the end of your turn, after you draw a new hand, discard each of those cards
with a class symbol.
Attack: 006
VP: 6
“You’re Supposed To Die For Me” | Mastermind Tactic – Alec Trevelyan
Fight: Each player KO’s a James Bond Hero in their hand, discard pile, or that they
played this turn. Each payer who didn’t have one gains two Wounds.
Attack: 006
VP: 6
006 | Mastermind Tactic – Alec Trevelyan
Fight: Each player gains a 006 Extra card from out of play.
Attack: 006
VP: 6
Schemes: Goldeneye
Worldwide Financial Meltdown
Always Use: Worldwide Financial Meltdown Mission Group.
Setup: 5 Scheme Twists.
Twist: Put this Twist and each KO’d Twist next to the Mastermind as “EMPs”. When a
player triggers a class special ability, KO an EMP.
Special Rule: You can’t fight the Mastermind while any EMPs are next to it.
Evil Wins: Danger Level 5
Fake You Own Death
Setup: 5 Scheme Twists. Shuffle together five random Mastermind Tactics from outside
the game to create a “Fake Identity” pile.
Twist: Play the top card of the Fake identity pile, then KO it.
Evil Wins: Danger Level 7.
Extras: Goldeneye
006 | Goldeneye – Extra (5 copies)
When you draw this, discard it an a 007 Basic Starter Hero in your hand.
Cost: 0
Chase
Danger: 2
Attack: 3
VP: 2
Deck B
Find Janus | Worldwide Financial Meltdown
When you try to complete this Mission, take a Wound, shuffle it face down with this
card, then reveal one. If you revealed this card, complete it normally and put the
Wound back. Otherwise gain the Wound and put this Mission back where it was.
Danger: 3
Recruit: 4*
VP: 3
Deck B
Armoured Pursuit | Worldwide Financial Meltdown
This Mission gets -2 for each Hero in Q Branch.
Danger: 2
Attack: 8*
VP: 2
Deck B
Reprogram Goldeneye | Worldwide Financial Meltdown
While this is in a victory pile, each time the Inevitable card would move, the active
player reveals the top card of their deck. If it has , the Inevitable card doesn’t move.
Danger: 3
Recruit: 7
VP: 4
Deck C
Survive “Six” Minutes | Worldwide Financial Meltdown
Failure: Starting with the active player and continuing clockwise, each player gains a
Wound until the players have gained a total of six Wounds.
Danger: 4
Attack: 9
VP: 4
Deck C
Destroy The Control Room | Worldwide Financial Meltdown
This Mission gets -3 for each Hero in Q Branch.
Danger: 3
Attack: 12*
VP: 3
Deck C
Escape The Exploding Dish | Worldwide Financial Meltdown
inevitable
This Mission can’t be completed.
Failure: Evil wins!
Danger: I
Inevitable
Villains: Goldeneye
Xenia Onatopp | Goldeneye (Deck A)
Squeeze
Attack: 3
VP 1
Deck A
General Ourumov | Goldeneye (Deck A)
Fight: You may fight the Mastermind for free this turn.
Attack: 5
VP: 0
Deck A
Xenia Onatopp | Goldeneye (Deck B)
Ambush: Each player gains a Wound and puts it on a top of their deck.
Squeeze
Attack: 5
VP: 2
Deck B
Armored Train | Goldeneye
Chase
Fight: The first time this is fount, it loses Chase but isn’t defeated. (Turn it sideways to
show it has lost Chase.)
Attack: 4*
VP: 2
Deck B
Defense Minister Mishkin | Goldeneye
Villains On Assignment next to Defense Minister Mishkin have +1 .
Attack: 6
VP: 2
Deck B
Xenia Onatopp | Goldeneye (Deck C)
Ambush: Each player gains a Wound and puts it on a top of their deck.
Squeeze
Persist
Attack: 7
VP: 4
Deck C
General Ourumov | Goldeneye (Deck C)
Ambush: The Mastermind must be fought an additional time. (After all its Mastermind
Tactics have been played, it must be defeated one more time.)
Attack: 8
VP: 4
Deck C
Boris Grishenko | Goldeneye
Ambush: KO all Heroes in Q Branch.
Attack: 5
VP: 2
Deck C
Heroes: Goldeneye
James Bond – Goldeneye
Let The Chase Begin | James Bond – Goldeneye (5 copies)
: Choose a friendly player. They put a random card from their discard pile into their
hand.
2 Attack
Cost: 3
T-55 Tank | James Bond – Goldeneye (5 copies)
: Same effect.
“Half Of Everything Is Luck …” | James Bond – Goldeneye (1 Copy)
Reveal the top card of your deck. If it has you may KO the Mastermind. (This ends
the game. Don’t draw a Mastermind Tactic. You gain 10 Victory Points.)
6 Attack
Cost: 9
Natalya Simonova
Second Level Programmer | Natalya Simonova (5 copies)
: Reveal the top card of your deck. You get its printed and .
2 Recruit
Cost: 3
Searching For Help | Natalya Simonova (5 copies)
: Acquire a Gadget from a Villain, Mission, or Mastermind. (If there are none, acquire
one from the Gadget pile.)
2 Recruit
Cost: 3
Trapped in Severnaya | Natalya Simonova (3 copies)
: Draw a card.
: Draw a card.
3 Attack
Cost: 5
Lone Survivor | Natalya Simonova (1 copy)
Allies – Goldeneye
Jack Wade | Allies – Goldeneye (5 copies)
: Once this turn, you may put a card from your discard pile on top of your deck.
: Same effect.
4 Attack
Cost: 6
Psychologist Caroline | Allies – Goldeneye (1 copy)
MI6 – Goldeneye
Miss Moneypenny | MI6 – Goldeneye (5 copies)
: When you draw a new hand at the end of the turn, draw an extra card.
2 Recruit
Cost: 3
M | MI6 – Goldeneye (5 copies)
: You get +2 .
: You get +2 .
3+ Recruit
Cost: 5
Q | MI6 – Goldeneye (1 copy)
As you play this, choose a card in Q Branch. This becomes a copy of that card this turn.
It still has in addition to that card’s class(es).
Cost: 7
Equipment - Goldeneye
Grenade Pen | Equipment – Goldeneye (5 copies)
: You get +1 .
1+ Attack
Cost: 1
Grappling Belt | Equipment – Goldeneye (5 copies)
Loyalty to the Mission: Look at the top X cards of your deck. Discard any of them, and
put the rest back in any order.
2 Attack
Cost: 4
Time Bomb | Equipment – Goldeneye (3 copies)
: You get +2 .
: You get +2 .
2+ Attack
Cost: 5
Laser Watch | Equipment – Goldeneye (1 copy)
You may complete a Mission for free. If you do, KO this card.
2 Recruit
2 Attack
Cost: 7
Casino Royale
Mastermind & Mastermind Tactics: Casino Royale
Le Chiffre | Mastermind
Always Leads: Casino Royale Villain Group
Master Strike: Make a poker hand. Le Chiffre takes the top two cards of the Hero deck
and uses them to make his poker hand. If his hand beats or ties yours, play the top card
of the Villain deck. Either way put his two cards on the bottom of the Hero deck.
Escape: When a Villain escapes increase the Danger Level by 1.
Attack: 8
VP: 5
“You Must Have Thought I Was Bluffing” | Mastermind Tactic – Le Chiffre
Fight: Each player makes a poker hand. The Mastermind takes the top two cards of the
Hero deck and uses them to make his poker hand. For each player his hand beats or
ties, play the top card of the Villain deck. Then put his two cards on the bottom of the
Hero deck.
Attack: 8
VP: 5
The Cypher | Mastermind Tactic – Le Chiffre
Fight: Each other player discards a random card from their hand.
After this pushes another card with its Chase ability, if that card is still On Assignment, it
switches spaces with this card.
Danger: 2
Attack: 6
VP: 3
Deck B
Survive The Poison | Casino Royale Tournament
Ambush: Each player gains a Poison Extra card.
Success: KO all Poison Extra cards everywhere. (Shuffle each player’s deck if necessary.)
Danger: 2
Attack: 7
VP: 3
Deck B
Beat Le Chiffre At Poker | Casino Royale Tournament
When you try to complete this Mission, shuffle Q Branch into the Hero deck, then refill
it. If you can now make a Straight, Flush, or Full House, complete the Mission.
Otherwise it stays where it is.
Danger 3
Recruit: 5*
VP:3
Deck B
Don’t Yield To Torture | Casino Royale Tournament
When you attempt to complete this Mission, you may gain up to ten Wounds. This gets
-1 this turn for each Wound you gained this way.
Danger: 4
Attack: 10*
VP: 4
Deck C
Locate Mr. White | Casino Royale Tournament
Success: You may fight a Villain for free this turn.
Danger: 3
Recruit: 9
VP: 3
Deck C
Discover Vesper’s Betrayal | Casino Royale Tournament
You may KO a James Bond Hero and a Vesper Lynd Hero in your hand to complete this
Mission (instead of paying its ).
Danger: 3
Attack: 11*
VP: 4
Deck C
Escape The Sinking Building | Casino Royale Tournament
Inevitable
If the Hero deck runs out, Evil wins.
Success: Instead of defeating this, move it to the right one space and KO the bottom five
cards of the Hero deck.
Failure: Evil wins!
Danger: I
Recruit: 5
Inevitable
00 Status: You may gain a Miss Moneypenny Hero or a Hero from Q Branch with cost of
3 or less for free.
2 Recruit
Cost: 4
High Stakes | James Bond – Casino Royale (5 copies)
: You get +3
3+ Attack
Cost: 6
Buy Back In | James Bond – Casino Royale (1 copy)
When you draw a new hand, you may discard any number of cards from it, then draw
that many cards.
4 Recruit
Cost: 7
Vesper Lynd
“I’m The Money” | Vesper Lynd (5 copies)
: You get +2
1+ Recruit
Cost: 1
“Makes Me Feel Reborn …” | Vesper Lynd (5 copies)
Once this turn, you may put this card on the bottom of your deck.
2 Recruit
Cost: 3
Treasury Accountant | Vesper Lynd (3 copies)
: This turn you may convert any amount of your to or vice versa.
2 Recruit
2 Attack
Cost: 6
Blackmailed | Vesper Lynd (1 copy)
: You get +2 and +2 . This turn you may try to complete a failed Mission. (If
you do resolve its Success effect if any, put it into your victory pile, and reduce the
Danger Level accordingly.)
3+ Recruit
3+ Attack
Cost: 8
M – Casino Royale
Matters Well In Hand | M – Casino Royale (5 copies)
: Look at the top card of your deck. If it has at least 1 , draw it. Otherwise, discard
it and you may repeat this effect. (It will keep repeating until you find a card with .)
MI6 Support | M – Casino Royale (3 copies)
00 Status: You may look at the top three cards of your deck, discard any, and put the
rest back in any order.
3 Attack
Cost: 5
“Any Thug Can Kill” | M – Casino Royale (1 copy)
The next time you recruit a Hero this turn, you may search the Hero deck for a copy of
that Hero and gain it. Then shuffle the Hero deck.
3 Recruit
Cost: 7
: You get +1 or +1 .
1+ Recruit
1+ Attack
Cost: 2
Carter | Allies – Casino Royale (5 copies)
Put each Basic Starter Hero in your deck into your discard pile. Then shuffle your deck.
4 Attack
Cost: 8
: You may KO up to two total Wounds in friendly players’ hands and/or discard piles.
2 Recruit
Cost: 2
Ambassador’s Gun | Equipment – Casino Royale (5 copies)
00 Status: You may put a card from your discard pile on top of your deck.
3 Recruit
Cost: 5
Short-Range Bug | Equipment – Casino Royale (1 copy)
: You may attach this to a Mission or Villain On Assignment. When it’s defeated by
any player, you draw three cards and regain this card. (If it’s carried away KO it.)
4 Attack
Cost: 7
James Bond Expansion
Contents
300 Total cards
o 10 Heroes of 14 cards each (Each Hero has 1 rare, 3 uncommons 5 of one common, and
5 of another common)
o 2 Villain Groups of 8 cards each (16 cards)
o 2 Mission Groups of 9 cards each (18 cards)
o 2 different Henchmen Villain Groups of 10 cards each (20 cards)
o 16 007 Basic Starter Heroes
o 8 00 Agent Basic Starter Heroes
o 2 sets of Special Starting Heroes for 2 eras of James Bond, 5 cards each (10 cards)
o 6 Miss Moneypenny Starter Allies
o 6 Gadgets
o 6 Wounds
o 2 Masterminds, each with 4 Mastermind Tactics (10 cards)
o 4 different Schemes
o 40 Extra Cards
Rules Insert
Keywords
Impersonate
In On Her Majesty’s Secret Service, Bond and other characters often pretend to be someone
else. In the game, the Impersonate keyword lets a Hero copy the printed or of
another Hero in your play area.
When you play a Hero with Impersonate it won’t immediately grant you any .
However, any time on your turn you may activate its Impersonate ability. When you do,
choose another Hero in your play area and gain that Hero’s printed . Playing a Hero with
Impersonate works the same way except it copies instead.
Some Heroes can Impersonate multiple instances of and/or . In this situation, you
can choose to copy the same card or different cards. For example, if a Hero has
Impersonate: , you can choose to gain another Hero’s twice, or gain two different
Heroes’ . Usually, you’ll choose the biggest number twice, but a card effect may lead you
to Impersonate two different cards.
If you play more than one Hero with Impersonate, they can both copy the same Hero(es) in
your play area.
Rogue Agent
In Licence To Kill, Bond becomes a rogue agent in order to hunt down Franz Sanchez. In the
game, the Rogue Agent keyword offers you a powerful ability, but there is a catch.
Any time during your turn you may activate the Rogue Agent ability of a Hero in your play
area. However, you may only activate it if you have not yet played any 007 or 00 Agent Basic
Starter Heroes on that turn. AND once you activate a Rogue Agent ability, you are not
allowed to play any 007 or 00 Agent Basic Starters for the remainder of your turn.
If you have multiple Heroes with Rogue Agent, you’ll either be able to activate all of them or
none of them during your turn (depending on if you want to play your Basic Starters that
turn).
Note: You ARE allowed to play the Miss Moneypenny Ally and your Special Starter Heroes
on the same turn you activate your Rogue Agent abilities.
Brainwash
Brainwash is a special action that temporarily turns a Hero into a Villain. Place the
brainwashed Hero into the rightmost On Assignment space and push any Villain or Mission
there as normal. The brainwashed Hero now also counts as a Villain. This means if it escapes
it will be just like any other Villain escaping – it will go to the Escaped Villain pile, force you
to KO a Hero in Q Branch, and will trigger the Escape ability on the Mastermind.
You can “rescue” the brainwashed Hero by paying equal to its cost. If you do, you gain
the Hero, which stops it from being a Villain. (This does not count as “Recruiting” the Hero.)
Put any Gadgets it had into your Victory Pile.
Note: If you rescue a brainwashed Hero you can’t take the “Heal” action on Wounds that
turn.
Disperse Virus
When a Scheme Twist says “Each Angel of Death Disperses her Virus,” do the following:
1. From left to right, each Angel of Death On Assignment and then in Q Branch triggers its
Disperse Virus text against EACH player (starting with the active player and then going
clockwise).
2. Then, if a player has any Angels of Death in their hand, trigger their Disperse Virus text
only against THAT player. (If there is more than one, the player chooses what order to
resolve them.)
3. Then, if any Angels of Death are in a player’s discard pile, trigger their Disperse Virus text
only against THAT player. (If there is more than one, the player chooses what order to
resolve them.)
Pay Off
This keyword lets you fight a Villain with instead of . When you pay the cost, you
get to ignore the Villain’s “Fight” ability.
Note: Paying off a Villain still counts as “fighting” it.
Common/Setup Cards
Starters
Basic Starter
007 [George Lazenby] (8 copies in starting deck)
1 Recruit
Cost: 0
007 [Timothy Dalton] (8 copies in starting deck)
1 Recruit
Cost: 0
Basic Agent
00 Agent (4 copies in starting deck, 8 total)
1 Attack
Cost: 0
Starter Allies
Miss Moneypenny (Lois Maxwell, Lazenby era) (3 copies)
2 Recruit
Cost: 3
Miss Moneypenny (Caroline Bliss, Dalton era) (3 copies)
2 Recruit
Cost: 3
Gadgets
Makeshift “Key” (3 copies)
When you acquire this Gadget, draw a card.
VP: 1
Plastic Explosives (3 copies)
When you acquire this Gadget, you may KO a Hero in your hand or discard pile.
VP: 1
Wounds
Wound (6 copies)
If you don't recruit and Heroes, fight the Mastermind, fight any Villains, or complete any
Missions on your turn, you may KO all the Wounds from your hand.
Cost: 0
On Her Majesty’s Secret Service
Mastermind & Mastermind Tactics: On Her Majesty’s Secret Service
Ernst Stavro Blofeld | Mastermind
Always Leads: On Her Majesty’s Secret Service Villain Group
Master Strike: Brainwash the highest cost Hero in Q Branch. If there’s a tie, Brainwash
the leftmost of them).
Escape: When a Villain escapes, starting with you and going clockwise, each player gains
a Wound until one has been gained for each escaped Villain.
Attack: 9
VP: 5
Release The Angels of Death | Mastermind Tactic – Blofeld
Fight: Brainwash a random Hero with cost 1 or more in your discard pile.
If there were no Heroes in your discard pile, Brainwash the leftmost Hero in Q Branch
instead.
Attack: 9
VP: 5
“I Could Make You My Countess” | Mastermind Tactic – Blofeld
Fight: When you draw a new hand at the end of your turn, discard each Hero from it
with at least 1 .
Attack: 9
VP: 5
Trigger The Avalanche | Mastermind Tactic – Blofeld
Fight: Destroy the rightmost On Assignment space. If there’s a card there, move it to
the left one space. (Use a face-down card from outside the game to mark the destroyed
space.)
Attack: 9
VP: 5
Piz Gloria Base | Mastermind Tactic – Blofeld
Fight: Acquire 5 Gadgets.
Put this next to the Mastermind. It can’t be fought or defeated while the Base is next to
it. Players may spend any amount of to damage the Base each turn. Once it has
taken 15 damage KO it. (If this is the last Tactic drawn, the Mastermind isn’t defeated
until the Base is KO’d.)
Attack: 15
VP: 0
Schemes
Condition The Angels of Death
Always Use: Condition the Angels of Death Mission Group.
Setup: 5 Scheme Twists – 2 in “B” and 3 in “C”. Shuffle the ten Angel of Death Extra
cards into the Hero deck.
Twist: Each Angel of Death Disperses her Virus.
Evil Wins: Danger Level 6.
Create Omega Virus
Setup: 5 Scheme Twists.
Special Rules: When a player gains a Wound, put it next to them instead of into their
discard pile. If a player ever has 7 or more Wounds, Evil Wins! (15 Wounds if playing
solo.)
If an effect says to KO a Wound in a player’s hand, deck, or discard pile, KO one next to
that player instead.
Once per turn the active player may take the “Heal” action to KO one of their Wounds.
Twist: Choose a friendly p layer to gain Wounds equal to the number of Twists played
this game.
Evil Wins: Danger Level 7.2
Escape: Each player Kos the highest cost Hero in their discard pile with cost 1 or more.
Attack: 4
VP: 2
Deck C
Alpine Avalanche | On Her Majesty’s Secret Service
Escape: Destroy the two rightmost On Assignment spaces. If there are any cards there,
move them to the left until those spaces are clear. (Use face-down cards from outside
the game to mark the destroyed spaces.)
Attack: 7
VP: 3
Deck C
Heroes
James Bond
Sir Hilary Bray | James Bond – On Her Majesty’s Secret Service (5 copies)
Impersonate:
* Recruit
Cost: 1
To the Rescue | James Bond – On Her Majesty’s Secret Service (5 copies)
: You get +2 .
2+ Attack
Cost: 4
“… Live Up To Your High Standards” | James Bond – On Her Majesty’s Secret Service (3
copies)
When you Impersonate this Hero for the first time each turn, you draw a card.
2 Recruit
2 Attack
Cost: 5
Operation Bedlam | James Bond – On Her Majesty’s Secret Service (1 copy)
from this Hero can’t be used to fight the Mastermind unless the Villain deck is
empty.
7* Attack
Cost: 8
Tracy Bond
“Suppose I Were To Kill You …?” | Tracy Bond (5 copies)
Impersonate:
Attack: *
Cost: 2
Something Eats At Her Soul | Tracy Bond (5 copies)
Reveal the top card of your deck. If it’s a Hero or Wound, you may KO it.
2 Recruit
Cost: 4
“… All The Time In The World” | Tracy Bond (3 copies)
While this is in Q Branch, you may recruit it for 3 less if you gained a James Bond Hero
this turn.
3 Recruit
Cost: 6*
Contessa Teresa De Vincenzo | Tracy Bond (1 copy)
Allies
Marc-Ange Draco | Allies – On Her Majesty’s Secret Service (5 copies)
Gain a Wound.
: Ignore the above text.
3 Attack
Cost: 3
M | Allies – On Her Majesty’s Secret Service (5 copies)
: If your Special Starter is in your deck or discard pile, put it into your hand.
Otherwise, draw a card.
2 Attack
Cost: 4
Draco’s Assault Team | Allies – On Her Majesty’s Secret Service (3 copies)
Impersonate: , .
* Recruit
Cost: 5
Miss Moneypenny | Allies – On Her Majesty’s Secret Service (1 copy)
Each time you play a James Bond Hero this turn, draw a card.
Each time you play a Tracy Bond Hero this turn, you may KO a Hero in your hand or
discard pile.
3 Recruit
3 Attack
Cost: 7
Equipment
Snow Skis | Equipment – On Her Majesty’s Secret Service (5 copies)
: You may move a Villain or Mission On Assignment to any space. If there’s already a
Villain or Mission there there [sic], swamp them.
2 Attack
Cost: 3
Electromagnetic Safecracker | Equipment – On Her Majesty’s Secret Service (5 copies)
: Choose one – Draw a card now or draw an extra card when you draw a new hand at
the end of this turn.
2 Recruit
Cost: 4
Glovebox Rifle | Equipment – On Her Majesty’s Secret Service (3 copies)
You must discard two cards from your hand to play this Hero.
Attack: 4
Cost: 5
Wedding Ring | Equipment – On Her Majesty’s Secret Service (1 copy)
Once this turn when you recruit a Hero, you may gain a second Hero from Q Branch with
the same cost or lower.
4 Recruit
Cost: 7
Vehicles
Cable Car Life | Vehicles – On Her Majesty’s Secret Service (5 copies)
Look at the bottom card of your deck. Put it on top of your deck or discard it.
2 Recruit
Cost: 3
Bobsled | Vehicles – On Her Majesty’s Secret Service (5 copies)
You get +1 that can only be used against the leftmost Villain or Mission On Assignment.
2+ Attack
Cost: 3
Mercy Flight Helicopter | Vehicles – On Her Majesty’s Secret Service (3 copies)
Impersonate: ,
Ice Track Getaway Car | Vehicles – On Her Majesty’s Secret Service (1 copy)
Impersonate: , , ,
Licence to Kill
Mastermind & Mastermind Tactics: Licence to Kill
Franz Sanchez | Mastermind
Always Leads: Licence to Kill Villain Group.
Master Strike: Count the number of Master Strikes played this game. Put that many
Cartel cards on Sanchez.
Escape: Count the number of Escaped Villains. Put that many Cartel cards on Villains
and Missions On Assignment.
Attack: 7
VP: 5
The Perfect Cover | Mastermind Tactic – Franz Sanchez
Fight: Put three Cartel cards on the Mastermind.
Attack: 7
VP: 5
Keeping The Stingers Close | Mastermind Tactic – Franz Sanchez
Fight: Put two Cartel cards on the rightmost Villain or Mission On Assignment. (If there
aren’t any On Assignment, put the Cartel cards on the Mastermind instead.)
Attack: 7
VP: 5
“President” Of The Republic Of Isthmus | Mastermind Tactic – Franz Sanchez
Fight: You are now “working” for the Mastermind. Gain this card. At the start of your
turn, if this is in your hand, put it into your Victory Pile, and play the top card of the
Villain deck.
Attack: 7
VP: 5
“He Disagreed With Something That Ate Him.” | Mastermind Tactic – Franz Sanchez
Fight: Each player gains two Wounds for each Mastermind Tactic they have (including
this one).
Attack: 7
VP: 5
Pay Off: 6
Attack: 4
VP: 3
Deck B
Dario | Licence To Kill (Deck B)
Ambush: The active player gains a Wound.
Pay Off: 7
Attack: 5
VP: 4
Deck C
Dario | Licence To Kill (Deck C)
Ambush: The active player gains two Wounds.
If this Hero is in your hand when a Master Strike or Scheme Twist is played, reveal it to
draw two cards.
5 Attack
Cost: 7
Pam Bouvier
“… Hit The Deck And Stay There.” | Pam Bouvier (5 copies)
: Once this turn, you may KO a Cartel card or fight a Henchman for free.
2 Attack
Cost: 3
“Why Don’t You Wait Till You’re Asked?” | Pam Bouvier (5 copies)
: Reveal the top three cards of your deck. Draw one and discard the others.
3 Recruit
Cost: 5
“You Have Good Luck Tonight …” | Pam Bouvier (1 copy)
Play Blackjack: Reveal cards from the top of the Hero deck until their total cost is 19 or
higher –
Q – Licence to Kill
Roadside Surveillance | Q – Licence To Kill (5 copies)
Rogue Agent: This Hero has all class symbols this turn.
2 Recruit
Cost: 3
“Uncle” Q | Q – Licence To Kill (5 copies)
: Acquire a Gadget. Then if you have 4 or more Gadgets in your Victory pile, you get
+2 .
2+ Recruit
Cost: 3
Bond’s Faithful Chauffeur | Q – Licence To Kill (3 copies)
: You get +3 that can only be used to recruit James Bond Heroes this turn.
| Q – Licence To Kill (1 copy)
You get +1 this turn that can only be used to fight the Mastermind or to KO a Cartel
card on the Mastermind.
2+ Attack
Cost: 4
M | Allies – Licence To Kill (3 copies)
: Put any number of cards from Q Branch on the bottom of the Hero deck.
Rogue Agent: Gain a card with Rogue Agent from Q Branch for free.
2 Recruit
2 Attack
Cost: 6
Sharkey | Allies – Licence To Kill (1 copy)
Look at the bottom two cards of your deck. Draw any of them and KO the rest.
3 Attack
Cost: 8
Equipment – Licence to Kill
Manta Ray Disguise | Equipment – Licence To Kill (5 copies)
: Once this turn you may put a card from any friendly player’s discard pile on the
bottom of their deck.
2 Attack
Cost: 4
Explosive Toothpaste | Equipment – Licence To Kill (5 copies)
: You get +1 . Once this turn, you may ignore the Fight effect of a Villain.
2+ Attack
Cost: 4
| Equipment – Licence To Kill (3 copies)
At the end of your turn, instead of discarding this Hero, you may choose another
friendly player to gain it. When they would play it, put it into your hand instead and
they draw a card.
4 Attack
Cost: 7
The Spy Who Loved Me Expansion
Contents
120 cards:
o 5 Heroes of 14 cards each (Each Hero has 1 rare, 3 uncommons 5 of one common, and 5
of another common)
o 1 Villain Group of 8 cards
o 1 Mission Group of 9 cards
o 1 Henchmen Group of 10 cards
o 1 Mastermind with 4 Mastermind Tactics
o 2 Schemes
o 1 Special Starting Hero
o 10 Perils
o 5 Special Wounds
Rules Insert
Keywords
Submerge/Surface
Karl Stromberg’s dream is to create a new world beneath the sea. In the game, he and many
cards have the new ability to Submerge. When a card says it Submerges, rotate it 180
degrees upside down. Once Submerged, its “Submerged:” game text should now be right
side up. (Submerge text is in blue to make it easier to identify.)
While a card is Submerged, it can’t be fought, completed, or KO’d. You must first “Surface”
the card by paying the cost listed in its Submerged text. When you Surface a card, rotate it
back to its normal orientation. It can now be fought, completed, or KO’d normally.
While a card is Submerged, the rest of its game text is still active. This means if a Submerged
card escapes, it will trigger any “Escape:” abilities it has. And while the Mastermind is
Submerged, you’ll still follow its “Master Strike:” and “Escape:” text.
Paying to surface a card does NOT count as fighting it. For example, you can surface a card
and still use the Heal action on Wounds in the same turn.
Note: A Submerged card can be moved normally by effects. In this case it remains
Submerged.
Nobody Does It Better
Nobody does it better than Bond. But what is “it” exactly? Well, anything!
Nobody Does It Better is a new keyword that lets a Hero card have any class for the turn.
These Heroes don’t have any of the five classes: Covert ( ), Instinct ( ), Ranged ( ),
Strength ( ), or Tech ( )
Instead, they have the Nobody Does It Better symbol: . As you play a Hero that has
Nobody Does It Better, you choose any one of the five classes and the Hero has that class
for the rest of the turn. If you play that Hero on a later turn, you can choose the same or a
different class for it.
If a Hero has more than one , you get to choose that many different classes. For example,
if it has two symbols you could choose and . (You can’t choose the same class twice.)
If you play two or more Nobody Does It Better Heroes on the same turn, you can choose
the same class for each of them if you like.
Bite
Bite is a new keyword found on Jaws. At the end of each turn, Jaws KOs the Hero in Q
Branch directly beneath his space. Then that Q Branch space will NOT refill with another
Hero as long as Jaws is On Assignment. Once Jaws leaves On Assignment, any “bitten”
spaces will go back to normal.
Note: It is possible for there to be more than one copy of Jaws On Assignment at the same
time. In this case, all of them must leave On Assignment before any “bitten” spaces go back
to normal. In other words, a space will stay “bitten” until there are no Jaws Villains On
Assignment.
Indestructible
Jaws is also Indestructible. This means if he would be defeated, instead of going to a Victory
pile, he escapes. This works just like any other escaping Villain: you’ll trigger the
Mastermind’s “Escape:” text and need to KO a Hero in Q Branch with cost 6 or less.
If Jaws escapes (whether normally or from his Indestructible ability), you will KO a Hero in Q
Branch before you refill any “bitten” spaces.
Note: Jaws does have a Victory Point value. This is because future cards may reference a
Villain’s Victory Points even while the Villain is not in a Victory Pile.
Common/Setup Cards
Special Wounds
“Goodbye, Mr. Bond.” | Special Wound (5 copies)
When you gain this, draw a Peril, then KO this wound.
Cost: 0
Wound.
Attack: 8
VP: 5
“Sit Down Mr. Bond” | Mastermind Tactic – Karl Stromberg
Fight: Gain a normal Wound and put it on top of your deck.
Attack: 8
VP: 5
“The Funeral Was At Sea” | Mastermind Tactic – Karl Stromberg
Fight: Draw a Peril. You don’t suffer its effects until the end of your next turn.
Attack: 8
VP: 5
Instrument of Nuclear Annihilation | Mastermind Tactic – Karl Stromberg
Fight: Increase the Danger Level by 1. If this would cause Evil to win, instead of
increasing the Danger Level, KO the highest cost Hero among your hand, discard pile, or
play area.
Attack: 8
VP: 5
The Liparus | Mastermind Tactic – Karl Stromberg
Fight: Submerge each Villain and Mission On Assignment that has Submerge. If there
are none or they’re all already Submerged, at the end of your turn when you draw a
new hand, discard two random cards.
Attack: 8
VP: 5
By End of Turn: Pay 4 to bring her over to your side. Then gain this card. It is now an
Hero with “Draw a card.”
---------
Or she gets the drop on you: On the next turn play an extra card from the Villain deck.
Cost: 0
Bite
Attack: 4
VP: 2
Deck A
An Uninvited Guest | The Spy Who Loved Me
Flying
You can’t fight this Villain unless you played a Hero this turn.
Bite
Attack: 7
VP: 3
Deck B
Atlantis Frogmen | The Spy Who Loved Me
Escape: Each player Kos a random Hero in their hand with cost 1 or more.
Attack: 6*
VP: 3
Deck C
Jaws | The Spy Who Loved Me (Deck C)
Persist
Indestructible
Bite
Attack: 9
VP: 4
Deck C
: You may put a Hero from any friendly discard pile on the top of that player’s deck.
2 Attack
Cost: 3
Commander Bond | James Bond – The Spy Who Loved Me (5 cards)
Nobody Does it Better (As you play this Hero, choose its class this turn.)
2 Attack
Cost: 4
Not Rivals At The Moment | James Bond – The Spy Who Loved Me (3 cards)
Draw a card.
Nobody Does It Better (As you play this Hero, choose its three classes this turn.)
3 Recruit
3 Attack
Cost: 8
Anya Amasova
Agent XXX | Anya Amasova (5 cards)
X = The number of times the Mastermind has been fought this game. (At the start of
the game, X is 0.)
X Recruit
X Attack
Cost: X
Never Failed A Mission | Anya Amasova (5 cards)
At the end of your turn when you draw a new hand, draw an extra card for each Mission
you completed this turn.
1 Recruit
1 Attack
Cost: 4
“The Mission Is Over, Commander” | Anya Amasova (3 cards)
Draw a card for each Anya Amasova Hero you played this turn (including this one).
Each time you play another Anya Amasova Hero this turn, draw a card.
3 Attack
Cost: 7
: You get +2 .
1+ Attack
Cost: 2
| Allies – The Spy Who Loved Me (5 cards)
Look at the top two cards of your deck, discard any of them and put the rest back in any
order.
: Draw a card.
2 Recruit
Cost: 3
Ski Pole Gun | Equipment – The Spy Who Loved Me (3 cards)
Nobody Does It Better (As you play this Hero, choose its two classes this turn.)
2 Recruit
2 Attack
Cost: 6
“You Shot Your Bolt, Stromberg” | Equipment – The Spy Who Loved Me (1 cards)
The next time you fight the Mastermind this turn, cancel its Mastermind Tactic. (You
still put that card in your Victory Pile.)
4 Attack
Cost: 7
: You may surface a Submerged Villain or Mission. If there are none, you get +1
instead.
2+ Attack
Cost: 4
Submersible Mode | Vehicles – The Spy Who Loved Me (3 cards)
You may put a card from your discard pile on the bottom of your deck.
: The next friendly player with cards in their discard pile does the same effect.
4 Attack
Cost: 6
Black Dye Slick | Vehicles – The Spy Who Loved Me (1 cards)
You may surface a Submerged Villain, Mission, or Mastermind. If there are none, draw
a card instead.
4 Attack
Cost: 7