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Legendary: A James Bond Deck Building

Game Complete Card Text


Including

Legendary: James Bond Expansion

and Legendary: The Spy Who Loved Me Expansion


Base Game
Contents
 600 Total cards
o 14 cards for each of 20 different Heroes (280 cards: Each Hero has 1 rare, 3 uncommons,
5 of one common, and 5 of another common)
o 8 cards for each of 4 different Villain Groups (32 cards)
o 9 cards for each of 4 different Mission Groups (36 cards)
o 10 cards for each of 4 different Henchmen Villain Groups (40 cards)
o 40 007 Basic Starter Heroes
o 20 00 Agent Basic Starter Heroes
o 5 Special Starter Heroes for each of 4 eras of James Bond. (20 cards)
o 12 Miss Moneypenny Start Allies
o 30 Gadgets
o 30 Wounds
o 4 Masterminds, each with 4 Mastermind Tactics (20 cards)
o 8 different Schemes
o 5 Scheme Twists
o 5 Master Strikes
o 22 Extra Cards
 60 Dividers
 Rulebook
 Game Mat
Keywords
 Liaison
Liaison cards represent Bond working together with another agent or contact. If a card has
Liaison, you may leave it in your play area after the end of your turn. Then during any other
friendly player’s next turn, you can discard it to give that player the Liaison effect. (If you
don’t use it by the start of your next turn, it’s discarded automatically.)

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.

If this is attached to the Mastermind, the Mastermind gets +1 .


VP: 1

Missions: Operation: Grand Slam


 Set Up Explosives | Operation: Grand Slam
Success: You get +3 .
Danger: 1
Attack: 5
VP: 2
Deck A
 Change His Luck | Operation: Grand Slam
This has -2 for each Hero you played this turn.
Danger: 1
Recruit: 6*
VP: 2
Deck A
 Defeat Goldfinger At Gold | Operation: Grand Slam
Only from cards that cost 0 can be used to complete this Mission.
Danger: 2
Recruit: 3*
VP: 3
Deck B
 Spy on Auric Enterprises | Operation: Grand Slam
This has -2 for each Hero you played this turn.
Danger: 2
Recruit: 8*
VP: 3
Deck B
 Use the Transmitting Device | Operation: Grand Slam
This can’t be completed unless the Mastermind has been defeated at least once.
Danger: 3
Attack: 4
VP: 2
Deck B
 Escape the Cell | Operation: Grand Slam
Ambush: Put the highest cost Hero in Q Branch under this as a prisoner. This Mission
has equal to the prisoner’s .
Success: Gain the prisoner.
Danger: 3
Attack: *
VP: 3
Deck C
 Disarm the Bomb | Operation: Grand Slam
This has -2 for each Hero you played this turn.
Danger: 4
Recruit: 10*
VP: 4
Deck C
 “No, Mr. Bond, I Expect You to Die.” | Operation: Grand Slam
At the end of the turn, KO the Hero in the Q Branch space beneath this card. Then KO
all copies of that Hero everywhere in Q Branch, the Hero deck, and among all cards the
players own. Then shuffle the Hero deck, and each player’s deck.
Danger: 3
Attack: 7
VP: 4
Deck C
 Escape in Time | Operation: Grand Slam
Inevitable
Success: Instead of defeating this, move it to the right one space and it gets a
permanent +2 (Use Wounds to track this.)
Failure: Evil wins!
Danger: I
Recruit: 4*
Inevitable

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

Henchmen: Fort Knox Assault Team


 Fort Knox Assault Team | Henchmen (Deck A) (3 copies)
Fight: You get +1 .
Attack: 3
VP: 1
Deck A
 Fort Knox Assault Team | Henchmen (Deck B) (4 copies)
Fight: You get +1 .
Attack: 4
VP: 1
Deck B
 Fort Knox Assault Team | Henchmen (Deck C) (3 copies)
Fight: You get +1 .
Attack: 3
VP: 1
Deck C

Special Starters: Connery/Goldfinger


 “Shaken, Not Stirred” | Special Starter (Sean Connery)
Draw a card.
Choose a player. They may KO a Wound in their hand or discard pile.
1 Recruit
Cost: 0
 Standard Field Issue | Special Starter (Sean Connery)
Draw a card.
2 Attack
Cost: 0
 “Bond, James Bond.” | Special Starter (Sean Connery)
Draw a card.
The next time you play a James Bond Hero this turn, draw a card.
1 Attack
Cost: 0
 MI6 | Special Starter (Sean Connery)
Look at the top card of your deck. If it costs 0, you may discard it.

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)

: Give a Mission or Villain On Assignment -2 or this turn.


1 Recruit
1 Attack
Cost: 3
 “… She’s Covered in Paint” | James Bond – Goldfinger (3 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 may KO a Wound in any player’s discard pile.


2 Recruit
Cost: 2
 Tilly Masterson | Allies – Goldfinger (5 copies)
: You get +1 .
2+ Attack
Cost: 3
 Felix Leiter | Allies – Goldfinger (3 copies)

: You get +3 .
3+ Recruit [this is a print error]
0+ Attack
Cost: 6
 Colonel Smithers | Allies = Goldfinger (1 copy)

Choose any number of players to each draw two cards.


2 Recruit
Cost: 7

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)

You may get +7 and +7 . If you do, KO this card.


: Don’t KO this card.
0+ Recruit
0+ Attack
Cost: 7

Vehicles - Goldfinger
 Tire Shredder | Vehicles - Goldfinger (5 copies)

You may KO a Hero in your hand.


2 Attack
Cost: 4
 Front Wing Machine Gun | Vehicles – Goldfinger (5 copies)

You get +2 that can only be used to fight a Henchman.


2+ Attack
Cost: 4
 Oil Slick | Vehicles – Goldfinger (3 copies)

Give a Villain that moved this turn -3 .


3 Attack
Cost: 6
 Passenger Ejector Seat | Vehicles – Goldfinger (1 copy)

: You may fight a Villain for free this turn.


5 Attack
Cost: 8
The Man with the Golden Gun
Mastermind & Mastermind Tactics: The Man with the Golden Gun
 Francisco Scaramanga | Mastermind
Always Leads: The Man With the Golden Gun Villain Group.
Master Strike: Put the Strike next to Scaramanga. He has +1 for each one.
Escape/Failure: Each player gains a Wound.
Attack: 7+
VP: 5
 Cruel Assassin | Mastermind Tactic – Scaramanga
Fight: Each player KO’s a Liaison card in their hand, play area, or discard pile. Each
player who didn’t have one gains two Wounds.
Attack: 7
VP: 5
 “I’m the New Chairman of the Board” | Mastermind Tactic – Scaramanga
Fight: Attach the Golden Gun Extra card to the Mastermind after this fight.
Attack: 7
VP: 5
 “This is the Part I Really Like” | Mastermind Tactic – Scaramanga
Fight: For each time the Mastermind ahs been fought this game, including this time,
destroy a space in Q Branch. (Destroy the spaces left to right. Turn the Heroes there
face-down. They can’t be recruited. Don’t refill those spaces.)
Attack: 7
VP: 5
 “A Difficult Shot, But Most Gratifying” | Mastermind Tactic – Scaramanga
Fight: Gain three Wounds.
Attack: 7
VP: 5

Schemes: The Man with the Golden Gun


 A Duel To The Death
Always Use: A Duel to the Death Mission Group.
Setup: 5 Scheme Twists.
Twist: Starting with you and continuing clockwise, each player gains a Wound until one
has been gained for each Twist played this game.
Evil Wins: Danger Level 5.
 Build a Secret Island Lair
Setup: 5 Scheme Twists.
Twist: Attach this to the rightmost On Assignment space that doesn’t have one. It is
now part of the “Lair.” Villains and Missions in the Lair have +1 or .
Evil Wins: Danger Level 7.
Extras: The Man with the Golden Gun
 The Golden Gun | The Man With The Golden Gun – Extra (1 copy)
When you fight Scaramanga, first gain a Wound and shuffle your discard pile into your
deck. Then reveal the top card of your deck. If it’s a Wound, you and all friendly players
are out of the game, and Scaramanga is not defeated.

Missions: A Duel to the Death


 Recover the Golden Bullet | A Duel to the Death
Success: Gain this card to the top of your deck.
---------
Draw a card.
Danger: 1
1 Recruit
Recruit: 5
VP: 0
Deck A
 Follow the Bullet Shipment | A Duel to the Death
This has +1 for each space in between it and the Villain deck. (For example, in the
middle space On Assignment it has +2 .)
Danger: 1
Attack: 4*
VP: 1
Deck A
 Infiltrate Hai Fat’s Compound | A Duel to the Death
This can’t be completed while there are any Henchmen On Assignment.
Danger: 3
Attack: 4*
VP: 2
Deck B
 Tailboat Chase | A Duel to the Death
Chase

Failure: Play the top card from the Villain deck.


Danger: 2
Recruit: 5
VP: 3
Deck B
 Car Chase | A Duel to the Death
Chase

Failure: Play the top card from the Villain deck.


Danger: 2
Attack: 5
VP: 3
Deck B
 Retrieve the Solex Agitator | A Duel to the Death
Success: Gain this card to the top of your deck.
--------
Double your and this turn.
Danger: 3
Recruit: 5
Attack: 5
VP: 0
Deck C
 Find the Secret Island | A Duel to the Death
On your turn, you may ask the other players to help search for the island. If you do,
each player (including you) may reveal any number of cards from their hand. If all five
classes are revealed this way, complete this Mission but remove it from the game
instead of putting it into your victory pile.
Danger: 3
Attack: 10*
VP: 4
Deck C
 Begin the Duel | A Duel to the Death
This gets -3 for each Mastermind Tactic in the active player’s victory pile.
Danger: 4
Attack: 9*
VP: 3
Deck C
 Escape the Overloading Solar Plant | A Duel to the Death
Inevitable
Success: Instead of defeating this, move it to the right one space, and then gain 3
Wounds.
Failure: Evil wins!
Danger: I
Recruit: 6*
Inevitable

Villains: The Man With The Golden Gun


 Nick Nack | The Man With The Golden Gun (Deck A)
Fight: Reveal the top card of your deck. Nick Nack is not defeated unless that card has
at least 1 printed.
Attack: 2*
VP: 2
Deck A
 Rodney | The Man With The Golden Gun
Fight: Wound the Mastermind. (Put a Wound next to it. It gets -1 for each Wound it
has.)
Attack: 5
VP: 2
Deck A
 Beirut Thugs | The Man With The Golden Gun
This must be fought three times to be defeated. (Turn it sideways, then upside down the
first two times it’s fought.)
Attack: 3*
VP: 1
Deck B
 Hai Fat | The Man With The Golden Gun
Ambush: Each player puts a random Henchman from their victory pile onto the
rightmost open On Assignment space. (This effect ends when there are no open spaces
left or Henchmen in Victory piles.)
Attack: 6
VP: 3
Deck B
 Lazar | The Man With The Golden Gun
Fight: You may gain a Hero from the Q Branch for free.
Attack: 7
VP: 2
Deck B
 Winged Car | The Man With The Golden Gun
Flying

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

Henchmen: Martial Arts Students


 Martial Arts Students | Henchmen (Deck A) (3 copies)
Fight: When you draw a new hand at the end of the turn, draw an extra card.
Attack: 3
VP: 1
Deck A
 Martial Arts Students | Henchmen (Deck B) (4 copies)
Fight: When you draw a new hand at the end of the turn, draw an extra card.
Attack: 4
VP: 1
Deck B
 Martial Arts Students | Henchmen (Deck C) (3 copies)
Fight: When you draw a new hand at the end of the turn, draw an extra card.
Attack: 5
VP: 1
Deck C

Special Starters: Moore/Golden Gun


 “Bond, James Bond.” | Special Starter (Roger Moore)
Draw a card.
You pay 1 less to recruit James Bond Heroes this turn, for each time the Mastermind has
been fought this game.
1 Recruit
Cost: 0
 Special Upgrades | Special Starter (Roger Moore)
Draw a card for each time the Mastermind has been fought this game.
1 Attack
Cost: 0
 Champagne For Two | Special Starter (Roger Moore)
Draw a card.
For each time the Mastermind has been fought this game, you may KO a Wound in any
discard pile.
1 Recruit
Cost: 0
 MI6 | Special Starter (Roger Moore)
You get +1 for each time the Mastermind has been fought this game.
2+ Recruit
Cost: 0
 Standard Field Issue | Special Starter (Roger Moore)
You get +1 for each time the Mastermind has been fought this game.
2+ Attack
Cost: 0

Heroes: The Man With The Golden Gun


James Bond – The Man With The Golden Gun
 Disagreement Back Stage | James Bond – The Man With The Golden Gun (5 copies)

: 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)

Liaison: 2 that can only be used to fight the Mastermind.


3 Attack
Cost: 6
 “… An Inch Too Low” | James Bond – The Man With The Golden Gun (1 Copy)

: 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: 1 which can only be used to fight a Villain.


2 Attack
Cost: 4
 “Why Should You Trust Me?” | Andrea Anders (3 copies)
The next time you gain a James Bond Hero this turn, you may put it on the top of your
deck.
3 Recruit
Cost: 5
 She Wants Him Dead | Andrea Anders (1 copy)

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

Allies – The Man With The Golden Gun


 Sheriff Pepper | Allies – The Man With The Golden Gun (5 copies)

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)

Liaison: 1 which can only be used to recruit a Hero.


2 Recruit
Cost: 2
 Q Branch | Allies – The Man With The Golden Gun (3 copies)

: Draw two cards, then discard a card from your hand.


3 Attack
Cost: 5
 Cha and Nara | Allies – The Man With The Golden Gun (1 copy)

: You get +1 for each other Hero you played this turn.
5+ Attack
Cost: 7

Vehicles – The Man With The Golden Gun


 “Borrowed” Car | Vehicles – The Man With The Golden Gun (5 copies)

: 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 get +1 and +1 .


1+ Recruit
1+ Attack
Cost: 4
 Amphibious Aircraft | Vehicles – The Man With The Golden Gun (3 copies)

: You get +1 and +1 .


2+ Recruit
2+ Attack
Cost: 6
 Bangkok Tailboat | Vehicles – The Man With The Golden Gun (1 copy)

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

Missions: Worldwide Financial Meltdown


 Infiltrate Arkangel Facility | Worldwide Financial Meltdown
This Mission get -1 for each Hero in Q Branch.
Danger: 1
Attack: 4*
VP: 1
Deck A
 “Ladies First” | Worldwide Financial Meltdown
Chase
Danger: 1
Recruit: 5
VP: 2
Deck A
 Stop The Theft Of The Stealth Copter | Worldwide Financial Meltdown
Flying

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

Henchmen: Russian Soldiers


 Russian Soldiers | Henchmen (3 copies) (Deck A)
Fight: Look at the top card of your deck. If it’s a Hero, you may KO it.
Attack: 4
VP: 1
Deck A
 Russian Soldiers | Henchmen (4 copies) (Deck B)
Fight: Look at the top card of your deck. If it’s a Hero, you may KO it.
Attack: 5
VP: 1
Deck B
 Russian Soldiers | Henchmen (3 copies) (Deck C)
Fight: Look at the top card of your deck. If it’s a Hero, you may KO it.
Attack: 6
VP: 1
Deck C

Special Starters: Brosnan/Goldeneye


 “Bond, James Bond.” | Special Starter (Pierce Brosnan)
: Reveal cards from the Hero deck until you reveal a James Bond Hero. You may gain
it for free, then shuffle the rest back into the Hero deck.
2 Attack
Cost: 0
 Special Upgrades | Special Starter (Pierce Brosnan)
: You get +3 .
2+ Recruit
Cost: 0
 MI6 | Special Starter (Pierce Brosnan)
: Draw two cards.
1 Attack
Cost: 0
 Champaign For Two | Special Starter (Pierce Brosnan)
: You may KO a Hero or Wound in your hand, deck, or discard pile. (If you KO one in
your deck shuffle it afterwards.)
2 Recruit
Cost: 0
 Standard Field Issue | Special Starter (Pierce Brosnan)
: You get +3 .
2+ Attack
Cost: 0

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)

Loyalty to the Mission: You get +X .


1+ Attack
Cost: 4
 Friendly Betrayal | James Bond – Goldeneye (3 copies)
: You get +3 which can only be used to fight the Mastermind.

: 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)

Loyalty to the Mission: KO up to X cards in your hand or discard pile.


4 Attack
Cost: 8

Allies – Goldeneye
 Jack Wade | Allies – Goldeneye (5 copies)

from this Hero can’t be used to fight the Mastermind.


2* Attack
Cost: 2
 Valentin Zukovsky | Allies – Goldeneye (5 copies)
You may KO a Hero or Wound in any friendly discard pile.
1 Attack
Cost: 4
 Marines | Allies – Goldeneye (3 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)

Loyalty to the Mission: Draw X cards.


4 Recruit
Cost: 8

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)

Loyalty to the Mission: You get +X .


1+ Recruit
Cost: 3
 Bill Tanner | MI6 – Goldeneye (3 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.

You draw one fewer card at the end of the turn.


Attack: 8
Cost: 5
 “Give Me The Password!” | Mastermind Tactic – Le Chiffre
Fight: The Mastermind can’t be fought again until the “Password” is complete.
When anyone plays a card with cost 1 or more, set it aside and it loses its game text. (It
still grants its and .) Once six cards have been set aside this way, discard them
and the password is completed.
Attack: 8
VP: 5
 “Welcome Mr. Beech Or Is That Bond?” | Mastermind Tactic – Le Chiffre
Fight: Each player who doesn’t have a James Bond Hero in hand or in play gains three
Wounds.
Attack: 8
VP: 5

Schemes – Casino Royale


 Win the Casino Royale Tournament
Always Use: Casino Royale Tournament Mission Group.
Setup: 5 Scheme Twists.
Twist: Each player discards from their hand each card that is a copy of a card in Q
Branch. Then put each card in Q Branch on the bottom of the Hero deck.
Evil Wins: Danger Level 5.
 Selling Secrets
Setup: 5 Scheme Twists.
Special Rule: Cards played from the Villain deck are played face-down into the rightmost
space On Assignment, pushing other cards normally. (Play the final card of the Villain
deck face-up as normal.) It costs 2 to turn a card face-up. If it’s a Master Strike,
Scheme Twist, or Gadget resolve it normally. Otherwise leave it in its space and resolve
its Ambush effect (if it has one). If a face-down card would escape, first turn it face up
and resolve it.
Twist: Turn each face-up card On Assignment face down. If there were no face-up
cards, play the top card of the Villain deck.
Evil Wins: Danger Level 7.

Extras: Casino Royale


 Poison | Casino Royale – Extra (5 copies)
When you draw this, discard it and gain a Wound.
Missions: Casino Royale Tournament
 Gain 00 Status | Casino Royale Tournament
You can’t complete this Mission unless there are at least two Villains in your victory pile.
Danger: 1
Attack 2*
VP: 1
Deck A
 Trace Cellphone | Casino Royale Tournament
This has -1 for each space in between it and the Villain deck. (For example, in the
middle space On Assignment it has -2 .)
Danger: 1
Recruit: 6*
VP 1
Deck A
 Protect the Skyfleet Prototype | Casino Royale Tournament
Chase

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

Villains: Casino Royale


 Mollaka | Casino Royale
This Villain can’t be fought the turn he enters On Assignment or on a turn when he
moved.
Attack: 3*
VP: 1
Deck A
 Carlos | Casino Royale
Ambush: The active player gains a Wound.

Fight: Same effect.


Attack: 4
VP: 3
Deck A
 Fukutu | Casino Royale
You must make a Flush to fight this Villain.
Attack: 1*
VP: 3
Deck B
 Wallenstein | Casino Royale
You must make a Straight to fight this Villain.
Attack: 3*
VP: 3
Deck B
 Infante | Casino Royale
You must make a Full House to fight this Villain.
Attack: 5*
VP: 3
Deck B
 Vesper’s Kidnappers | Casino Royale
High-Speed Chase
Attack: 4
VP: 3
Deck C
 Gettler | Casino Royale
Ambush: The active player puts a random Hero with a cost of 1 or more from their hand
under Gettler.

Fight: That player regains that Hero.


Attack: 6
VP: 4
Deck C
 Mr. White
Fight: You may fight the Mastermind for free this turn.
Attack: 12
VP: 1
Deck C
Henchmen: Embassy Guards
 Embassy Guards | Henchmen (Deck A) (3 copies)
Fight: You may put the Hero in Q Branch beneath this space on the bottom of the Hero
deck.
Attack: 2
VP: 1
Deck A
 Embassy Guards | Henchmen (Deck B) (4 copies)
Fight: You may put the Hero in Q Branch beneath this space on the bottom of the Hero
deck.
Attack: 3
VP: 1
Deck B
 Embassy Guards | Henchmen (Deck C) (3 copies)
Fight: You may put the Hero in Q Branch beneath this space on the bottom of the Hero
deck.
Attack: 4
VP: 1
Deck C

Special Starters: Daniel Craig/Casino Royale


 “Bond, James Bond.” | Special Starter (Daniel Craig)
Draw a card.
The next time you trigger a class special ability this turn, you may search your deck and
discard pile for a James Bond Hero and put it into your hand. (If you search your deck,
shuffle it.)
Cost: 0
 “Shaken, Not Stirred” | Special Starter (Daniel Craig)
Draw a card.
The next time you trigger a class special ability this turn, draw a card.
1 Recruit
Cost: 0
 The Winner’s Spoils | Special Starter (Daniel Craig)
Draw a card.
The next time you trigger a class special ability this turn, get its effect an additional time.
1 Attack
Cost: 0
 MI6 | Special Starter (Daniel Craig)
Draw a card.
The next time you trigger a class special ability this turn, you get +2 .
1+ Recruit
Cost: 0
 Standard Field Issue | Special Starter (Daniel Craig)
Draw a card.
The next time you trigger a class special ability this turn, you get +2 .
1+ Attack
Cost: 0

Heroes: Casino Royale


James Bond – Casino Royale
 “… I Can Beat This Man …” | James Bond – Casino Royale (5 copies)

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)

00 Status: Draw an extra card with your new hand.


2 Attack
Cost: 4
 “Quite The Body Count …” James Bond – Casino Royale (3 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)

: You may KO a Hero in your hand. If you do, get +1 .


2+ Attack
Cost: 3
 “Bond, What The Hell Are You Up To?” | 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

Allies – Casino Royale


 Solange | Allies - Casino Royale (5 copies)

: You get +1 or +1 .
1+ Recruit
1+ Attack
Cost: 2
 Carter | Allies – Casino Royale (5 copies)

You may put your deck into your discard pile


2 Attack
Cost: 3
 René Mathis | Allies – Casino Royale (3 copies)

: Choose any number of players to each draw a card.


3 Attack
Cost: 5
 Felix Leiter | Allies – Casino Royale (1 copy)

Put each Basic Starter Hero in your deck into your discard pile. Then shuffle your deck.
4 Attack
Cost: 8

Equipment – Casino Royale


 Defibrillator | Equipment – Casino Royale (5 copies)

: 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 KO a Hero you played this turn.


2 Attack
Cost: 4
 The High Hand | Equipment – Casino Royale (3 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

Extras: Angels of Death, On Her Majesty’s Secret Service


 Angel of Death | On Her Majesty’s Secret Service – Extra (2 copies)

This Hero can’t be KO’d.


Disperse Virus: Move the leftmost card On Assignment to the left one space.
2 Recruit
Cost: 1
 Angel of Death | On Her Majesty’s Secret Service – Extra (2 copies)

This Hero can’t be KO’d.


Disperse Virus: Discard the highest cost Hero in your hand.
2 Attack
Cost: 2
 Angel of Death | On Her Majesty’s Secret Service – Extra (2 copies)

This Hero can’t be KO’d.


Disperse Virus: KO a Hero in your hand or discard pile with 2 or more.
3 Attack
Cost: 3
 Angel of Death | On Her Majesty’s Secret Service – Extra (2 copies)

This Hero can’t be KO’d.


Disperse Virus: Discard each Basic Starter Hero in your hand.
3 Recruit
Cost: 4
 Angel of Death | On Her Majesty’s Secret Service – Extra (2 copies)

This Hero can’t be KO’d.


Disperse Virus: Gain two Wounds.
4 Attack
Cost: 5
Missions: Condition the Angels of Death
 Save Tracy | Condition the Angels of Death
This gets -2 if you played a Tracy Bond Hero this turn.
Danger: 1
Attack: 4*
VP: 2
Deck A
 Open The Safe | Condition the Angels of Death
This gets -2 if you played an Equipment Hero this turn.
Danger: 1
Recruit: 4*
VP: 2
Deck A
 Escape Cable Car Machinery Room | Condition the Angels of Death
This can only be completed on a turn it moved.
(Entering play does not count as moving.)
Danger: 2
Attack: 5*
VP: 2
Deck B
 “… Rush Hour” | Condition the Angels of Death
Chase

This hero gets -3 if you played a Vehicle Hero this turn.


Danger: 2
Recruit: 6*
VP: 2
Deck B
 Destroy Virus Lab | Condition the Angels of Death
Success: You and a friendly player may each KO up to three Wounds in your hands
and/or discard piles.
Danger: 3
Attack: 7
VP: 3
Deck C
 Survive the Bobsled Run | Condition the Angels of Death
Success: Wound the Mastermind twice. (Put two Wounds next to it. It gets -1 for
each one.)
Danger: 3
Attack: 8
VP: 3
Deck C
 Mr. And Mrs. James Bond | Condition the Angels of Death
This gets -5 if you played a James Bond and Tracy Bond Hero this turn.
Danger: 4
Recruit: 10*
VP: 4
Deck C
 Fatal Shot | Conditions the Angels of Death
Inevitable
Success: Instead of defeating this, move it to the right one space.
At the end of the turn, before you discard cards, KO each Tracy Bond and James Bond
Hero in your hand and play area. If you didn’t have any, move this to the left one space.
Failure: Evil Wins!
Danger: I
Recruit: 4*
Inevitable

Villains: On Her Majesty’s Secret Service


 Irma Bunt | On Her Majesty’s Secret Service (Deck A)
No Fraternizing
Attack: 3
VP: 2
Deck A
 Piz Gloria Helicopter | On Her Majesty’s Secret Service
Flying

Ambush: The active player gains a Wound.


Attack: 5
VP: 2
Deck A
 S.P.E.C.T.R.E. Agents | On Her Majesty’s Secret Service
Fight: Each player gains a Wound.
Attack: 3
VP: 2
Deck B
 S.P.E.C.T.R.E. Pursuers | On Her Majesty’s Secret Service
Chase

This gets -3 if you played a Vehicle Hero this turn.


Attack: 6*
VP: 2
Deck B
 Comte Balthazar De Bleuchamp | On Her Majesty’s Secret Service
Fight: Put this next to the Mastermind. The next time a player fights the Mastermind,
cancel its Mastermind Tactic. Then that player gains that Tactic and this Villain.}
Attack: 7
VP: 0
Deck: B
 Irma Bunt | On Her Majesty’s Secret Service (Deck C)
No Fraternizing
Attack: 6
VP: 3
Deck C
 Deadly Drive-By | On Her Majesty’s Secret Service
Chase

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

Henchmen: Institute Guards


 Institute Guards | Henchmen (Deck A) (3 copies)
Fight: KO a Wound in any friendly player’s hand or discard pile.
Attack: 3
VP: 1
Deck A
 Institute Guards | Henchmen (Deck B) (4 copies)
Fight: KO a Wound in any friendly player’s hand or discard pile.
Attack: 4
VP: 1
Deck B
 Institute Guards | Henchmen (Deck C) (3 copies)
Fight: KO a Wound in any friendly player’s hand or discard pile.
Attack: 5
VP: 1
Deck C

Special Starters: George Lazenby/On Her Majesty’s Secret Service


 “Bond. James Bond.” | Special Starter (George Lazenby)
You get +2 if you played a James Bond Hero this turn.
2+ Attack
Cost: 0
 Champagne For Two | Special Starter (George Lazenby)
You get +2 if you played a Tracy Bond Hero this turn.
2+ Recruit
Cost: 0
 Standard Field Issue | Special Starter (George Lazenby)
You get +2 if you played an Equipment Hero this turn.
2+ Attack
Cost: 0
 Special Upgrades | Special Starter (George Lazenby)
You get +2 if you played a Vehicle Hero this turn.
2+ Attack
Cost: 0
 MI6 | Special Starter (George Lazenby)
You get +2 if you played an Allies Hero this turn. (The Miss Moneypenny Starter Ally
does not count.)
2+ Recruit
Cost: 0

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)

This turn you may spend any amount of as instead.


Attack: 3
Cost: 7

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

Schemes: Licence to Kill


 Expand Drug Empire
Always Use: Expand Drug Empire Mission Group.
Setup: 5 Scheme Twists.
Twist: Count the number of Twists played this game. Put that many Cartel cards on
Heroes in Q Branch. (Go from right to left starting with the Heroes that have the fewest
Cartel cards.)
Evil Wins: Danger Level 5.
 Escape Custody
Setup: 3 Scheme Twists – 1 in “A”, “B” and “C”.
Twist: Put the Mastermind (and any cards next to or attached to it) in the rightmost
space On Assignment. If it was already On Assignment, put two Cartel cards on it
instead.
Special Rule: While the Mastermind is on Assignment, it can be fought normally. When
fought it goes back to the Mastermind space. If it escapes, Evil Wins!
Evil Wins: Danger Level 7.

Extras: Cartel Deck, Licence To Kill


 Smuggled Guns | Licence To Kill – Extra (5 copies)
Attack: 2
Cartel Deck
 Smuggled Guns | Licence To Kill – Extra (4 copies)
Attack: 3
Cartel Deck
 Smuggled Guns | Licence To Kill – Extra (3 copies)
Attack: 4
Cartel Deck
 Smuggled Guns | Licence To Kill – Extra (1 copy)
Attack: 5
Cartel Deck
 Drug Money | Licence To Kill – Extra (4 copies)
Recruit: 2
Cartel Deck
 Drug Money | Licence To Kill – Extra (3 copies)
Recruit: 3
Cartel Deck
 Drug Money | Licence To Kill – Extra (2 copies)
Recruit: 4
Cartel Deck
 Drug Money | Licence To Kill – Extra (1 copy)
Recruit: 5
Cartel Deck
 Illegal Narcotics | Licence To Kill – Extra (5 copies)
When you KO this, gain a Wound.
Attack: 1
Cartel Deck
 Illegal Narcotics | Licence To Kill – Extra (2 copies)
When you KO this, gain a Wound.
Recruit: 1
Cartel Deck

Missions: Expand Drug Empire


 Fly Felix To His Wedding | Expand Drug Empire
Success: Put a card from your discard pile on top of your deck.
Danger: 1
Recruit: 4
VP: 1
Deck A
 “Let’s Go Fishing” | Expand Drug Empire
You may complete this for free if you fought the Mastermind this turn.
Danger: 1
Attack: 5*
VP: 2
Deck A
 Assassination Attempt | Expand Drug Empire
Failure: Put this next to the Mastermind. The Mastermind has +2 .
Danger: 2
Attack: 5
VP: 3
Deck B
 “You Earned It, You Keep It, Ol’ Buddy.” | Expand Drug Empire
Success: KO a Hero in your discard pile.
Danger: 2
Recruit: 6
VP: 2
Deck B
 Foil The Exchange | Expand Drug Empire
Ambush: Put a Cartel card on the Mastermind.
Danger: 3
Attack: 4
VP: 2
Deck B
 Frame Milton Krest | Expand Drug Empire
from 007 Starter Heroes can’t be used to complete this Mission.
Danger: 3
Recruit: 7*
VP: 3
Deck C
 Destroy The Meditation Institute | Expand Drug Empire
from 00 Agent Starter Heroes can’t be used to complete this Mission.
Danger: 3
Attack: 7*
VP: 3
Deck C
 Tanker Truck Chase | Expand Drug Empire
Slow-Moving Chase (When this card is pushed, it moves one extra space.)
Danger: 4
Attack: 6
VP: 3
Deck C
 Escape The Exploding Tanker | Expand Drug Empire
Inevitable
Success: Instead of defeating this, move it to the right one space and it gains one Cartel
card for each time it’s been completed.
Failure: Evil Wins!
Danger: I
Recruit: 3
Inevitable

Villains: Licence To Kill


 Ed Killifer | Licence To Kill
Fight: Gain two Wounds.
Pay Off: 3
Attack: 1
VP: 2
Deck A
 Clive | Licence To Kill
Fight: KO a Hero in your hand.
Attack: 4
VP: 1
Deck: A
 President Hector Lopez | Licence To Kill
Fight: Increase the Danger Level by 1.
Pay Off: 5
Attack: 3
VP: 2
Deck B
 Truman-Lodge | Licence To Kill
Fight: KO the highest cost Hero in your hand, play area, or discard pile.

Pay Off: 6
Attack: 4
VP: 3
Deck B
 Dario | Licence To Kill (Deck B)
Ambush: The active player gains a Wound.

Fight: Gain a Wound.

Escape: Each player gains a Wound.


Attack: 6
VP: 3
Deck B
 Professor Joe Butcher | Licence To Kill
Fight: You draw three fewer cards at the end of this turn.

Pay Off: 7
Attack: 5
VP: 4
Deck C
 Dario | Licence To Kill (Deck C)
Ambush: The active player gains two Wounds.

Fight: Gain two Wounds.

Escape: Each player gains two Wounds.


Attack: 8
VP: 4
Deck C
 Perez | Licence To Kill
Ambush: Put a Cartel card on the Mastermind.
Attack: 9
VP: 3
Deck C

Henchmen: Wavekrest Divers


 Wavekrest Divers | Henchmen (Deck A) (3 copies)
Fight: Draw the bottom card of your deck.
Attack: 3
VP: 1
Deck A
 Wavekrest Divers | Henchmen (Deck B) (4 copies)
Fight: Draw the bottom card of your deck.
Attack: 4
VP: 1
Deck B
 Wavekrest Divers | Henchmen (Deck C) (3 copies)
Fight: Draw the bottom card of your deck.
Attack: 5
VP: 1
Deck C

Special Starters: Timothy Dalton/Licence to Kill


 “Bond, James Bond.” | Special Starter (Dalton)
Draw a card.
The next time you recruit a Hero this turn, you may KO a Hero in your hand, play
area, or discard pile.
1 Attack
Cost: 0
 “Shaken, Not Stirred.” | Special Starter (Dalton)
Draw a card.
The next time you recruit a Hero this turn, you may KO a Hero in your hand, play
area, or discard pile.
1 Attack
Cost: 0
 Standard Field Issue | Special Starter (Dalton)
Draw a card.
The next time you recruit a Hero this turn, you may KO a Hero in your hand, play
area, or discard pile.
1 Attack
Cost: 0
 MI6 | Special Starter (Dalton)
Draw a card.
The next time you recruit a Hero this turn, you may KO a Hero in your hand, play
area, or discard pile.
1 Attack
Cost: 0
 Special Upgrades | Special Starter (Dalton)
Draw a card.
The next time you recruit a Hero this turn, you may KO a Hero in your hand, play
area, or discard pile.
1 Attack
Cost: 0

Heroes: Licence to Kill


James Bond – Licence to Kill
 “Watch The Birdie …” | James Bond – Licence To Kill (5 copies)

Rogue Agent: You get +2


1+ Attack
Cost: 2
 The Best Man | James Bond – Licence To Kill (5 copies)

You must KO a Hero in your hand to play this Hero.


1 Recruit
1 Attack
Cost: 3
 “A Proper Family Reunion …” | James Bond – Licence To Kill (3 copies)

: You may KO a Hero or Wound in any friendly discard pile.


3 Attack
Cost: 5
 Strictly An Observer | James Bond – Licence To Kill (1 copy)

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)

Rouge Agent: Draw Two cards.


1 Attack
Cost: 4
 Miss Kennedy | Pam Bouvier (3 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 –

19-20: Gain a revealed card.


21: Gain a revealed card to your hand.
22+: You bust. (Gain nothing.)

Shuffle the remaining cards back into the Hero deck.


3 Attack
Cost: 7

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)

This turn you may spend any amount of as instead.


4 Recruit
Cost: 8

Allies – Licence to Kill


 Lupe Lamora | Allies – Licence To Kill (5 copies)

: KO a Wound in any friendly player’s hand, deck, or discard pile.


2 Recruit
Cost: 2
 Felix Leiter | Allies – Licence To Kill (5 copies)

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)

: You may KO a Hero in your hand.


Rogue Agent: you get +4 .
1+ Attack
Cost: 6
 Signature Gun | Equipment – Licence To Kill (1 copy)

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

The Spy Who Loved Me


Mastermind & Mastermind Tactics: The Spy Who Loved Me
 Karl Stromberg | Mastermind
Always Leads: The Spy Who Loved Me Villain Group.
Setup: 5 Master Strikes – 2 in “B” and 3 in “C”. Submerge Stromberg.
Master Strike: The active player draws a Peril.
Fight: Stromberg Submerges.
Escape: Stromberg Submerges. If he already was Submerged, each player gains a

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

Schemes: The Spy Who Loved Me


 Incite Nuclear War
Always Use: Incite Nuclear War Mission Group.
Setup: 5 Scheme Twists.
Twist: Put the Twist in the rightmost open “air space” as a “Missile.” (The air spaces are
above the center three On Assignment spaces.) If none are open, it explodes and Evil
wins!
Special Rules: While the On Assignment space beneath a Missile is open, you may pay 4
to reprogram the Missile so it crashes safely into the ocean. (KO it.)
When the Inevitable Mission enters On Assignment, if there are any Missiles in the air,
they explode and Evil wins!
Evil Wins: Danger Level 7
 Create A New World Beneath The Sea
Always Use: Liparus Soldiers Henchmen Group.
Setup: 4 Scheme Twists – 1 in “A”, 1 in “B”, and 2 in “C”.
Twist: Put the Twist underneath one of the four corners of the playmat. It is now a
“Pillar of Atlantis”.
Special Rules: For each Pillar, it costs +1 /+1 to surface a Submerged card.
Once during each player’s turn, if they have all five classes among their Heroes in play,
they may KO a Pillar.
Evil Wins: Danger Level 7.

Perils: The Spy Who Loved Me


 Tiger Shark | Peril – The Spy Who Loved Me
By End of Turn: Generate a total of 10 and to distract the shark and escape.
Then this turn you may spend as and vice versa.
----------
Or get bitten: When you draw a new hand, KO the highest cost Hero there with cost 1 or
more.
 Falling Block | Peril – The Spy Who Loved Me
By End of Turn: Play or recruit a James Bond Hero, and calmly step aside and adjust your
tie. Then at the end of your turn, before you draw a new hand, you may put that Hero
on top of your deck.
----------
Or get clipped by the block: When you draw a new hand, draw two fewer cards.
 Hidden Gunman | Peril – The Spy Who Loved Me
By End of Turn: Fight a Villain to swing them in the path of the bullet. Then put that
Villain in front of you instead of defeating it. The next time you would gain one or more
Wounds, defeat that Villain instead.
---------
Or get shot: Gain three normal Wounds.
 Elevator Trapdoor | Peril – The Spy Who Loved Me
By End of Turn: Pay 3 and 3 to press against the walls to keep from falling. Then
draw two cards.
---------
Or at the end of your turn, fall into the hole: When you draw a new hand, discard two
random cards.
 Sidecar-Missile | Peril – The Spy Who Loved Me
By End of Turn: Play or recruit a Vehicle Hero to outdrive the Sidecar-Missile. Then you
may move a Villain or Mission On Assignment to any open space.
---------
Or the Sidecar-Missile keeps tracking you: Put this card on the rightmost On
Assignment space. It is now a Villain with 4 and Chase.
 Flamethrower Murder Holes | Peril – The Spy Who Loved Me
By End of Turn: Play or recruit a Hero with cost 5 or more to charge the flamethrower.
Then at the end of your turn, before you draw a new hand, you may shuffle that Hero
into your deck.
---------
Or the enemy ignites the flamethrower: Gain two normal Wounds and shuffle them
into your deck.
 Table-Mounted Gun | Peril – The Spy Who Loved Me
By End of Turn: Pay 6 to shoot down the barrel of the gun. Then put a normal
Wound next to the Mastermind. They get -1 for the rest of the game.
---------
Or the Mastermind fires: Put this next to the Mastermind. They get +1 for the rest of
the game.
 Machine Gun Murder Holes | Peril – The Spy Who Loved Me
By End of Turn: Play a Hero and recruit a Hero with the same cost to flank the guns.
Then at the end of your turn, before you draw a new hand, you may put one of them on
the top of your deck and may put the other on the bottom.
---------
Or the enemy opens fire: Gain two normal Wounds. Put one of them on top of your
deck and the other on the bottom.
 Water Chute | Peril – The Spy Who Loved Me
By End of Turn: Play Heroes with a total cost of 10 or more to climb up out of the chute.
Then reduce the Danger Level by 1.
---------
Or slide down the chute: Increase the Danger Level by 1.
 Treacherous Contact | Peril – The Spy Who Loved Me

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

Missions: Incite Nuclear War


 Ski Pursuit | Incite Nuclear War
Chase

Failure: The active player draws a Peril.


Danger: 1
Attack: 4
VP: 2
Deck A
 Meet Contact At Giza | Incite Nuclear War
You can’t complete this Mission unless you played a Hero this turn.
Danger: 1
Recruit: 3*
VP: 2
Deck A
 Recover Microfilm | Incite Nuclear War
You can’t complete this Mission unless you played an Hero this turn.

Failure: Each player discards a random card form their hand.


Danger: 2
Attack: 5*
VP: 3
Deck B
 “…Dropped In For A Quick Bite” | Incite Nuclear War
Ambush: The active player gains a Wound.

This Mission has +1 for each escaped Villain.


Danger: 2
Attack: 3+
Deck B
 Investigate Atlantis | Incite Nuclear War
Ambush: Submerge

Submerged: Pay 4 to surface this.


Danger: 3
Recruit: 5
VP: 3
Deck B
 Reprogram The Nuclear Subs | Incite Nuclear War
Success: If there are any “Missiles in the air” or “Pillars of Atlantis”, you may KO up to
two of them.
Danger: 3
Recruit: 7
VP: 4
Deck C
 Rescue Anya | Incite Nuclear War
If you gained any Anya Amasova Hero this turn, this Mission has -5 .
Danger: 3
Attack: 10*
VP: 3
Deck C
 “How Does That Grab You?” | Incite Nuclear War
Success: You may move a Villain or Mission, including the Inevitable card, to any open
space On Assignment. (You can’t move a card to a space to the right of the Inevitable
card.)
Danger: 4
Attack: 7
VP: 3
Deck C

Villains: The Spy Who Loved Me


 Sandor | The Spy Who Loved Me
You can’t fight this Villain unless you played a Hero this turn.
Attack: 3*
VP: 2
Deck A
 Jaws | The Spy Who Loved Me (Deck A)
Indestructible

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.

Escape: The active payer draws a Peril.


Attack: 4*
VP: 3
Deck B
 Motorcycle Assassin | The Spy Who Loved Me
Chase

Ambush: The active player gains a Wound.


Attack: 5
VP: 3
Deck B
 Jaws | The Spy Who Loved Me (Deck B)
Indestructible

Bite
Attack: 7
VP: 3
Deck B
 Atlantis Frogmen | The Spy Who Loved Me

Submerged: Pay 4 to surface this.


Ambush: Submerge

Escape: The active player draws a Peril.


Attack: 5
VP: 3
Deck C
 Surveillance Camera | The Spy Who Loved Me
You can’t fight this Villain unless you played a Hero this turn.

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

Henchmen: Liparus Soldiers | Henchmen


 Liparus Soldiers | Henchmen (Deck A) (3 copies)
Ambush: Submerge

Fight: The next friendly player draws a card.


Submerged: Pay 2 to surface this.
Attack: 2
VP: 1
Deck A
 Liparus Soldiers | Henchmen (Deck B) (4 copies)
Ambush: Submerge

Fight: The next friendly player draws a card.


Submerged: Pay 2 to surface this.
Attack: 3
VP: 1
Deck B
 Liparus Soldiers | Henchmen (Deck C) (3 copies)
Ambush: Submerge

Fight: The next friendly player draws a card.


Submerged: Pay 2 to surface this.
Attack: 4
VP: 1
Deck C

Special Starters: Roger Moore/The Spy Who Loved Me


 Anglo-Soviet Cooperation | Special Starter
If you played two different Heroes with the same class this turn, you and the next
friendly player each draw a card.
1 Recruit
Cost: 0

Heroes: The Spy Who Loved Me


James Bond – The Spy Who Loved Me
 Ski Jump | James Bond – The Spy Who Loved Me (5 cards)

: 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.

: The next friendly player does the same effect.


1 Recruit
1 Attack
Cost: 5
 Wetbike | James Bond – The Spy Who Loved Me (1 cards)

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)

You may KO a Hero or Wound in your hand or discard pile.

: The next friendly player does the same effect.


2 Attack
Cost: 5
 May The Best Woman Win | Anya Amasova (1 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

Allies – The Spy Who Loved Me


 General Anatol Gogol | Allies – The Spy Who Loved Me (5 cards)

: You get +2 .
1+ Attack
Cost: 2
 | Allies – The Spy Who Loved Me (5 cards)

You may KO a Hero in your hand. If you do, acquire a Gadget.


1 Attack
Cost: 3
 M | Allies – The Spy Who Loved Me (3 cards)

Look at the top two cards of your deck, discard any of them and put the rest back in any
order.

: The next friendly player does the same effect.


3 Recruit
Cost: 5
 Commander Carter | Allies – The Spy Who Loved Me (1 cards)

You may gain a Hero from Q Branch for free.

: The next friendly player does the same effect.


3 Attack
Cost: 8

Equipment – The Spy Who Loved Me


 Telex Watch | Equipment – The Spy Who Loved Me (5 cards)

: You get +2 that can only be used to recruit a Hero.


2+ Recruit
Cost: 3
 Microfilm Viewer | Equipment – The Spy Who Loved Me (5 cards)

: 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

Vehicles – The Spy Who Loved Me


 Amphibious Car | Vehicles – The Spy Who Loved Me (5 cards)
Nobody Does It Better (As you play this Hero, choose its class this turn.)
2 Recruit
Cost: 4
 Torpedo | Vehicles – The Spy Who Loved Me (5 cards)

: 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

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