“I Want to Believe” contains new 27 Combat cards.
These kind of cards have often been dismissed by players as being of little use
during their games. Experienced players tend to include only a few combat
cards in their decks, such as “First Aid,” “Dodge,” or “Run For It.”
However, in this edition, we wanted to motivate players to regain
interest in Combat cards.
Among the 27 cards we’ve designed, there are new ideas that allow
players to control opponents, recover already used adversary cards, escort an injured agent to the Hospital (emulating Scully and Skinner in “Apocrypha”), and many more. We’ve
also introduced different combinations to enhance LRC and CRC during Combat, heal more HEALTH points once the Combat has ended, or allow an Adversary to
escape form a Combat (a similar effect as “Run For It” has for Agents).
Additionally, we’ve created cards similar to those of Premier and TTIOT editions, but with certain keywords (specially “Primordial”)
that were not created on those first editions. We hope you enjoy these new cards and that they
enrich your gameplay. We recommend you to have a close look at cards like: "Identity Intrussion", "Field Treatment", "Emergency Evacuation", "Hidden Twin-Barrell", "Agent Medical Escort", "B.A.T.F. Reinforcements", "Battle Expertise", "Opening Fire", "Ammonition Reload", "FBI and S.W.A.T. strike" or "Smoke Grenade".
Let your oponents get ready!
2) FIRST CARD DESIGNS
SHEET 1 - XF08-0001v1 - XF08-0009v1
SHEET 2 - XF08-0010v1 - XF08-0018v1
SHEET 3 - XF08-0019v1 - XF08-0027v1
DOWNLOAD PLAYTEST SHEETS 1, 2 and 3 - PDF HERE
Some additional comments about the advantages of each card:
Midnight Chase: A good card to give an agent a break during combat, especially if they need to recover or strategize for the next round.
Identity Intrusion: An interesting card that offers the possibility of temporarily controlling an enemy agent. It can be useful for changing the course of combat in your favor.
Hostages: A tactical card that can help you recover some of the cost of facing an Adversary. It adds an element of resource management to the game.
Field Treatment: A useful support card that allows healing of an agent in the field after a combat round. This can be crucial for keeping your agents in top shape during prolonged engagements.
FBI Crossroads: A powerful card that can turn the tide of combat by increasing your agents' health and weakening your opponents. It requires some planning to maximize its effectiveness.
FBI Raid: A solid defensive card that can help reduce damage from adversaries during a combat round. Ideal for protecting your agents while maintaining the offensive.
Emergency Evacuation: A strategic card that allows you to withdraw your agents from combat if their health is in danger. This can be crucial to avoid unnecessary casualties.
Hidden Twin-Barrell: An interesting card that offers flexibility by increasing or decreasing a combatant's LRC skill during a combat round. It can be useful for adapting to different situations on the battlefield.
Agent Medical Escort: A tactical card that allows one agent to escort another to the hospital, providing an additional layer of protection and damage recovery.
Battle Expertise: A strategic card that rewards the accumulation of combat cards in your discard pile by granting additional bonuses to your agents or adversaries.
B.A.T.F. Reinforcements: This card provides a temporary boost to your team's combat capabilities by introducing an additional combatant. It's a straightforward way to increase your firepower during crucial moments.
Adversary’s Rebirth: A unique card that allows an evolutionary adversary to return to the fray after being defeated once. This adds an extra layer of challenge and unpredictability to combat encounters.
Renewed Threat: A card that allows you to retrieve an adversary card back to your hand if it hasn't been defeated yet. This can be a valuable resource for maintaining pressure on your opponents. It can deter them from playing Site cards that have the activators of that adversary.
Opening Fire: A powerful offensive card that gives your combatant the advantage of dealing damage first during an LRC round. It can quickly turn the tide of battle by incapacitating opponents before they can retaliate.
Quick Strike: Similar to Opening Fire but for CRC rounds, this card allows your combatant to strike first and potentially take out opponents before they have a chance to act. It's an effective way to gain the upper hand in combat.
Masked Identity: A tactical card that allows you to withdraw an adversary from combat if necessary, preserving it for future use. It provides flexibility in managing your resources during prolonged engagements.
FBI and SWAT Strike: This card enhances your agents' combat skills and provides additional defense against incoming damage. It's a versatile card that can be useful in various combat scenarios.
Suicide Run: A high-risk, high-reward card that allows you to sacrifice one of your adversaries to send an Agent to the hospital. It's a desperate move but can be effective in turning the tide of battle at a critical moment.
Virtual Training: A straightforward card that boosts an agent's combat skills, providing a temporary advantage during combat. It's a useful tool for ensuring your agents are prepared for the challenges they face in the Field.
Hand Bind: This card allows you to incapacitate an opponent during a close-range combat round, preventing them from dealing damage in subsequent rounds. It's a strategic move that can neutralize a dangerous adversary.
Ammunition Reload: A powerful card that doubles an agent's LRC skill during combat, significantly increasing their effectiveness in ranged combat. It's a valuable asset for agents who rely on their marksmanship skills.
Serpent Siege: An interesting card that temporarily incapacitates an opponent during combat, giving you a tactical advantage. It's particularly effective against primordial adversaries, adding an extra layer of strategy to combat encounters.
Backheld: A defensive card that reduces damage from a single source during combat, providing protection for your combatants. It's a useful tool for mitigating incoming damage and keeping your agents in the fight.
Elusive Fugitive: This card allows you to negate all damage allocated to a specific adversary during a combat round, providing a temporary reprieve for your team. It's a valuable defensive tool for dealing with tough adversaries.
Smoke Grenade: Another defensive card that reduces damage from a single source during combat, providing additional protection for your agents. It's particularly effective in long-range combat situations.
Tossing Maneuver: A strategic card that negates the effects of an opponent's equipment card, providing a countermeasure during combat. It's a useful tool for neutralizing your opponent's advantages and leveling the playing field.
Evasive Adversary: A defensive card that provides additional protection to a Primordial Adversary. It reduces the damage received from all sources of long-range or close-range combat by 1 during the round it is played. It's a smart tactic to keep a key Adversary alive during a crucial confrontation.
Combat - 27 cards
XF08-0001v1 - Midnight Chase
XF08-0002v1 - Identity Intrusion
XF08-0003v1 - Hostages
XF08-0004v1 - Field Treatment XF08-0005v1 - FBI Crossroads
XF08-0006v1 - FBI Raid
XF08-0007v1 - Emergency evacuation
XF08-0008v1 - Hidden Twin-Barrell
XF08-0009v1 - Agent Medical Escort
XF08-0010v1 - Battle Expertise
XF08-0011v1 - B.A.T.F. Reinforcements
XF08-0012v1 - Adversary's Rebirth
XF08-0013v1 - Renewed Threat
XF08-0014v1 - Opening Fire
XF08-0015v1 - Quick Strike
XF08-0016v1 - Masked Identity
XF08-0017v1 - FBI and SWAT strike
XF08-0018v1 - Suicide Run
XF08-0019v1 - Virtual Warfare
XF08-0021v1 - Ammunition Reload
XF08-0022v1 - Serpent Siege
XF08-0023v1 - Backheld
XF08-0024v1 - Elusive Fugitive
XF08-0025v1 - Smoke Grenade
XF08-0026v1 - Tossing Maneuver
XF08-0027v1 - Evasive Adversary
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