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®

A DECK BUILDING GAME

RULE BOOK

Ages 14+ “The name’s Bond. James Bond.” new Heroes you recruited. This way Legendary ®: James Bond 007 also your deck gets stronger and stronger Your First Game introduces two new card types: over time. Build up enough power, For your first game we suggest you Gadgets and Missions. Overview and you can defeat the Mastermind! play the movie . Follow Welcome to Legendary ®: But be careful: If the players fail too the setup rules on the following Gadgets work just like Bystanders James Bond 007! In this game you many Missions, the Mastermind page, using the specific card stacks in previous games — Villains can can play four classic Bond movies: wins the game! listed there. After your first game, acquire them and escape with them Goldfinger, The Man With The you can have fun playing the to help the Mastermind’s chances. Golden Gun, GoldenEye, or other three movies included in the . Can you foil How to Win game: The Man With The Golden Missions are tasks for you to Operation: Grand Slam and end Players must attack the Mastermind Gun, GoldenEye, and Casino Royale. complete. In most ways they work Goldfinger’s plot to contaminate the successfully four times. If they do Each movie uses different Heroes, just like a Villain — they enter supply of the ? this, then the Mastermind is beaten Villains, Missions, Masterminds, and On Assignment, they can acquire Do you have the steely nerve to best once and for all, and all the players Schemes. You will find that each one Gadgets, and they can be defeated. in the high-stakes poker win the game! In addition, defeating offers new challenges to master and tournament at Casino Royale? In Villains, completing Missions, and new combinations to explore. But be careful, each Mission has a this game the players are in control. acquiring Gadgets earn each player Danger Level. If that Mission is failed The fate of the world is up to you. Victory Points. After the Mastermind (escapes) the overall Danger Level You can fight against the forces of is defeated, the player with the most Familiar with rises. If the Danger Level gets too evil by yourself or gather a cadre Victory Points is the Top Agent of all ® Legendary ? high you lose! of up to four friends. Defeat the evil and the individual winner. Masterminds as they lead powerful Here’s what’s new. If you have played other Legendary ® Villains in an attempt to complete titles, then there are only a few new their Schemes to gain power and How the things that you need to know before Cooperative and world dominance! Mastermind Wins ® Unlike other games, Legendary ®: you jump right into Legendary : Competitive Play ® James Bond 007 fights back against James Bond 007. Legendary : James Bond 007 is Game Summary the players! The Mastermind, like both cooperative (with players Each player starts with their own deck Goldfinger or , isn’t The game has a slightly different cooperating to beat the Mastermind) ® of basic starting cards. At the start played by a player. Instead, the set up from other Legendary and competitive (with players of your turn, play the top card of the game itself plays the part of games. First, each player starts competing to get the most Victory Villain Deck which allows Villains and the Mastermind. with a Special Starter card such Points). Some play groups like to Missions to enter “On Assignment”, as “Shaken, Not Stirred” or focus on cooperating. Other groups acquire Gadgets, and wreak havoc During the game, the players need “Bond. James Bond.”, which gives focus on competing. And some do on the players in other nefarious to complete Missions to thwart the them a unique ability. Second, the a little of both. Some players even ways. Then play Hero cards from Mastermind. But each time a Mission Villain deck is built such that its start out competing, and then switch your hand to generate Attack, Recruit is failed, the Danger Level goes up. If cards get tougher throughout the to cooperating more and more as the Points, and special abilities. You use it goes too high (as indicated on the game. This will be covered in detail Mastermind gets closer to victory. Attack to defeat your enemies. You Scheme), all the players lose! in the Game Setup section. It’s a good idea to make sure use Recruit Points to recruit more everyone knows whether powerful Heroes from “ Branch” for you’re playing cooperatively or your deck. competitively before the game starts.

Whenever your deck runs out of cards, shuffle your discard pile to make a new deck, including all the 1 2 Your First Game - Cards to Use Mastermind: Scheme: Operation: Grand Slam Special Starter cards: Each player gets one of these: Standard Field Issue, Special Upgrades, “Shaken, Not Stirred”, MI6, “Bond. James Bond.” Heroes: James Bond-Goldfinger, , Allies-Goldfinger, Equipment-Goldfinger and Vehicles-Goldfinger (For 4 or 5 players add one additional Hero.) Villain Groups for the Villain Deck: For 2 players: Goldfinger Villain Group, Operation: Grand Slam Mission Group, Fort Knox Assault Team For 3 players: Goldfinger Villain Group, Operation: Grand Slam Mission Group, Fort Knox Assault Team, and one additional Villain Group For 4 players: Goldfinger Villain Group, Operation: Grand Slam Mission Group, Fort Knox Assault Team, one additional Villain Group, and one additional Henchmen Group For 5 players: Goldfinger Villain Group, Operation: Grand Slam Mission Group, Fort Knox Assault Team, two additional Villain Groups, and one additional Henchmen Group

3 4 for the Villain Deck. Game Setup Game Stacks Many Schemes also have unique To Ad d Villain Groups: Place these stacks of cards face up • Each Mastermind card says that the special rules. Player Decks on their spaces on the game mat. Mastermind “Always Leads” a Name Give each player their own personal Use all the cards of each type: OperatiOn: Grand Slam particular Villain Group. Be sure to 13-card deck, made of these cards: • 12 -Allies include that group. • 8 007 Basic Starters • 30 Wounds • Pick the other Villain Groups • 4 Basic Starters • 30 Gadgets as needed. Card Type • 1 Special Starter scheme Always Use: Operation: Grand Slam Mission Group. • For each Villain Group you pick, Setup: 5 Scheme Twists. Twist: Attach the Twist to the leftmost Q Branch space that doesn’t have one. That space is “Irradiated”. • There are 20 different Special (It costs +1 to recruit a card there.) Evil Wins: Danger Level 5. set aside all 8 Villain cards from that © 1962-2019 , LLC and MGM. © 2019 UDC. BOND. Printed in the USA. Special Ability Starting cards, 5 for each movie. miSS moneypenny Starter ally Villain Group for the Villain Deck.

Card Number: 27 00 agent Card Number: 27 Basic starter Card Name: 00 Agent Card Name: 00 Agent 00 agent Character Name / 00 agent Character Name / Basic starter Basic starter Subtitle: Basic Starter Card Number:Subtitle: 27 Basic Starter 00 agent Basic starter Card Number: 26 Card Name: 00 Agent 1 Card Number: 26 Card Name:Card 7Number: 26 Character Name / Card Name: 7 Card Number:Card Name:Character 26 7 Name / Subtitle: Basic Starter GADGET 007 Mei-lei Character NameCharacter / Name / 007Basic starter007 GoldfinGer Card Name:Subtitle: 7 Basic Starter Basic starter Subtitle: Basic007 StarterBasic starter Card Number: 27 PursuinGGoldfin Cars Ger Card Number:Subtitle: 26 Basic Starter007 scheme twist oddjobGoldfinGer Character Name / Basic starter Card Name: 00 Agent 2 scheme twist GoldfinBonitaGer 007 Basic 007starter © 1962-2019 Danjaq, LLC and MGM. scheme twist Card Name: 7 © 2019 UDC. BOND. Printed in the USA. oddjobGoldfinGer Subtitle: Basic StarterBasic starter Character Name / schemescheme twist twist GoldfinGer Character Name / © 1962-2019© 1962-2019 Danjaq, Danjaq, LLC LLCand and MGM. MGM. Basic starter © 2019 UDC. BOND. Printed in the USA. Subtitle: Basic Starter © 1962-2019© 2019 UDC. Danjaq, BOND. LLC Printed and MGM. in the USA. © 2019 UDC. BOND. Printed in the USA. oddjob Card Number:Subtitle: Basic26 Starter Basic starter © 1962-2019 Danjaq, LLC and GoldfinGer © 2019 UDC. BOND. Printed in the USA. 007 © 1962-2019 Danjaq, LLC and MGM. MGM. 3 © 2019 UDC. BOND. Printed in the USA. Mr. linG Card Name: 7 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. Character Name / GoldfinGer Card Subtitle:Number: Basic 26 Starter 1 Card Name: 7 1 0 4 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. Character Name / 1 0 3 © 1962-2019 Danjaq, LLC and MGM Subtitle: Basic Starter . © 2019 UDC. BOND. Printed in the USA. 0 2 © 1962-2019 Danjaq, LLC and MGM . © 2019 UDC. BOND. Printed in the USA. Card Number: 26 0 WOUND 3 2 3 Ambush: Each player gains a Wound. Card Name: 7 1 1 . © 2019 UDC. BOND. Printed in the USA. If you don’t recruit any Heroes, fight Bonita can’t be fought while there is a card next 1 the Mastermind, fight any Villains When Oddjob moves, the active playerto her gainsOn Assignment. 1 © 1962-2019 Danjaq, LLC and MGM or complete any Missions on Character Name / your turn, you may KO all a Wound. 8 1 0 © 1962-2019 Danjaq, LLC and MGM. 0 Ambush: Count the number of open + 1 © 2019 UDC. BOND. Printed in the USA. the Wounds from your hand. Subtitle: Basic Starter On Assignment spaces. Play that many 4 © 1962-2019 Danjaq, LLC and MGM. 1 Chasecards from the Villain deck. 1 Villain Group © 1962-2019 Danjaq, LLC and MGM. 1 Ambush: Each player equal gains to thea Wound. Danger Level. 4 0 Villain Deck Persist Deck C 1 Deck B © 1962-2019 Danjaq, LLC and MGM. . © 2019 UDC. BOND. Printed in the USA. At the end of each turn, the active player gains © 2019 UDC. BOND. Printed in the USA. ©© 1962-2019 1962-2019 Danjaq,Danjaq, LLC and MGM ©Deck 2019 UDC. BOND.B Printed in the USA. 5 © 2019 UDC. BOND.Deck Printed in Athe USA. . © 2019 UDC. BOND. Printed in the USA.0 a Wound. 6 Deck A 0 Deck A Deck B 3 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.0 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the © USA. 2019 UDC. BOND. Printed in the USA. © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. . © 2019 UDC. BOND. Printed in the USA. Deck C . © 2019 UDC. BOND. Printed in the USA. 2 0 © 2019 UDC. © 2019 BOND. UDC. Printed BOND. in Printed the USA. in the USA. © 1962-2019 Danjaq, LLC and MGM “Bond. JameS Bond.” Mr. Ling has + © 1962-2019 Danjaq, LLC and MGM . © 2019 UDC. BOND. Printed in the USA. © 1962-2019 Danjaq, LLC and MGM. © 1962-2019© 1962-2019 Danjaq, Danjaq, LLC and LLC MGM and MGM Set aside 5 Master Strikes for the Special Starter 0 © 1962-2019 Danjaq, LLC and© 1962-2019 MGM. Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. 2 . © 2019 UDC. BOND. Printed in the USA. * 4 0 Mastermind and Scheme Villain Deck. © 1962-2019 Danjaq, LLC and MGM. Pick 1 Mastermind and place the Mastermind card face-up on the Now set aside (1962-1971) Villain Groups Draw a card. The next time you play a James Bond Mastermind space on the game To Ad d the Mission Group: 1 Hero this turn, draw a card. 0 and a Mission © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. mat. Take the 4 Mastermind Tactics • Some Scheme cards say that the master strike master strike Group for the master strike © 1962-2019 Danjaq, LLC and MGM. master© 2019 UDC. BOND.strike Printed in the USA. cards that match the Mastermind you master strike Scheme “Always Uses” a particular © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA.

© 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. © 1962-2019 Danjaq, LLC and MGM. Villain Deck. A © 2019 UDC. BOND. Printed in the USA. © 1962-2019 Danjaq, LLC and MGM. Danger Level Counter selected and place them underneath © 2019 UDC. BOND. Printed in the USA. Mission Group. Be sure to include the Mastermind card face-down in Villain Group is a that group. Place a counter next to the Danger group of eight Villain cards Level tracker. You can use a card random order. • If the Scheme does not list an that work together. Each movie has Mr. ’s PressinG enGaGeMent “Always Uses” Mission Group just from out of play, or a coin, bead, etc. auric GoldfinGer the Midas touch MasterMind tactic - GoldfinGer MasterMind MasterMind tactic - GoldfinGer MasterMind tactic - GoldfinGer its own Villain Group. Each Villain pick one. fort Knox Heist card has the name of the movie “sMuGGlinG is an art” • For each Mission Group you pick, MasterMind tactic - GoldfinGer under its card name. Mission Groups set aside all 9 Mission cards from

Fight: 5 5 must be with The next time the Mastermind is fought it Fight: are similar to Villain Groups but have the turn.You draw two fewer cards at the end of 5 © 1962-2019 Danjaq, LLC and MGM. that Mission Group for the Fight: KO your highest cost Hero in your instead hand, of in play, or in the discard pile. 5 Always Leads: Goldfinger Villain Group. © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. 6 Setup: Shuffle six Smuggled Gold Extra cards into the Hero 6 the name of the Scheme under the deck. When each one enters Q Branch, attach it to Goldfinger. . Master Strike: Starting with you and continuing © 2019 UDC. BOND. Printed in the USA. © 2019 UDC. BOND. Printed in the USA. Villain deck. clockwise, each player discards their highest cost 5 card in hand, until one card has been discarded © 1962-2019 Danjaq, LLC and MGM. for each Master Strike played this game. (If there’s Fight: Put each Hero in Q Branch on the bottom of the Hero deck. a tie for highest cost card, select one randomly.) 6+ 6 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. © 2019 UDC. BOND. Printed in the USA. 6 card name. You will only need one © 1962-2019 Danjaq, LLC and MGM. Mission Group. The more players defeat GOldfinGer at GOlf USe the tranOperatiSmittinOn:G Granddevice Slam Operati3On: Grand Slam ChanGe hiS luCk you have in the game, the more Spy On auric enterpriS2eS OperatiOn: Grand Slam OperatiOn: Grand Slam 2 3 2 Pick 1 Scheme card and place it face- Spy On auric enterpriSeS OperatiOn: Grand3 Slam OperatiOn: Grand Slam Set up explOSiveS Villain Groups you use, as shown in OperatiOn: Grand Slam up on the Scheme space on the game “nO, mr. BOnd, i expect YOu tO die.” eScape the cell 1

this table: OperatiOn: Grand Slam mat. Follow the setup instructions in 4 3 3 1 Number of Mission Villain Henchmen 3 2 3 Success: You get the “Setup” section for that Scheme. This has -2 Gadgets this turn. Only from cards that cost 0 can be used to Players Groups Groups Groups complete this Mission. 7 for each This can’t be completed unless HeroHero theyouyou Mastermindplayedplayed has been defeated for for each each at least once. © 1962-2019 Danjaq, LLC and MGM. +3 This has -2 * Hero you played 2 Mission Group A Scheme card’s “Setup” section . © 1962-2019 Danjaq, LLC and MGM. thisThis turn. has -2 . At the end of the turn, KO the Hero in the Q Branch8 Deck BDeck C * this ©turn. 1962-2019space Danjaq, beneath LLC and MGM. this card. Then KO all copies of that © 2019 UDC. BOND. Printed in the USA. 2 1 1 1 2 © 2019 UDC. BOND. Printed in the USA. © 2019 UDC. BOND. Printed in the USA. Deck B 8 Deck A Hero everywhere in Q Branch, the Hero 3 Deck A DeckDeck B B 4 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the © USA. 2019 UDC. BOND. Printed in the USA. * deck, and among all cards the players Deck C ** 2 own. Then shuffle the Hero deck, and © 2019 UDC. © 2019 BOND. UDC. Printed BOND. in Printed the USA. in the USA. Ambush: Puteach the Gain highestplayer’s the costprisoner. deck. Hero in Q Branch always tells you how many “Scheme © 1962-2019 Danjaq, LLC and MGM. under this as a prisoner. This Mission has 3 1 2 1 8 © 1962-2019equal Danjaq, to LLC the and© 1962-2019 MGM. prisoner’s Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. 6 Success: * 5 Twist” cards to add to the Villain Deck. 4 1 2 2 8 © 1962-2019 Danjaq, LLC and MGM. Set aside that many Scheme Twists 5 1 3 2 12 (For 1-player solo play, check Page 21.) 5 6 “This is no Time To Be rescued” James Bond - GoldfinGer Jill MAsterson • Add 1 Master Strike and 1 Scheme Allies - GoldfinGer “... all square” a true classic Tilly MAsTersonAlliesf -elix Goldfin leiterGer James Bond - GoldfinGer James Bond - GoldfinGer Allies - GoldfinGer To Ad d Henchman Groups: “... she’s Covered in Paint” Step 1: Play the Top Card of Twist to the Deck A pile. Add 2 James Bond - GoldfinGer Next pick a Henchmen Group. You Master Strikes and 2 Scheme Twists the Villain Deck can use the Henchmen that best suit At the beginning of your turn, reveal to the Deck B pile. Add 2 more 3+ 2 Look at the top card of the Hero deck. 2 the Mastermind and Scheme you :You may KO a Wound in any player’s You get You may put it on the bottom. discard pile. 0 +3 Gain a Hero from Q Branch for free. + the top card of the Villain Deck and Master Strikes and 2 more Scheme 1 : Give a Mission or Villain You get . . : +1 If it’s a Vehicle Hero, put it into On Assignment -2 or : You may KO a card yourin your hand. hand. or 2 © 1962-2019 Danjaq, LLC and MGM this turn. ©2 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. have chosen to play. For example, discard pile. If you do, get +2 © 1962-2019 Danjaq, LLC and MGM 1 2+ . © 2019 UDC. BOND. Printed in the USA. 2 . © 2019 UDC. BOND. Printed in the USA.

+ © 1962-2019 Danjaq, LLC and MGM 3 3 play that card. What you do with that Twists to the Deck C Pile. 3 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in5 the USA.. © 2019 UDC. BOND. Printed in the USA. 8 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed6 in the USA. . © 2019 UDC. BOND. Printed in the USA. when playing the Goldfinger movie © 1962-2019 Danjaq, LLC and MGM • See the Gadget chart below to card depends on what kind of card

(the Goldfinger Mastermind and the HomEr “you Can Turn off The Charm” EquipmEnt - GoldfinGEr Pussy Galore it is. There are five kinds of cards in determine where to put the Gadgets. Gold Bar talented ally EquipmEnt - GoldfinGEr Pussy Galore PassenGer ejector seat Tire shredderVehicles - GoldfinGer Operation: Grand Slam Scheme) you Vehicles - GoldfinGer • Shuffle the Deck C pile and put the Villain Deck: Villains, Missions, should use the Fort Knox Assault that stack face down on top of the Gadgets, Scheme Twists, and Team. Henchmen are weaker Villains, Inevitable card. Master Strikes.

: Draw a card. and each group has 10 cards. Set 2 : : Once this turn you may put a Hero this turn. You may fight a Villain for free 2+ you recruit that on can top only of your be used deck. to 5 : You get +1 . 2+ You get +2 • Shuffle the Deck B pile and put 2 3 recruit Pussy Galore Heroes. You may KO a Hero in your hand.

. © 2019 UDC. BOND. Printed in the USA. aside those cards for the Villain Deck. © 1962-2019 Danjaq, LLC and MGM 43 © 1962-2019 Danjaq, LLC and © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. . © 2019 UDC. BOND. Printed in the USA. 2 3 MGM that stack face down on top of the © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. © 1962-2019 Danjaq, LLC and MGM . © 2019 UDC. BOND. Printed in the USA. 4 If the Villain Deck Card is a Villain © 1962-2019 Danjaq, LLC and MGM. © 20198 UDC. BOND. Printed in the USA. Deck C pile. or Mission:

Fort KnoxFort AssKnoxAult Ass teAultm teAm • Shuffle the Deck A pile and put that That card goes On Assignment! Fort Knox AssHencAult tHemenAFortm KnoxFort Ass KnoxAult tAsseAmAult teAm HencHmen HencHmen Fort Knox AssAult teAm HencHmen HencHmen HencHmen Once you are finished you could have Fort KnoxHenc AssHmenAult teAm Fort Knox AssAult teAm stack face down on top of the Here are the different parts of a HencHmen Fort Knox AssAult teAm HencHmen Deck B pile. a Villain Deck and Hero Deck that will Villain card: HencHmen Fort Knox AssAult teAm allow you to play one of your favorite 1 • The finished Villain deck will have Villain Card 1 1 1 classic James Bond movies! 1 1 the Deck A pile on the top and the Name Fight: You get +1 Fight: You get +1 Fight:Fight:Fight: You You Youget get get+1 .+1 +1 1 © 1962-2019 Danjaq,. LLC and MGM © 2019 UDC. BOND. Printed in the USA. 3 Fight: You get +1 .. . . oddJob © 1962-2019 Danjaq, LLC and MGM . Fight:© 2019 UDC.You BOND. Printedget in the +1 USA. . . 3 1 GoldfinGer © 1962-2019Fight: Danjaq, LLC andFight:You MGM get You +1 get +1 1 ©© 2019 1962-2019 UDC. BOND. Danjaq, Printed LLC inand the MGM USA. . . Inevitable card on the bottom. © 2019 UDC. BOND. Printed in the USA. . 3 © 1962-2019 Danjaq, LLC and MGM Deck A . . Deck A © 2019 UDC. BOND. Printed in the USA.. Deck A Deck A Deck A 3 Villain Group © 1962-2019 Danjaq, LLC and MGM. Deck A Deck3 A DeckDeck A A 3 © 2019 UDC. BOND. Printed in the Fight:USA. You get +1 . Deck A 1 . 3 . © 1962-2019 Danjaq, LLC and MGM © 2019 UDC. BOND. Printed in the USA. © 1962-2019 Danjaq, LLC and MGM 3 © 1962-2019 Danjaq, LLC and MGM 3 © 2019 UDC. BOND. Printed in the USA. © 2019 UDC. BOND. Printed .in the USA. Number of 3 Deck A Deck B Deck C

© 1962-2019 Danjaq, LLC and MGM Gadgets © 2019 UDC. BOND. Printed in the USA. Starting the Game 2 1 1 0 • Setup the Villain Deck (see pages 6 3 Victory Points

and 7) and place it face-down on When Oddjob moves, the active player gains 8 2 3 2 Special Ability a Wound. Attack: You must the Villain Deck space. Deck B 6 12 4 4 4 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. To Add Gadgets: have this much Check the table on • Shuffle the Hero Deck and place it attack power face-down on the Hero Deck space. to defeat this page 6 to see how Villain. many Gadget cards to Hero Deck Flip 5 cards from the Hero Deck There are 5 different Hero Groups for add to the Villain Deck 1 face-up into the 5 Hero Spaces in Note: Villains have a red card frame. from the Gadget stack. GADGET each of the four movies included in Q Branch.

© 1962-2019 Danjaq, LLC and MGM. Leave the rest in the © 2019 UDC. BOND. Printed in the USA. this game. Each Hero Group has 14 • Each player shuffles their own Here are the different parts of a Gadget stack. associated cards. A Hero card could personal deck and draws a hand of Mission card: be a character from the movie, a 6 cards from it. vehicle or item that Bond uses, or • Choose a player to go first. Players Mission Card something that Bond or one of his Name take turns in clockwise order. USe the tranSmittinG device OperatiOn: Grand Slam Mission Group 3 Assemble the Villain Deck: allies does. Make the Hero Deck Danger Value • Find the Inevitable Mission card and this way: place it face-down on the Villain • Pick the 5 Hero Groups (Exactly one On Your Turn: Deck space on the game mat. of your Hero Groups must be a On your turn, you perform the 2 Victory Points This can’t be completed unless the Mastermind • The Villains, Henchmen, and the Special Ability has been defeated at least once. James Bond Hero). You can use the following three things in order: Attack: You must Deck B 4 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. * rest of the Missions each say Hero Groups that match the movie 1. Play the top card of the Villain Deck. have this much Deck A, Deck, B, or Deck C on the attack power you are playing. Add all 14 cards 2. Play cards from your hand, using to defeat this Mission. bottom of the cards. Sort them into for each selected Hero Group to the them to recruit and fight. an A pile, a B pile, and a C pile. Hero Deck. That’s 70 cards total.(If 3. Discard your hand and draw 6 Note: Missions have a blue card playing with 4 or 5 players, add a 6th new cards. frame and are the only card type

Hero Group.) with . 7 8 To have the card go On Assignment, here’s what you do: • If the escaping card was a Mission, that Mission has now been “Failed.” Look at its Danger value and adjust the Danger Level up that much. If the Danger Level Villain or Mission Enters On Assignment reaches the amount noted on the Scheme, Evil wins! Move the new Villain or Mission into the rightmost On Assignment space, . nick nack closest to the Villain Deck. (Cards On Assignment are always face-up.) The Man WiTh The Golden Gun MasterMind

Bonita GoldfinGer

ReTRieve The Solex AgiTAToR nick nack martial arts students A Duel To The DeATh island Funhouse begin The Duel The Man WiTh The Golden Gun HencHmen The Man WiTh The Golden Gun A Duel To The DeATh 1 3 4

Bonita can’t be fought while there is a card next to her On Assignment. Francisco scaraManga MasterMind Deck A 2 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. * martial arts students HencHmen 0 4 1 4 3

Success: Gain this card to the top of At the start of the turn, the active player KO’s the top card of Fight: Reveal the top card of your deck. Nick Fight: When you draw a new hand at the your deck. 5 the Hero deck and does the following based on its class: This gets -3 for each Mastermind Tactic in Nack is not defeated unless that card has at end of the turn, draw an extra card. : You must4 pay instead of to fight this this turn. the active player’s victory pile. least 1 printed . ------: Discard a random card from your hand. Double your and this turn. : Each Villain and Mission moves one space. 5 Escape: The active player gains this : Gain a Wound. card. When drawn, Evil wins! Deck C : Play the top card of the Villain deck. Deck C Deck C 5 Deck C Deck C 5 © 1962-2019 Danjaq, LLC and MGM. 5 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. 8 9 Escape/oddjob © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. * © 2019 UDC. BOND. Printed in the USA. © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. * 5 Push Other Cards Forward if Necessary GoldfinGerAlways Leads: The Man With the Golden Gun Failure Villain Group. Master Strike: Put the Strike next to Fight: Reveal the top card of your deck. Nick 1 Scaramanga. He has +1 for each one. Always Leads: The Man With the GoldenEscape/Failure: Gun Each player gains a Wound. 7+ Ability of © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. Fight: When you draw a new hand at the Nack is not defeated unless that card has at end of the turn, draw an extra card. Each of the five spaces On Assignment can only hold one Villain or Mission. Villain Group.Mastermind least 1 printed . Deck C © 1962-2019 Danjaq, LLC and MGM. 5 Escape Effect © 2019 UDC. BOND. Printed in the USA. Master Strike: Put the Strike next to Whenever one enters a space where there is already another Villain or Mission, Escape: The active player gains this Scaramanga. He has +1 for card. When drawn, Evil wins! Deck C each one. move the one that is already there one space to the left to make room. A single 5 Escape/Failure: Each player gains a Wound. + © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. 7 * © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. card entering On Assignment sometimes causes a chain reaction of several cards moving forward. Remember: Only push a Villain or Mission forward if it needs to make room for The New Villain or Mission Might Have an Ambush Effect If the new card has an “Ambush” effect on its card, do what it says. another card entering that space. oddjob Note: If a card escaped when this GoldfinGer new Villain or Mission appeared,

ChanGe hiS luCk Bonita Fort Knox AssAult teAm oddjob OperatiOn: Grand Slam GoldfinGer HencHmen GoldfinGer handle all the Escape effects for the 1 2 escaping card before resolving any Ambush effect for the new card. Ambush: Each player gains a Wound.

2 1 1 2

This has -2 for each Hero you played Bonita can’t be fought while there is a card next Fight: You get +1 . Ambush: Each player gains a Wound. 2 this turn. to her On Assignment.

Deck A Deck A Deck A 6 2 © 1962-2019 Danjaq, LLC and MGM. 3 Deck A © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. © 2019 UDC. BOND. Printed in the USA. 4 * * © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. Ambush: Each player gains a Wound. If the Villain Deck Card Ambush Effect Deck A 4 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. Deck A 4 is a Gadget: © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. A Villain or Mission Might Escape The bad guys have acquired the Gadget! Place the If a Villain or Mission is pushed off the fifth On Assignment space (leftmost), Gadget under the Villain or Mission card that is closest then that card “escapes” and is placed face-up into the Escaped Villains pile on to the Villain Deck. If there are no Villains or Missions the game mat. Here’s what happens when a card escapes: On Assignment, then the Gadget is acquired by the • The escaping Villain or Mission KO’s (knocks out) a Hero that costs 6 or less from Mastermind. Make sure the Gadget is visible to the players. Q Branch. The player whose turn it is chooses which of those Heroes gets KO’d • Whenever a Villain or Mission card with one or more

(knocked out). Place that Hero into a KO pile next to the game mat, face-up. Gadgets moves to a new space, those Gadgets move 1 Victory Points Immediately flip a new Hero from the Hero Deck, face-up, to fill the empty space with that card. GADGET

© 1962-2019 Danjaq, LLC and MGM. in Q Branch. • It’s up to the players to recover that Gadget! © 2019 UDC. BOND. Printed in the USA. • If the escaping Villain or Mission had any acquired Gadgets, then each player When a Villain, Mission, or Mastermind must discard a card of their choice from their hand as a penalty for allowing with a Gadget is defeated by a player, that Bonita a gadget to fall into the wrong hands. Each player only discards one card, no player recovers that Gadget and places it GoldfinGer matter how many Gadgets were acquired. Place the stolen Gadgets in into that their personal Victory Pile. Each

the Escaped Villains pile. 1 Gadget is worth Victory Points, so the 1 GADGET 1 Bonita can’t be fought while there is a card next to her On Assignment. GADGET

• If the Mastermind has an “Escape/Failure” ability, resolve it now. © 1962-2019 Danjaq, LLC and MGM. more Gadgets you recover, the more © 2019 UDC. BOND. Printed in the USA. Deck A 2 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. © 1962-2019 Danjaq, LLC and MGM. * © 2019 UDC. BOND. Printed in the USA. • If the escaping Villain has an “Escape” effect, or the Mission has a “Failure” Victory Points you earn. effect, resolve that effect now. 9 10 If the Villain Deck Card is a Step 2) Play Cards from Your Tilly MAsTerson Example of Special Abilities: Allies - GoldfinGer • Tilly Masterson always gives you 2 Attack Scheme Twist: Hand to Recruit and Fight when you play her, even if you don’t have A Scheme Twist Usually your hand will be made up any other (“Ranged Hero”) cards. card represents the of Hero cards. Here are the different • But if you have already played another Scheme moving parts of a Hero card: card earlier in the turn, then you can use her Class Special Ability to to give you toward a victory for Hero Card +1 . the Mastermind. Every Name • The previous card you played scheme twist “... all square” James Bond - GoldfinGer could be , Colonel Smithers, or Scheme works in a Hero Class Icon © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. Hero Group even another copy of Tilly Masterson. different way, with • If you play two Tilly Mastersons as your : You get +1 . its Scheme Twists doing a specific first two cards of the turn, you can use thing related to that Scheme. When Recruit Points: Use 2+ the Class Special Ability only for the these to recruit 3 second one. a Scheme Twist card is played, look more Heroes. Special Ability © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. 1 : Give a Mission or Villain On Assignment -2 or at the “Twist” effect on the main Attack: Use this to 1 this turn. 3 Cost: How many Scheme card and do what it says. defeat Villains. © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. Recruit Points it costs to add A Sample Hand Place the Scheme Twist in the KO this Hero to your deck. 007 miSS moneypenny Basic starter Starter ally pile unless the Scheme tells you to Tilly MAsTersonCard Number: 26 Allies - GoldfinCardGer Name: 7 place it somewhere else. Character Name / When you play cards from your hand, Subtitle: Basic Starter 007 some produce “Recruit Points” that let Class Special Ability Card Number: 26 Basic starter talentedCard allyName: 7 Pussy Galore Some cards have a Special Ability Character Name / If the Villain Deck Card is a you recruit more Heroes. Other cards Subtitle: Basic Starter 1 007 2 produce “Attack” that let you defeat with a hero class icon and a colon, like Card Number: 26 Basic starter Master Strike: : You get +1 . Card Name: 7 Villains and complete Missions. Some : You get +1 . 2+ Character Name / 0 3 Subtitle: Basic Starter © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. 3 A Master Strike card © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. cards give you Special Abilities, like • You can use that Class Special 1 represents the evil 2+ drawing more cards. Here’s what you Ability only if you have already You get +2 that can only be used to recruit Pussy Galore Heroes. 0 Mastermind getting © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. do: played another card of that 4 their hands dirty to © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. 1 • Play each card in your hand in any class earlier in your turn. make life miserable 0 master strike order, one at a time. • A card’s class is shown with the TOTAL © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. for the Heroes. Each © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. • Each time you play a card, do what class icon in the card’s upper left Mastermind card has that card says. and in the color of the card’s border. its own specific Master Strike effect. 7 3 • You also get any Recruit Points • You can only use a card’s Class When a Master Strike card is played, listed in the Recruit icon on the card. Special Ability once, even if you look at the “Master Strike” effect on • You also get any Attack listed in the played two or more cards of the the Mastermind card and do what it Attack icon on the card. required hero class earlier in the says. Place the Master Strike in the • Some cards have a number like turn. If a Class Special Ability has KO pile unless the Mastermind tells Recruiting Heroes and “2+” inside their Recruit or Attack more than one symbol, you must you to place it somewhere else. icon. The “2” means that you have played that many other cards Fighting Villains always get at least 2 Points from of that class in order to trigger In between playing cards from your Note: Mission and Villain cards that card. The “+” symbol means that ability. hand, or after you’ve played all your On Assignment don’t move that you might get even more • The more Heroes of the same class cards, you can recruit any number forward when the Villain Deck card Points based on what the card says that you recruit, the more often of Heroes and fight any number of is a Gadget, Scheme Twist, or in its Special Ability. you will be able to use your Special Villains. You can recruit and fight in Master Strike. • Keep the cards you play in front of Ability! A deck focusing on one or the same turn. you in your play area until the end two classes can be very powerful. of your turn 11 12 How to Recruit a Hero: To fight a Villain: Your Victory Pile Mastermind Card • Spend Attack equal to that Villain’s auric GoldfinGer Name You use Recruit Points to gain Heroes • Each player has their own face-up personal MasterMind Attack to defeat it. You can use the from Q Branch, one at a time. The Victory Pile. Your Victory Pile holds all the Card Type remaining Attack value available to Villains and Missions you defeat/complete “Q Branch” area of the game mat and all the Gadgets you recover. fight another Villain. has five spaces. Those five spaces • Villains, Missions and Gadgets don’t usually go into your deck. • Place the defeated Villain and any 5 Victory Points always contain exactly five Heroes, • Many players keep their Victory Pile Always Leads: Goldfinger Villain Group. Gadgets it had acquired into your Setup: Shuffle six Smuggled Gold Extra cards into the Hero Always Leads deck. When each one enters Q Branch, attach it to Goldfinger. horizontal so they don’t mix it up with their Master Strike: Starting with you and continuing all face-up. You can also recruit clockwise, each player discards their highest cost card in hand, until one card has been discarded Special Rules for each Master Strike played this game. (If there’s Attack personal Victory Pile. face-up discard pile. a tie for highest cost card, select one randomly.) 6+ “Miss Moneypenny” Heroes from the Master Strike © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. • If the Villain card has a “Fight” • At the end of the game, Villains, Missions and Allies stack on the game mat. Gadgets in your Victory Pile are worth the effect on it, do what it says prior to Victory Points shown on their cards. comparing Attack totals. To recruit a Hero: Mastermind Tactics • Spend Recruit Points equal to that Step 3) Discard Your Hand Masterminds use different abilities Hero’s cost and place that Hero into How to Complete a Mission: during fights, represented by You complete Missions the same way your discard pile. A Hero’s cost is in and Draw 6 New Cards “Mastermind Tactic” cards. All four you fight Villains. The difference is • At the end of your turn, place all its lower right-hand corner. “Mastermind Tactic” cards have the that some Missions require you to the cards you played this turn into • When your deck runs out, you same Attack number, but they each complete them by using instead of your discard pile. Also discard any shuffle your discard pile to make have different “Fight” effects on . (This is because sometimes being cards in your hand that you didn’t a new deck. You will then be able them. When you fight a Mastermind: a super spy requires other methods play this turn. to soon draw that new Hero and use • Choose a random card from the than using force.) • Then, draw 6 new cards from that card’s abilities. four face-down Mastermind Tactics your deck. • Refill the empty space in Q Branch To complete a Mission: cards underneath the Mastermind. • If you don’t have any cards left in with a new card from the Hero Deck, • Spend Attack or Recruit equal to • Place that Mastermind Tactic card your deck and still need to draw face-up. You do this whenever there what is shown on that Mission card. into your Victory Pile because it’s more cards, then shuffle your is an empty space in Q Branch. You If you need Attack the card will worth Victory Points. discard pile to form a new deck and can even recruit a Hero, see what have an if Recruit is needed • Then, follow the “Fight” effect listed draw the rest of the cards you need. new Hero appears in its place from it will have a . You can use the on that Mastermind Tactic card. • Finally, resolve any effects that the Hero Deck, and then recruit that remaining Attack or Recruit value happen “At the end of the turn.” A Mastermind is not fully defeated new Hero too if you have enough available to fight another Villain until all four of their Mastermind Recruit Points. or recruit a Hero from Q Branch, Tactics cards have been defeated or even maybe complete Masterminds by the players. If you have enough another Mission! A Mastermind is a powerful Attack, you can fight the Mastermind How to Fight a Villain: • Place the completed Mission and evildoer obsessed with an evil You use Attack to fight any number multiple times in one turn. any Gadgets it had acquired into Scheme. Masterminds command of Villains On Assignment, one at your personal Victory Pile. other Villains and attempt to foil the Note: Defeating any Mastermind a time. It doesn’t matter which On • If the Mission card has a “Success” Heroes in their attempt to complete Tactic card lets you recover all Assignment space holds the Villain. effect on it, do what it says when Missions. A player can choose to the Gadgets currently under that But you can only attack a Villain if you complete the Mission. fight the Mastermind instead of Mastermind and place them into your you have at least as much Attack fighting a Villain or completing Victory Pile. as the Villain’s Attack. You can a Mission. Like any other fight, also fight the Mastermind - see the you must use Attack equal to Mastermind section for details. Mastermind Tactic Card the Mastermind’s Attack to fight fort Knox Heist Name that Mastermind. MasterMind tactic - GoldfinGer Card Type Note: Masterminds and their tactics have black card frames.

5 Victory Points

Fight: The next time the Mastermind is fought it Special Ability must be with instead of . 6 Attack 13 14 © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. Winning the Game: “KO” 007, 00 Agents, and “Friendly Players” Players win the game when they have Many card abilities tell you to “KO” When playing cooperatively

defeated the Mastermind four times. certain cards, meaning “knock out.” Miss Moneypenny Allies you and each other player are Basic Starter Heroes (007 and 00 This means place them into the KO considered “friendly.” When playing Agents) and Miss Moneypenny Allies pile. Cards in the KO pile are out of competitively, the only “friendly” all count as “Heroes” for Special Losing the Game: the game. The players and the game player is you. (It’s possible to play Each time a Mission is failed, Abilities that talk about Heroes. So if all share one big KO pile next to the with teams. In that case, you and increase the Danger Level by that you have to “KO one of your Heroes,” game mat. your teammates are “friendly”.) Mission’s Danger value. If the Danger you can KO one of your Basic Level reaches the amount on the • If a card says to KO “one of your Starters if you want. Scheme, the players lose. Heroes,” that effect will say Wounds Similarly, if an effect says “Evil where that card will come from. Some Special Abilities make you For example, if a card effect refers “Defeat” gain Wound cards, representing Wins”, then the players instantly lose. When a card tells you to “defeat to your “hand” the KO’d card your Heroes getting hurt very badly. a Villain”, add that Villain to your can’t be from cards you have When a player gains a Wound, take Victory Pile. You still do that Villain’s already played this turn. If the a Wound from the Wound Stack fight effect (if any). If a card says a Additional Rules effect says “Hero you’ve played and place it into their discard pile. Villain is “not defeated” that means this turn” then you KO a Hero in Wounds don’t have any Recruit The Inevitable Card leave it where it is. The last card in the Villain deck your play area. If you KO a Hero Points or Attack, so when you draw is always a Mission with the that you already played this turn, Wounds in your hand, your hand is keyword “Inevitable.” This card you can still use the Recruit Points, “Complete” weaker than normal. works slightly differently than other Attack, and Special Abilities that When a card tells you to “complete • Some cards let you KO your Villain deck cards: the Hero produced. If an effect a Mission”, add that Mission to Wounds so you don’t have to • Once the Inevitable card is in play, refers to either of those two areas your Victory Pile. You still do that worry about them anymore. it will move one space whenever they will be listed separately. Mission’s success effect (if any). • Wound cards aren’t Heroes. If a you need to play a card from the card tells you to “KO one of your Villain deck. (Usually this means it “Acquire a Gadget” Heroes,” you cannot KO a Wound. will move one space at the start of However, if a card says “KO one Some card abilities tell you to “acquire of your cards,” then you can KO every turn.) a Gadget.” This means take the top • If the Inevitable card moves off On a Wound because Wounds are Gadget from the Gadget stack and still cards. Assignment, it is failed like any place it into your Victory Pile. Gadgets other Mission… which means eScape in time can also be acquired by Villains or OperatiOn: Grand Slam Evil wins! I Missions, as described on page 10. Healing Wounds • Inevitable cards never leave play You have to defeat them to recover If you have one or more Wounds in by getting successfully completed. those Gadgets. your hand, you can use the ability Instead they’ll instruct you as what written on the Wound card. This is often to do when they are completed. worth doing if you have at least two • A Villain or Mission can never be “Gaining” Cards Wounds in your hand or if your turn moved or otherwise placed to the Some card abilities say that a player wouldn’t have been very good anyway. right of an Inevitable card. “gains” a card. That means place that Inevitable (Just ignore any effects that would Success: Instead of defeating this, move it to the card into that player’s discard pile. right one space and it gets a permanent +2 . It’s okay to play the cards in your (Put Wounds underneath this to track how do that.) many times it’s gained +2 .) Failure: Evil wins! Inevitable 4+ hand and use some abilities like • An Inevitable card can’t be moved © 1962-2019 Danjaq, LLC and MGM. © 2019 UDC. BOND. Printed in the USA. “Active Player” “draw a card,” then use the “Healing” by any card effects except what’s The active player is the player whose ability to KO Wounds from your written on the Inevitable card itself. turn it is. hand, as long as you don’t recruit 15 16 any Heroes, fight any Villains or the Mastermind or complete any “Moves” Running out of Cards in the “+1 or ” Some abilities refer to when a Missions during your turn. Allies Stack If a card On Assignment gets +1 or card “moves.” For a card to count If this stack runs out, the game , this means it gets +1 of whichever as moving, it must start on an On continues. You just can’t recruit type it already has. In the case it Generated Extra Cards Assignment space and then end up them anymore. has both types (such as the Mission, Some Schemes, Villain Groups, either on another space or in the Retrieve the Solex Agitator) it gets +1 Masterminds and Mastermind Escaped Villains pile. Note: When a in both types. Tactics have card abilities that card first enters On Assignment, that Special Abilities on Cards generate Extra cards. These “Extra” does not count as moving. Special Abilities on cards can cards are placed near the game mat override the rules of the game. Reducing during set up. Some Extra cards Some cards tell each player to do Some cards reduce the of a Villain will enter On Assignment, some Running out of Cards in the something. In those cases, the player or Mission. This can never reduce are gained, others are placed in the Hero Deck whose turn it is does the action first, it below 0. (The same is true for player’s deck, etc. When a card effect If this deck runs out of cards before and then the rest perform the action reducing a Mission’s .) brings them into play just follow the Evil wins, then finish the turn and in clockwise order. If a card tells you directions on the card. consider the players as having to do something, and you can’t do all “Printed or ” successfully survived the Scheme of it, then do as much as you can. For If an effect refers to a card’s printed Common Cards without defeating the Mastermind. example: if a card tells you to KO two or that means the numeral As a result, the game is a draw Gadgets from your Victory Pile, and printed on the card. Ignore any This box includes cards to play four between good and evil. The player you only have one Gadget, then KO classic 007 films, but there are some special ability in its text box when with the most Victory Points wins an that Gadget. If a Special Ability calls resolving this type of effect. common cards. These include the individual victory. Be sure to get the for a choice, and it’s not obvious who Basic Starters, Wounds, Gadgets, Mastermind next time! should make the choice, then the etc. As fans of James Bond you will active player makes the choice. “Masterminds Don’t Count have noticed that not all the content comes from just these four films. Running out of Cards in as “Villains” This is our way of including special Two Class Abilities Masterminds are so powerful that the Gadget Stack they are far beyond regular Villains. James Bond images, Bond Gadgets, If the Gadget stack runs out, the Some cards like “Time Bomb” have and other notable content. These both a single Class Ability and a As a result, Masterminds don’t count game continues. If something would as mere “Villains,” and Special common cards will also be used in acquire a Gadget, but there aren’t double Class ability. If you played future Bond adventures (expansions). one card with the matching class, Abilities that only affect Villains any more of that card left in the stack, won’t affect Masterminds. then no Gadget is acquired, and the you’ll get the single Class Ability. “Once This Turn” game still continues. Don’t take extra But if you played two cards with the copies out of the KO pile. matching class, you’ll get both the Cards with No Cost If an ability says “Once this turn” single AND the double Class ability. that means you don’t have to do it If a card has no cost it counts as right when you play the card. Instead Running out of Cards in the having 0 for effects that care you can wait until later in that turn to Villain Cards That Go In about cost. do it. Wound Stack If the Wound stack runs out, the Your Deck game continues. If a player would Some cards like “Dropped Derby” go gain a Wound, but there aren’t any into your deck when you Fight them. more of that card left in the stack, Once there, use the second half of take all of them that have been KO’d their text and the or on the left and create a new Wound stack. side of the card. 17 18 Chase cards with Squeeze in play, together Hero Classes Keywords This keyword represents the many they will keep the two leftmost and Strength Heroes include Heroes Some cards have keyword abilities in cars, boats, and other vehicles Bond two rightmost spaces from refilling. with raw strength, but also Heroes bold. Here’s what they mean: has chased or been chased by. Each If a third card with Squeeze is On with strength of will, determination, Liaison turn, after you’re done playing a card Assignment, then Q Branch will be and strong leadership. Liaison cards represent Bond working from the Villain deck, but before you empty until at least one leaves play. together with another agent or contact. can start playing Heroes from your Instinct Heroes use their intellect Poker Hands If a card has Liaison, you may leave it hand, a Villain or Mission with Chase and intuition to win the day. Some effects require someone to try to in your play area after the end of your will automatically move one space, make a poker hand. Here’s how it works: Covert Heroes include Heroes turn. Then during any other friendly pushing other cards as normal. player’s next turn, you can discard it Choose up to two total cards with using trickery and deception to This move happens whether the card to give that player the Liaison effect. cost 1 or more in your hand and/or outwit their foes. with Chase was pushed by another (If you don’t use it by the start of your play area. Then using those cards card this turn or not. And the card next turn, it’s discarded automatically.) plus the cards in Q Branch, choose Tech Heroes include Heroes will move this way on the turn it first using advanced technology and up to five total cards that make one If you’re the only friendly player in entered On Assignment. of the following poker hands (in order weaponry. Where would our Heroes the game, Liaison works differently. If more than one card has Chase, from weakest to strongest): be without the brilliant inventions You get the Liaison effect on your resolve each move starting from left Pair – Two cards with the same cost. and incredible gadgets of Q Branch? next turn. (If you don’t use it on that to right. (It should look like they’re all turn, it’s discarded automatically at Two Pair – Two cards with same cost Ranged Heroes are crack shots moving simultaneously.) the end of the turn.) and another two cards with the same or able to track their foes or help High-Speed Chase cost. (Example: 4, 4, 3, 3) their allies from a distance. Loyalty to the Mission This keyword is just like Chase except the Three of a Kind – Three cards with Cards with this keyword represent Basic Starter Heroes include all the card will move two spaces after you’re the same cost. starting 007 and 00 Agents. They are Bond’s dedication to her Majesty’s done playing a card from the Villain deck. Secret Service. Each Loyalty to the Straight – Five cards with successive Heroes in their own right, but they costs. (Example: 2, 3, 4, 5, 6) aren’t quite as powerful as the other Mission card has an “X” in its text. Flying Heroes that you will find in Q Branch. “X” is always equal to the highest Instead of entering On Assignment Flush – Five cards with the same among Missions in your Victory pile. in the rightmost space, a card with class. (Example: Five cards.) Miss Moneypenny Starter Ally The So as you complete more dangerous Flying will enter on the first OPEN Full House – Three cards with the beloved Miss Moneypenny is also Missions, these cards will grow in power. space. So if the two rightmost same cost and another two cards available for recruitment. Efficient spaces already have Villains, but the with the same cost. (Example: 4, 4, 4, 00 Status and capable Moneypenny is always third space is open, it will enter On 3, 3) Note: Five cards with the same Cards with this keyword represent there to help Bond and friends Assignment in the third space. cost doesn’t count. with support. Bond’s ability to use brute force when necessary. At the end of your turn, Persist Four of a Kind – Four cards with the before you discard your hand and If this card would be pushed off same cost. draw a new one, if you defeated at On Assignment it instead stays Straight Flush – Five cards with the least one Villain and/or the Mastermind where it is and the card pushing it same class and successive costs. that turn, you’ll get each of your cards’ will escape instead. Some Villains require you to make a 00 Status effects. Squeeze specific hand like a Flush in order to fight Inevitable When a card with Squeeze enters them. In that case, just make sure you can The last card of the Villain deck is On Assignment, KO the leftmost and make that hand when you fight them. always an “Inevitable” card. It will rightmost spaces in Q Branch. Those If two poker hands are the same move one space automatically every spaces won’t refill until the card with strength, such as two Straights, they are turn, and if it escapes, Evil wins. For Squeeze leaves play. If there are two considered tied. (There is no tiebreaker.) more information see Page 15. 19 20 • 5 Special Starter Heroes for each Solo Play Adjusting Difficulty The Four Movies of 4 eras of James Bond. (20 cards) You can also play Legendary ®: Some play groups like an easier If you’d like to experience the four • 12 Miss Moneypenny Starter Allies James Bond 007 with a single player. challenge when introducing new classic movies make sure to use • 30 Gadgets Here are the adjustments you need: or younger players or after the these combinations: • 30 Wounds Mastermind wins. Other groups like to Goldfinger • 4 Masterminds, each with Solo Setup face tougher and tougher challenges. • Hero Deck – Use the cards for only • Auric Goldfinger and the Goldfinger 4 Mastermind Tactics (20 cards) four Heroes. There are 56 cards Villain Group • 8 different Schemes One way to make the game in total. • Operation: Grand Slam and its • 5 Scheme Twists easier is give each player one or • Villain Deck – Use these cards: Mission Group • 5 Master Strikes more “prep” turns, where they take • 1 Villain Group • Fort Knox Assault team • 22 Extra Cards a normal turn except skip playing the • 1 Mission Group • 60 Dividers top card of the Villain deck. The Man With The Golden Gun • 3 Henchman cards from the same Use the dividers in the box to • Francisco Scaramanga and The Man Henchman Group (1 in Deck A, separate the different types of cards. On the other hand, if you’re ready With The Golden Gun Villain Group 1 in Deck B, 1 in Deck C) Some people like to place their cards for a tougher challenge, you can give • A Duel to the Death and its • 0 Gadgets in card sleeves to help protect them. each player one or more “surprised” Mission Group • 5 Master Strikes (1 Deck A, turns, where they take a normal turn • Martial Arts Students 2 Deck B, 2 Deck C) except skip the step where they can • 5 Scheme Twists (1 Deck A, GoldenEye play cards from their hand. Credits 2 Deck B, 2 Deck C) • Alec Trevelyan and the GoldenEye Game Design and Card Set Design: If you want to give newer or Villain Group Ben Cichoski and Danny Mandel Also add the following rules: younger players a boost to help • Worldwide Financial Meltdown and (Super Awesome Games) • After you play a Scheme Twist put them compete with veteran players, its Mission Group Brand Manager: Travis Rhea a Hero of your choice with cost 6 you can replace some of their 007s • Russian Soldiers or less in Q Branch on the bottom Assoc. Brand Manager: with Miss Moneypenny Allies in the Casino Royale of the Hero deck. Corinne Deng new players’ starting decks. • Le Chiffre and the Casino Royale • After you play a Master Strike, play Director of Game Development: Villain Group the next card in the Villain Deck. Bubby Johanson • Win the Casino Royale Tournament Perfect Mission Mode Assoc. Product Manager: Rob Ford Regardless of where you set the and its Mission Group Solo Scoring difficulty of the game, you can also • Embassy Guards Graphic Design: Krista Timberlake If you win the game, add up your Victory play “Perfect Mission Mode” where Project Managers: Louise Bateman, Points and subtract these penalties: you must complete every mission. If Tonya Lashley • -4 for each Gadget carried away Game Contents you fail even a single one, you lose Rulebook, Game Mat and 600 cards: Director of Creative Services: • -3 for each Scheme Twist the game. • 14 cards for each of 20 different Mike Eggleston that occurred Heroes (280 cards: Each Hero has • -1 for each Villain that escaped V.P. of Operations: 1 rare, 3 uncommons, 5 of one • -X, where X is the Danger Level Suzanne Lombardi common, and 5 of another common) President, Upper Deck Company: Write down your score and which • 8 cards for each of 4 different Jason Masherah Heroes and Scheme and Mastermind Villain Groups (32 cards) you used. Compete to get better • 9 cards for each of 4 different Playtesters: Corrine Deng, Rob Ford, scores against other Masterminds Mission Groups (36 cards) Bubby Johansson, Tyler Mayes, and Schemes representing other • 10 cards for each of 4 different Susan Quigley, Matt Rogers and classic Bond films! Henchmen Villain Groups (40 cards) Mark Shaunessy • 40 007 Basic Starter Heroes Original Legendary® Game Engine • 20 00 Agent Basic Starter Heroes Design: Devin Low 21 22 Quick Reference Guide Setup Initial Setup • Each player shuffles a personal deck of 8 007s, 4 00 Agents and 1 Special Starter, and then draws 6 cards. • Place all the Miss Moneypenny Allies, Wounds, and Gadgets on the game mat in the appropriate spaces. • Pick 1 Mastermind and place it on the game mat, with its 4 Mastermind Tactics face-down underneath it in random order. Check which Villain Group this Mastermind “Always Leads.” • Pick 1 Scheme and place it on the game mat. Check which Mission Group this Scheme “Always Uses.” Villain Deck • Set aside 5 Scheme Twists and 5 Master Strikes for the Villain Deck. • Add the following Villain Groups, Henchmen Groups, Mission Group and Gadgets to the Villain Deck based on player count. Reference the instructions on pages 6 and 7.

Number of Mission Villain Henchmen Gadgets Players Groups Groups Groups 2 1 1 1 2 3 1 2 1 8 4 1 2 2 8 5 1 3 2 12

Hero Deck • Pick 5 Heroes. Add all of those Heroes’ cards to the Hero Deck (70 cards total). Shuffle it. • If you are playing with 4 or 5 players, shuffle in a 6th Hero. • Place 5 cards from the top of the Hero Deck into Q Branch, face-up. On Your Turn During your turn, you do the following: 1. Villain Phase: Play the top card of the Villain Deck (face up) and add it to the rightmost On Assignment space (if needed). Then do any end of the Villain Phase effects. 2. Action Phase: Play cards from your hand, using them to recruit and defeat Villains or complete Missions. 3. Clean Up Phase: Discard your hand and draw 6 new cards.

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