MISSION IMPROBABLE
INTRODUCTION
Espionage card game for 2-6 players.
Players try to complete missions with their agents.
THE DECK
Players share a common deck.
The deck contains 8 types of cards:
1. Agents: Are able to go on missions.
2. Missions: If completed give player mission points needed to win.
3. Obstacles: Must be overcome before a mission can be completed.
4. Locationss: Must be overcome before a mission can be completed.
5. Experience: Permanently help agents overcome Missions and Obstacles
6. Equipment: Temporarily help agents overcome Missions and Obstacles
7. Contacts: Temporarily help agents overcome Missions and Obstacles
8. Events: Affect game play in a variety of ways.
DICE
Ten sided dice (D10s) are required for play.
OBJECT
At the end of the game, the player with the most mission points wins.
ALIGNMENT
Each player decides whether their organization is good or bad.
Players should name their organization or pick an existing one.
In a two player game, players must be of opposite alignments.
NEMESIS
Each player picks one opponent to be their nemesis.
The nemesis must be of the opposite alignment.
SETUP
Randomly determine turn order.
Choose Nemesis's.
Each player draws 7 cards.
TURN SEQUENCE
Players take turns.
Each turn has 9 phases:
Support Phase
Recruit Phase
Assignment Phase
Intercept Phase
Spy Phase
Mission Phase
Objectives Phase
Counter Phase
Capture Phase
SUPPORT PHASE
The active player draws 3 cards from the deck.
Maximum hand size is 10 cards. Discard excess cards.
RECRUIT PHASE
The active player may recruit one agent.
Play an agent card from your hand to the table face up.
ASSIGNMENT PHASE
The active player may put one Experience or Equipment card into play.
Experience or Equipment cards are collectively called Assets.
The Asset must be attached to one of your agents in play.
Attached assets are placed face up partially under the agent.
During this phase, your agents may trade Equipment cards.
Experience cards may never be traded.
An agent may receive any number of Assets.
Assets provide the agent with additional skills needed to complete Obstacles and Missions.
INTERCEPT PHASE
Certain Event cards are played in this Phase.
SPY PHASE
If the active player did not play a card in intercept phase, he may roll once on the Spy Table.
SPY TABLE
1D10 Result
1 Nemesis gets to roll on this table.
2 Nothing happens.
3-5 Look at 1 face down card.
6 Look at 2 face down cards.
7-8 Look at the next 1D5 cards in the deck.
9 Look at all cards in opponents hand.
10 Discard one of opponents missions in play.
MISSION PHASE
One of your agents may attempt to complete one of your mission cards.
Wounded or captured agents may not go on missions.
To complete or overcome a mission card, the agent must pass all of the skill checks listed
on the Mission card.
For each skill listed on the mission card the nemesis rolls 1D10 and adds the modifier:
This is the difficulty rating.
The Agent rolls 1D10 and adds any modifiers from inherent skill bonuses and Asset cards.
The active player may play Connection cards and Event cards from his hand to provide
additional skills bonuses.
This modified roll is called the attempt rating.
If the attempt rating is equal to or greater than the difficulty rating, the skill check is passed.
If the agent fails a mission skill check, roll on the Mission Failure Table.
Equipment, Connection, and Event cards are discarded when used.
The completed Mission card is set aside in that players Mission completion pile.
Each mission has a number of Mission points associated with it.
The player with the highest number of total accumulated mission points at the end of
the game wins.
Obstacle cards and Location cards on a mission card must be overcome before the mission
can be completed.
Like mission cards, obstacle/location cards list skill checks that the agent must overcome.
Obstacle/location cards must be completed one at a time, top card first.
Obstacle/location cards are flipped face up as they are attempted.
Completed obstacle/location cards are discarded.
If the agent fails a Obstacle/location skill check, roll on the Mission Failure Table.
At any time after an obstacle/location is overcome, the player may retreat the agent and
end the mission attempt.
Modifier cards are always played before a roll is made.
MISSION FAILURE TABLE
1D10 Result:
1-2 Agent captured by Nemesis. Agent's Equipment is discarded.
3-4 Killed: Discard agent and all Assets.
5 Wounded: The agent is wounded for 1D5 turns. Agent's Equipment is discarded.
6 Wounded: The agent is wounded for 1D5 turns.
7 Agent's Equipment is discarded.
8 Nothing Happens.
9 Look at the next face down obstacle card. Agent's Equipment is discarded.
10 Look at the next face down obstacle card.
OBJECTIVES PHASE
The active player may put one Mission card into play.
The Mission card is placed face up in front of him.
Only your agents may complete missions you put into play.
Mission cards stay in play until completed.
COUNTER PHASE
You may play any number of Obstacle cards face down onto opponent's Mission cards.
Location cards are a type of obstacle card.
CAPTURE PHASE
Each of the active players captured agents rolls once on the Capture Table.
CAPTURE TABLE
1D10 Result:
1 Death: Discard agent and all Experience
2-3 Talks: Nemesis looks at 1 random card in your hand.
4-7 Nothing Happens.
8-10 Escape: Regain control of agent.
SKILL DESCRIPTIONS
*Persuasion: Any attempt to influence or persuade others. Includes: Interrogation,
intimidation, seduction, fast talking, diplomacy, streetwise, psychology.
*Combat: Skills in a variety of weapons, fighting techniques and assassination.
*Computers: Hacking
*Surveillance: The science and art of information gathering.
*Disguise: Sophisticated use of make-up artistry, technology, linguistics and training
used to copy another's identity.
*Water: Skill in swimming, boat handling and Scuba diving.
*Cold: Skills in cold weather survival. And vehicles.
*Air: Aircraft piloting and combat.
*Demolition: The use of and neutralization of explosives.
*Animals: Animal handling, riding, and husbandry.
*Driving: Ground Vehicles
*Stealth: Activities and Tools used for bypassing security systems.
AGENT CARD LIST
Name of Card Skills:
Mr. Bond Persuasion +2 Combat +2 Stealth +1 Water +1
Vlad the Impaler Persuasion +2 Combat +2 Animals +2
Inspector Clueless Surveillance +1 Disguise +2
The Cowboy Combat +1 Demolition +2 Air +2
Mr. Jones Surveillance +2 Cold +2 Demolitions +2
Mr. White the Albino Combat +3 Driving +2
Black Temptress Stealth +1 Persuasion +2
China Doll Stealth +2 Surveillance +2
African Queen Stealth +2 Combat +1 Water +2
The Mad Turk Persuasion +2 Demolition +2
Black Mambo Computers +2 Water +2 Animals +2
Senor Vasquez Persuasion +2 Animals +2 Demolitions +2
The Whiz Kid Computers +2 Air +1 Surveillance +2
Frenchie Computers +2 Combat +2 Demolitions +2
Punjab Persuasion +2 Combat +1 Water +2
Super Agent X Stealth +2 Computers +1 Combat +1
Von Schlick Persuasion +2 Disguise +2 Air +2
The Catburglar Stealth +2 Computers +1 Driving +2
Commando 9 Combat +2 Cold +2 Water +2
Blond Bombshell Persuasion +2 Combat +2 Driving +1
MISSION CARD LIST
Name of Mission (Good/Bad) MP Skills Required to Complete:
Defend/ Destroy Base 3 Stealth +2 & Combat +3 & Computers +1
Defection Facilitation/ Prevention 1 Disguise +1
Bodyguard/ Assassination 2 Combat +2 & Persuasion +1
Rescue/ Kidnapping 2 Stealth +2 & Combat +2
Anti-Terrorism/ Terrorist Attack 2 Stealth +2 & Combat +2
Retrieve/ Steal Nukes 3 Demolition +2 & Combat +2
Recover/ Steal Secrets 2 Stealth +1 & Surveillance +2
Industrial Espionage 2 Stealth +2 & Surveillance +2
Defuse/ Plant Bomb 1 Demolition +2
Surveillance Mission 1 Surveillance +1
Investigation/ Cover-up 2 Surveillance +2 & Persuasion +1
Infiltrate Enemy Organization 1 Disguise +2
Prevent/ Conduct Hijacking 2 Air +2 & Combat +2
Uncover/ Plant Imposter 2 Surveillance +2 Disguise +1
Prisoner Exchange 1 Persuasion +2 or Disguise +3
Break-up/ Implement Spy Ring 2 Surveillance +2 & Disguise +2
Security/ Extortion 1 Surveillance +2
Deliver/ Intercept Message 2 Stealth +1 & Surveillance +2
Suppress/ Create Scandal 1 Disguise +2 or Persuasion +2
Protection/ Sabotage 2 Demolition +1 & Stealth +1
Stop/ Start Counterfeiting Operation 1 Surveillance +1
MP = Mission Points
OBSTACLE CARD LIST
Name of Card Skills Required to Complete:
Ambush Combat+2 or Surveillance+2
Strangler Masseuse Combat +1
Cook with Cleaver Combat +1
Chauffer with Tommy gun Combat +1
Brawl at the Docks Water +1 or Combat +1
Midget with Axe Combat +1
Car Bomb Demolitions +1
Downhill Ski Battle Cold +1 or Combat +2
Hostile Scuba Divers Water +1 or Combat +2
Guard Tower Stealth +1 or Demolitions +1
Hi Tech Security Computers +1
Shark Tank Animals +1
Attack Choppers Air +1
Electrocution Stealth +1
Car Chase Driving +1
Gun Toting Thugs Combat +1
Combination Safe Demolitions +1
Laser Detectors Stealth +1
Fencing Instructor Combat +2
Hulking Manservant Combat +2
Sheer Cliff Stealth +1
Speed Boat Battle Water +1 or Combat +2
Combat on Moving Train Combat +1
Tarantula Animals +1
Guard Dogs Animals +1
Border Guards Stealth +1 or Combat +1
Ninjas Combat +2
Locked in Freezer Stealth +1
Retinal Scanner Disguise +2 or Computers +1
Tiger Animals +1
Diplomatic Immunity Persuasion +2
LOCATION CARD LIST
Name of Card Skills Required to Complete:
North Sea Oil Rig Water +1 or Cold +1
Monte Carlo Casino Persuasion +1
Military Installation Computers +1
Arctic Circle Cold +1
Alpine Village Cold +1
Caribbean Island Water +1
Laboratory Animals +1
Torture Chamber Combat +1
Seaside Villa Water +1
Middle Eastern Bazaar Stealth +1
Venice Canals Water +1
New Orleans Marti Gras Stealth +1
Grand Ball Persuasion +1
Yacht Water +1
Mountain Fortress Stealth +1
Maximum Security Building Computers +1
Inner City Persuasion +1
Office Tower Computers or Stealth +1
Airport Air +1
Parking Garage Driving +1
Ferry Water +1
Bath-house Combat +1
Nuclear Submarine Water +1
Space Station Air +2
EQUIPMENT CARD LIST
Name of Card Skills Provided:
C4 Explosives Demolitions +2
Night Goggles Surveillance +2
Truth Serum Persuasion +2
Snowmobile Cold +2
Water Skis Water +2
Portable Computer Security +2
Cigarette Bullet Combat +2
Sniper Rifle Combat +2
Motor Boat Water +2
Silencer Combat +2
Sports Car Driving +4
Stiletto Combat +1
Parachute Air +1
Climbing Gear Stealth +2
SCUBA Gear Water +2
Miniature Camera Surveillance +2
Ingestible Poison Persuasion +2
Gyrocopter Air +3
Motorcycle Driving +3
Fake Identification Persuasion +1
Radio Transmitter Surveillance +2
CONNECTIONS CARD LIST
Name of Card Skills Provided:
Forensics Lab Surveillance +2
CIA Operative Surveillance +2
Diplomat Persuasion +2
Codebreaker Computers +2
Human Shield Combat +2
Courier Driving +2
Mechanic Demolitions +2
Expendable Agent Combat +2
Decoy Stealth +2
EXPERIENCE CARD LIST
Name of Card Skills Provided:
Savoir-faire Persuasion +2
Demolitions Expert Demolitions +2
Interrogator Persuasion +2
Martial Arts Combat +2
Undercover Agent cannot be target of event cards.
Master of Disguise Disguise +2
Seduction Persuasion +2
Commando Training Combat +1 & Cold +1
Pilot Air +2
Escape Artist Stealth +2
Acrobat Stealth +2
Captain Water +2
EVENT CARD LIST
Name of Card Notes:
Fake Death Place one of your killed agents back into your hand.
Partners Two of your agents may attempt a mission together.
Team Three of your agents may attempt a mission together.
Mole Intercept phase: Look at opponent's hand.
Double agent Intercept phase: Take control of target agent.
Confiscation Intercept phase: Take one equipment card from enemy agent.
Assassination Intercept phase: Kill (Discard) target agent.
Capture Enemy Agent Intercept phase: Target agent is captured.
Disc Exchange Computer +2
Police Interference Opponent must skip Mission Phase.
Security Codes Computer +2
Bribery Persuasion +2
Narrow Escape +2 to roll on Mission Failure Table.
Lost in the Crowd +2 to roll on Mission Failure Table.
Acid Pen +2 to roll on Capture Table.
Torture -2 to roll on Capture Table.
Brainwashing Intercept phase: Take control of target agent.
Amnesia Intercept phase: Shuffle target agent back into deck.
Intelligence Gathering Intercept phase: Roll twice on Spy Table.
Diversion Intercept phase: Discard Mission Card in play.
Medical Attention Intercept phase: Wounds healed immediately.
Sleeper Intercept phase: Play an extra agent this turn.
Security Risk Intercept phase: Agent may not go on missions for 1D5 turns.
Top Secret Negate opponent's action of looking at a face down card.
Failed Getaway Intercept phase: Target agent is captured.
Purge Intercept phase: Discard X cards and draw X new cards.
Complications Opponent must skip Mission Phase.
Informer Intercept phase: Look at Face Down card.
Safe house +2 to roll on Mission Failure Table.
Second Chance Get an extra Mission Phase this turn.
Co-opt Mission Your agent may attempt opponent's mission.