X-COM INCURSION




INTRODUCTION
Two Player Card Game based on the 1993 Video Game Classic. 
The player takes the role of the X-COM organization, defending 
Earth from a mysterious Alien Invasion. 

DISCLAIMER
X-COM is a licensed copyrighted property. 
This is merely a fan site. 

VICTORY
If the Alien Player completes the X-Com Base Destruction Mission he wins. 
If the Earth Player completes the Cydonia Base Destruction Mission he wins. 
Aliens also win if the Panic Level ever gets to 50 or more. 

THE BASE DECKS
Each player gets his own unique Base Deck. 

X-COM BASE DECK CARD TYPES
I = Interceptor
B = Base
L = Logistics
S = Squad
T = Tactics
D = Defense
W = Weapon

ALIEN BASE DECK CARD TYPES
U = UFO
M = Mission
A = Alien Race
T = Terror
W = Weapon
F = Functions
S = Support

BASE DECKS & ACTIVE DECKS
Players actually use 2 decks: Their Base Deck & an Active Deck. 
The Active Deck is a subset of the Base Deck. 
Each player starts with a set 20 cards in their Active Deck. 
During play, players research cards from their Base Deck and 
Transfer them to their Active Deck. 
Only cards in the Active Deck go into a players hand during Draw Phase. 
The Active Deck is kept face down. 
The Base deck is kept face up. 

THE DISCARD & TRASH
Only your Active Deck will have a Discard. 
If your Active Deck ever runs out, shuffle the discard and draw from it. 
When you Trash a card it immediately goes to the bottom of your Base Deck. 
The Discard is kept Face-up. 

CARD RANKS
Every card has a numerical Rank value. 
Ranks are used in Melds to determine who wins each turn. 
 
CARD DEVELOPMENT COST
Every card has a Development Cost. This is the cost in Research Levels needed to 
transfer it from the Base Deck to the Active Deck. 

CARD RESEARCH LEVELS
Every card has a Research Level. 
Active cards with a Research Level are used to buy cards from the Base Deck. 

PANIC TOKENS
There is a common set of Panic Tokens (PT).
Only the Human player gets or loses PT.  
The number of PT in play is also referred to as the Panic Level (PL). 

SETUP
Determine who is X-COM and who is the Aliens. 
The Earth player starts with zero Panic Tokens. 
Each player assembles their Starting Active Deck. 
Players shuffle their Active & Base Decks. 

TURN SEQUENCE
Each turn has 10 Phases: 
1. Logistics Phase
2. Deploy Phase
3. Action Phase
4. Interception Phase
5. Tactics Phase
6. Morale Phase
7. Base Phase
8. Search Phase
9. Research Phase
X. End Phase

LOGISTICS PHASE
Both players draw X cards from your Active Deck and put them in your hand. 
If your Active Deck ever runs out, shuffle the discard and draw from it. 
X is a result by the number of Panic Tokens the Humans have in play: 
PL:	HD	AD	Cummulative Compensation:
0	8	8	None
1-9	8	8	X-COM gets Search +1
10-19	7	8	All Base & Logistic cards get RL +1
20-29	7	9	All Defense & Weapon cards get Trash for R+1*
30-39	6	9	All Tactics cards get the ability Trash for R+2*
40-49	6	10	All Interceptor & Squad cards get Trash for R+3*
50+	Aliens Win game!	
PL = Panic Level; R = Rank; RL = Research Level	
HD = Humans Draw this many cards 
AD = Aliens draw this many cards
* = Only if the card does not already have this ability
Cummulative Compensation: All is not lost! As X-COM gets hard pressed, it 
fights harder... Certain card types gain bonuses or new abilities. 
Note when the Trash for Rank Bonus ability is used, the player declares if 
it is being used in Interceptor or Tactics Phase, but the card does not 
actually get Trashed until End Phase. 

DEPLOY PHASE
Both Players reveal their Hands. 
Cards are placed face-up on the table in front of their Owners. 
This is called a Deployment. 
These cards are considered to be in play.

ACTION PHASE
Supply, Call, and Kill actions occur in this Phase. 
Start with the Human player. Players take turns playing one of these 
actions each as allowed by the cards they have deployed.  
For each Supply bonus, draw 1 card from your Active Deck. 
These cards are then immediately deployed. 
This is called a Supply Action.
Note that the cards deployed may give you more actions you can take this phase! 
For each Call Action search your discard for a card of the indicated type and 
put it into play (deploy it). 
For each Kill action, discard a target enemy card (of your choice) of the 
indicated type. 
Note that this may eliminate a card with an action before your opponent is 
able to use that action!

INTERCEPTION PHASE
Use the highest Rank of all UFO cards played by the Alien player. 
Also add any bonuses to the Interceptor score provided by other played cards. 
Next, use the highest Rank of all Interceptor cards played by the Earth player. 
Also add any bonuses to the Interceptor score provided by other played cards. 
If the Earth player had a higher score, he wins, and skip Tactics Phase. 
If the Alien player had a higher score, or the Human player did not play an 
Interceptor card, the Alien player wins. 
Aliens win ties. 

TACTICS PHASE
Skip this Phase if the Earth player won Interception Phase. 
The Earth player makes a Meld from his played cards. 
The Earth Meld may contain up to:  
1 Base card, 1 Logistics card, 1 Squad card, 1 Tactics card,  
1 Weapon card, and 1 Defense card. 
The Alien player makes a Meld from his played cards. 
The Alien Meld may contain up to:  
1 Mission card, 1 Alien Race card, 1 Terror card, 1 Weapon card, 
1 Functions card, and 1 Support card. 
Each player adds up the total Ranks of all the cards in his Meld.
Side with highest Meld Rank Total wins. Aliens win ties. 
The Extra ability allows you to meld an extra deployed card of the same Type. 
The More ability allows you to meld an extra card of a different (indicated) Type.
If the winner wins by a score difference of 10 or more he may cause 1 target 
opponent's card in play (of winners choice) to be Trashed!
Some cards give Rank bonuses to other cards. A deployed card will still give its 
bonus even if it is not melded. 

MORALE PHASE
Note: The Humans are the Morale winners if they won in Intercept or Tactics Phase. 
The Aliens are the Morale winners if they won Tactics Phase. 
If the Aliens win, the Humans gain X Panic Tokens, where X is the 
difference in the Meld scores in Tactics Phase. 
If the Humans win, they lose X Panic Tokens, where X is the difference in the 
Meld scores in Tactics Phase. 

BASE PHASE
Keep the top 5 cards of your Base Deck visible to both players. 
(Splay them as convenient)
These Visible Base cards are called the Staging Cards. 
When the Super Search Action is played, Trash one of the Staging Cards & 
replace it with the card found by the Super Search. 

SEARCH PHASE
You may Trash 1 Staging card and draw a replacement. 
This is called a Search Action. 
(Remember when you Trash a card it is placed on the bottom of your Base Deck)

RESEARCH PHASE
You may buy one or more Staging Cards. 
Each Staging Card has a Development Cost. 
Discard cards from your hand with a total Research Level equal to or greater than 
that of the card you are buying. 
Put the newly bought Staging Card into your Discard Pile. 

END PHASE
You may Trash 1 of your cards in play.
This is called a Trash Action.  
Main Base and Cydonia Base may never be discarded. 
Finally, Discard all your cards in Play. 

PSIONICS
Some cards have an extra sub-type of Psionics. 
The Human player can only but Psionic cards in Research Phase if he has at 
least 1 Psi-Laboratory Card in his Active Deck or Discard. 

VICTORY MISSIONS
For the Human player to win, he must play an Avenger and the Cydonia or Bust 
card and win the turn. 
For the Alien player to win, he must play a Battleship plus the Final Assault 
card and win the turn. 
Note that the Cydonia or Bust and Final Assault cards can never be Trashed or 
be caused to be discarded (killed) by the card play of an opponent. 

STARTING X-COM ACTION DECK CARD LIST NOTATION
DC = Development Cost
RL = Research Level
I = Interceptor
B = Base
L = Logistics
S = Squad
T = Tactics
D = Defense
W = Weapon
* = Psionics
R = Rank
Extra = Does not count towards Meld Card Limit for indicated Type of Card
More = You may Meld an extra card of the Indicated Type
Search +1 = Get an extra Search Action in Search Phase
Supply +1 = Get an extra Supply Action in Action Phase
Trash +1 = Get an extra Trash Action in End Phase
Panic X = Humans gain this many more Panic Tokens in Morale Phase if the Aliens are the winners
Rally X = Humans lose this many more Panic Tokens in Morale Phase if the Humans are the winners
Super Search = Search Base Deck for 1 card and put it on top of your Base Deck in Base Phase
Call = Search Discard for card of indicated Type & put it into play in Action Phase
Kill = Discard 1 one of Opponents played cards of the indicated type in Action Phase
HWP = Heavy Weapons Platform

STARTING X-COM ACTION DECK
Card Name:		#	DC	RL	Type	Rank	Notes
Main Base		1	6	2	B	2	Super Search
Alien Autopsy		1	3	1	L	2	-
Rookie Squad		3	2	0	S	1	Weapons get R+1
Fighter Jets		2	3	0	I	1	Kill Mission
Smoke Grenades		1	2	0	D	1	Tactics get R+1
Auto-Cannons		1	3	0	W	2	Interceptors get R+1
Electro-Flares		1	2	0	T	1	Extra Tactics
Improved AP Ammo       	2	2	0	W	1	Extra Weapons
Alien Alloys		1	3	1	L	1	Search +1
Laboratory		1	4	3	B	1	-
Large Radar		1	4	1	B	1	Interceptors get R+2
Recovery Mission       	1	3	1	T	1	Search +1
Investigate Crash Site	1	3	2	T	1	-
Skyranger Transport	1	4	1	L	1	Call Squad
Workshops		1	5	1	B	1	Supply +1 & Search +1
World Council Funding  	1	6	1	L	1	Supply +2

STARTING ALIEN ACTION DECK CARD LIST NOTATION
U = UFO
M = Mission
A = AR = Alien Race
T = Terror
W = Weapon
F = Functions
S = Support

STARTING ALIEN ACTION DECK
Card Name:		#	DC	RL	Type	Rank	Notes
Cydonia Base		1	6	2	S	2	Super Search 
Sectoids       		2	3	1	A	1	Extra AR
Floaters       		1	3	1	A	2	-
Reapers			2	3	0	T	2	Floaters get R+2
Soldiers       		1	2	0	F	2	-
Navigator		1	3	1	F	1	UFO’s get R+1
Medic			1	3	1	F	1	Call AR 
Mind Probes		1	3	1	S*	1	Kill Tactics 
Elerium			1	4	1	S	1	Supply +1
Alien Abduction		1	3	1	M	1	Panic 2
Alien Harvest		1	4	1	M	1	Supply +1
Alien Research		1	3	2	M	1	-
Small Scout		2	3	1	U	1	Search +1
Medium Scout		1	4	2	U	1	Search +1
Large Scout		1	4	1	U	2	Search +1
Small Launcher		1	3	0	W	2	Functions get R+1
Plasma Guns		1	5	0	W	5	-

X-COM BASE DECK
Card Name:		#	DC	RL	Type	Rank	Notes
Garrison       		1	3	0	S	2	Base gets R+1
Veteran Squad		2	4	0	S	4	More Defense
Elite Squad		2	5	0	S	4	More Tactics
Supermen Squad		2	7	0	S	6	More Weapons
HWP Cannons      	1	8	0	S	7	Extra Squad
HWP Rockets      	1	9	0	S	8	Extra Squad
Hover Tanks		1	9	0	S	9	-
Personal Armor		1	3	0	D	1	Squads get R+2
Power Armor		1	6	0	D	6	-
Flying Suits		1	4	0	D	3	Tactics get R+1
Missile Defenses       	1	3	0	D	2	Trash for R+3
Laser Defenses		1	3	0	D	3	-
Plasma Defenses		1	5	0	D	5	-
Fusion Defenses		1	7	0	D	6	More Bases
Medi-Kit		1	3	0	D	1	Call Squad
Bravery Training       	1  	4	0	D	2	Kill Psionics
Reaction Training	1	5	0	D	5	-
Stingray Missiles	1	3	0	I	2	Trash for R+3
Laser Cannons		1	3	0	I	3	-
Avalanche Missiles	1	5	0	I	4	Trash for R+3
Plasma Beams		2	5	0	I	5	-
Fusion Missile		1	8	0	I	6	Kill UFO
Firestorm		1	4	0	I	4	-
Lightning		1	7	0	I	5	Call Squad
Avenger			2	9	0	I	9	-	
Grav Shield		1	5	0	B	4	Extra Base
Hangars                	1	5	0	B	2	Call Interceptor
Decoy Base		1	3	0	B	2	Trash for R+3
Supply Depot		1	4	1	B	1	Supply +1
Outpost        		1	3	1	B	1	Rally 2
Containment Facilities	1	3	2	B	0	More Logistics
Mind Shield		1	6	0	B*	6	-
Access Lift		1	4	0	B	2	Supply +1
Psi Laboratory		2	3	2	B	0  	Call Psionics
Improved HE Ammo       	1	3	0	W	1	Tactics get R+2
Improved Incendiary 	1	2	0	W	2	-
Laser Guns		2	3	0	W	3	-
Plasma Guns		1	5	0	W	5	-
Psi-Amps		1	6	0	W*	3	Squads get R+3		
Alien Grenades		1	4	0	W	3	Trash for R+3
Stun Rod		1	2	1	W	1	-
Stun Bombs 		1	3	1	W	2	-
Alien Blaster Bombs	1	6	0	W	5	Trash for R+3
Live Examinations	1	3	2	L	0	Search +1
Research Project       	1	4	3	L	0	Trash for RL+3
Interrogate Leader	1	3	3	L	0	-
Cydonia or Bust		1	9	1	L	7	Call Avenger
Upgrades       		1	8	4	L	3	Trash +1
Scavenged Elerium	1	5	2	L	1	Supply +1
Sell Alien Artifacts	1	3	1	L	0	Supply +2
Sell Weapons		1	3	0	L	1	Supply +2
Expand Coverage		1	5	2	L	2	Rally 2	
UFO Secrets		1	3	1	L	0	RL+4 for Interceptors	
Rear Commander		1	5	1	T	3	More Squads
Disarm Aliens		1	7	0	T*	5	Kill Weapon
Mind Control		1	9	0	T*	7	Kill AR
Panic Aliens		1	4	0	T*	4	-
Accuracy Training	1	5	0	T	3	Kill Functions
Proximity Grenade	1	3	0	T	2	Extra Tactics
Motion Detectors       	2	4	1	T	3	-
Hyperwave Decoder	1	8	1	T	5	Kill Mission
Alien Base Assault	1	8	1	T	5	More Squads

ALIEN BASE DECK
Card Name:		#	DC	RL	Type	Rank	Notes
Sectoids       		1	3	1	A	1	Extra AR
Floaters       		2	3	1	A	2	-
Snakemen       		2	5	0	A	4	Weapons get R+1
Mutons			3	6	0	A	6	-
Ethereals		2	9	1	A*	7	More Functions
Silacoids		2	2	0	T	1	Mutons get R+2
Celatid			2	5	0	T	4	Mutons get R+2
Cyberdisk		2	8	0	T	7	Sectoids get R+2
Chryssalid		2	8	0	T	6	Kill Squad
Sectopod       		2	9	0	T	9	-
Mind Probes		1	3	1	S*	1	Kill Tactics 
Elyrium			1	4	1	S	1	Supply +1
Alien Food		1	3	1	S	0	Supply +1
Alien Entertainment	1	2	1	S	0	Extra Support
Alien Reproduction	1	3	3	S	0	-
Alien Recycling		1	4	3	S	0	Trash +1
UFO Construction       	2	7	4	S	1	Supply +1
UFO Navigation		1	3	1	S	1	Missions get R+2
UFP Power Sources	1	5	3	S	1	UFO’s get R+1
Medium Scout		1	4	2	U	1	Search +1
Large Scout		1	4	1	U	2	Search +1
Abductor Ship		1	5	1	U	3	Missions get R+1
Harvester Ship		1	6	1	U	4	Missions get R+1
Supply Ship		2	6	2	U	2	Supply +1
Terror Ship		2	7	0	U	6	More Terror
Battleship	  	2	9	0	U	9	-
Alien Grenades		2	6	0	W	6	-
Plasma Guns		2	5	0	W	5	-
Stun Bombs 		1	3	1	W	2	-
Alien Blaster Bombs	2	8	0	W	8	-
Disarm Humans		1	7	0	W*	5	Kill Weapon
Mind Control		1	9	0	W*	7	Kill Squad
Cause Panic		1	4	0	W*	4	-
Soldiers       		1	2	0	F	2	-
Navigator		1	3	1	F	1	UFO’s get R+1
Medic			1	3	1	F	1	Call AR Card
Engineer       		2	5	1	F	2	Supply +1
Leader			2	7	1	F	4	Call Terror
Sectoid Commander	1	7	0	F*	5	Call Sectoid or Cyberdisk
Commander		2	8	1	F	6	More AR
Alien Supply		1	5	2	M	1	Supply +1
Alien Base		2	5	2	M	2	More Support
Alien Retaliation	2	7	0	M	6	More Weapons
Alien Terror 		1	7	0	M	5	Panic 4
Alien Infiltration	2	5	3	M	1	Panic 2
Final Assault		1	9	0	M	7	Call Battleship



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