G.I. JOE Deck-Building Game: The Crimson Veil Expansion
G.I. JOE Deck-Building Game: The Crimson Veil Expansion Rulebook
Table of Contents
Table of Contents
Contents
- 21 Main Deck Cards
- 8 Cobra Operative Cards
- 10 Complication Cards
- 4 Leader Cards
- 10 Cobra Transport Cards
- 36 Mission Cards
- 2 Locust Cards
- 2 Expert Mode Cards
- 1 The General Giant Card
- 1 Intel Mission Tile
- 8 Intel Dice
- 6 Damage Tokens
Setup
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Add the 4 new Cobra Officers to the stack of Officers.
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Place the stack of Undercover Crimson Guard face-up near the play area.
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Shuffle the Cobra Transports and place them face-down near the play area. If you have Cobra Transports from another set (such as Raise the Flagg), you may combine them to make a larger deck of Cobra Transports.
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Shuffle the Complications from this expansion into the matching Acts of the Complication deck. This adds Complications that interact with the new mechanics and cause the new Cobra Operatives to appear more frequently.
Optional: Remove 4 Act I, 2 Act II, and 2 Act III Complications at random from the Complication deck before shuffling in the new Complication cards.
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Set aside the 2 Locusts, then shuffle the other 21 new main deck cards into the main deck.
Optional: Place an Expert Mode Card into play. If playing with The General (see below) on a Story Mission other than General Bedlam, it is recommended you use at least 1 Expert Mode card.
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Place the Intel Mission tile near the play area. Place the 8 Intel dice below the tile (but not on it).
The General Setup
Place The General giant-sized card near the play area. Place the 2 Locusts, 1 each on the 2 Helipad spaces on The General. Place 3 Damage tokens on the damage area of The General, and set the other 3 nearby.
Story Mission Setup
Choose a Story Mission and retrieve all Story Mission cards for that set. Follow the standard rules for setting up Story Missions in the Core Set. There are no special rules for the setup of this expansion's Story Missions.
New Rules in The Crimson Veil
Intel Dice & Missions
Intel dice are critical for sniffing out and dealing with the Undercover Crimson Guard. They are primarily acquired by going on Intel Missions, though other effects may provide them as well.
Once per turn, you may send your Joes on an Intel Mission to attempt to acquire Intel dice. Intel Missions are a Side Mission, but completing one is not considered "defeating" a Side Mission for purposes of cards like Defuse.
The Skill for Intel Missions is always "Any 1 Skill," but the difficulty is variable. As listed on the Intel Missions tile, you may choose Easy, Medium, or Hard difficulty, with escalating rewards. After choosing your difficulty, conduct the Side Mission as normal at that difficulty. If you Fail, you get no reward, even if you meet the requirements for a lower difficulty. However, if you Succeed with enough Hits to equal or exceed the next higher difficulty level, you may discard 1 card with Recruit from your hand and claim that difficulty's reward instead.
Each Intel Mission's reward tells you to gain a certain amount of Intel. When you gain Intel via these Missions or other effects, take the listed number of Intel dice from the supply and place them above the Intel Missions tile. If an effect tells you to lose Intel, remove that many dice from above the tile and return them to the supply. The Intel dice above the tile represent your pool that can be used on Missions.
Intel Missions Tile
The Intel Missions tile lists the three difficulties and their rewards:
- Easy - 2: Gain 2 Intel.
- Medium - 4: Gain 3 Intel.
- Hard - 6: Gain 5 Intel.
Source note: the reward numbers above were read from a low-resolution print of the tile in the rulebook's contents illustration; check them against the physical tile.
When attempting any Mission, you may replace your green Mission dice one-for-one with Intel dice from the pool. This is necessary for defeating Undercover Crimson Guard, and potentially helpful for other Missions. Once you have collected your dice to roll, they cannot be lost, even if an effect would tell you to lose Intel. Intel dice used during a Mission are returned to the supply.
Additionally, when attempting any Mission, if you have unused Intel dice in your Intel Pool, at any time after rolling, you may discard 2 Intel dice from the tile to convert 1 blank result to 1 Hit. You may do this before or after using other effects to reroll or modify dice, and you may use it as many times as you have pairs of dice to spend so long as you have blanks to convert.
Undercover Crimson Guard
Undercover Crimson Guard are a new type of Cobra card that will enter play via Complications and Story Missions. Crimson Guard count as Side Missions, but are not attached to the Story Mission or assigned to any players. They stay in the Cobra Operatives area and may be attempted by any player on their turn, as they would any other Side Mission. However, Undercover Crimson Guard Missions can only be attempted using the new Intel dice acquired by running Intel Missions. Green Mission dice (or pink Energon dice from New Alliances) may never be used against them.
All Story Missions in this set have a Crimson Guard icon containing a number, a Hit, or a number plus a Hit. This is the number of Undercover Crimson Guard this Mission brings into play when it becomes the active Story Mission. If a Hit is included, roll 1 die and put an additional number of Undercover Crimson Guard into play equal to the Hit results, if any.
Each Undercover Crimson Guard that is still in play when a Group Mission is attempted reduces the Mission dice rolled against that Mission by 2. For example, if there are 2 Undercover Crimson Guard in play when you attempt a Story Mission with 8 applicable Skill, you would only roll 4 dice. This effect does not reduce Intel dice, however, so if you substitute Intel dice for green Mission dice when attempting a Group Mission, any Intel dice you use are not reduced. Using the same example, if you swapped Intel dice for 6 of your 8 green dice, the Crimson Guard would still reduce the remaining green dice from 2 to 0, but you would roll all 6 Intel despite there being 2 Crimson Guard in play.
The General
The General is a powerful new tool for the Joes to use. It consists of 5 sections with different abilities: The Cockpit, 60mm Cannon, Helipads 1 & 2, and the Vehicle Bay. Each of these 5 sections goes "offline" and cannot be used if The General has accumulated various amounts of damage, as noted on that section.
Cockpit: This section allows the Joes to use The General as a Transport on a Mission. When used as a Transport, The General provides 2 Explosives Skill and 2 Wild Skill, and has a Transport capacity of 8. Additionally, when revealing Complications, you may reduce your Skill by 2 to discard a revealed Complication. After the Mission is completed, place 2 Damage tokens in the Damage area of The General card. This represents the need to repair and refuel after the Mission. The Cockpit is offline if there are 2 or more Damage tokens on The General.
60mm Cannon: This section provides a bonus when attempting Missions against Cobra Operatives using Cobra Transports. When attempting such a Mission, you may use the Cannon to add 2 Wild Skill. On all other Missions, you may instead choose to reroll 1 die. The Cannon may only be used once per Mission, but it may be used on multiple Missions in the same turn. Using either ability is always optional. It goes offline if there are 3 or more Damage tokens on The General.
Helipads 1 & 2: The 2 Locust Transport cards start the game on these 2 spaces. They are small 1-capacity Transports that can be used on Missions just like any other Transport, and go to the player's discard pile after the Mission on which they are used. When drawn, they are placed back on The General instead of in the Hangar. Alternatively, they can be used as an additional Transport on a Mission using a different Transport (including Missions using The General as a Transport). When used in this way, there must be a Joe assigned to them. If that Joe is discarded by an effect, then so is the Locust. At the end of the Mission, they go to the discard pile of whichever player's Joe was assigned to them (this could be someone other than the active player on a Group Mission). Both Locusts can be used on the same Mission. If the Helipads are offline, the Locusts cannot be attached to them. Helipad 1 goes offline if there are 4 or more Damage tokens on The General, and Helipad 2 goes offline if there are 6 Damage tokens on The General.
Vehicle Bay: At any time during a player's turn, they may attach a Land Transport from the Hangar to the Vehicle Bay by sliding the Transport partially under The General. If a Transport is already in the Vehicle Bay, you must wait until it has been used before you may attach a different one. When you use The General as a Transport, you may deploy the attached Transport and add it to the Mission, even after the Mission has started. You may add Joes from your hand to this Transport, similar to the beginning of a Mission. The Vehicle Bay is offline whenever the Cockpit is offline. Transports may not be added to the Vehicle Bay while it is offline.
Gaining & Repairing Damage
When The General receives Damage from any source, add a Damage token to the Damage section of The General card. As described above, this will cause the different sections of The General to go offline as more damage is accrued. Until the Damage tokens go below each section's threshold, that section's ability cannot be used. There is a maximum of 6 Damage The General can sustain.
If there are 6 Damage tokens on The General and you would gain another, nothing happens.
Some cards and abilities have the Repair symbol (+). When you resolve this symbol, remove 1 Damage token from the Damage area of The General card. When enough Damage tokens are removed to bring a section online, that section is immediately available to be used, if applicable. You can also repair damage during any player's Recruit Phase by spending 2 Recruit to remove 1 Damage token from The General. You may pay this cost as many times as you can afford.
Cobra Transports
Cobra Transports are a new tool in Cobra's fiendish arsenal to make Missions even more challenging. They are Equipped to Cobra Operatives, who ride into battle on these special vehicles to augment and improve their abilities. If the Joes are strategic (or lucky) enough, they can also add them to their own fleet! See the back cover for full rules.
Specific Card Clarifications
Blending In: Typically, the next time an Undercover Crimson Guard comes into play is with the next Story Mission. If the next Story Mission has 0 Undercover Crimson Guard, or is a roll that yields no Hits, this card puts 1 into play anyway.
Covert Surveillance: Cobra Operatives includes all Officers and all Side Missions that are not Precision Strikes. When playing with this set and the Core Set, in addition to Officers, this includes: Cobra Trooper, Cobra Battalion, and Undercover Crimson Guard.
Crimson Command Copter: The difficulty increase is for the Cobra Operative attached to the Crimson Command Copter, not the Undercover Crimson Guard it puts into play.
Hiding Out (Story Mission): The Locusts on The General and any Transport in the Vehicle Bay (as well as The General itself) are not in the Hangar and cannot be destroyed by this Mission's failure penalty.
Intelligence File: The dice added by this skill are still green Mission dice, but they cannot be reduced by Undercover Crimson Guard since they are treated as Intel dice. Cards that care about Intel dice being rolled (such as Computer Password), will also act as if Intel dice were rolled.
Locust: If 1 or more Helipads on The General are active and empty, the Locusts must be played there instead of the Hangar. If the Helipads are disabled, the Locusts may be played to the Hangar, but while there they lose their special ability to join a Mission as a bonus Transport.
Major Storm: The Mission has already started (and the Transport designated) when Major Storm's repair ability triggers, so it doesn't enable you to take The General on the current Mission (though it could allow the use of the 60mm Cannon on the current Mission if the Repair brings it online).
Sabotaged Again!: If The General is your Transport and is damaged by this Complication, the Mission continues as normal, even though the Cockpit would be disabled by the 2 damage. Since the Mission has already started, disabling the Cockpit does not end the Mission. However, since the Vehicle Bay is tied to the Cockpit being disabled, if the Transport in the Vehicle Bay was not already deployed, it cannot be used for this Mission. Additionally, if the damage from this Complication disables the 60mm Cannon, it will not be available to use during the Mission.
Expert Mode
Expert Mode Card: Increase the Difficulty of Intel Missions by 2.
Cobra Transports (Back Cover)
When a Mission or card ability tells you to "put a Cobra Transport into play," draw the top card of the Cobra Transport deck and Equip that card to a Cobra Officer if possible. If there are no available Cobra Officers in play, equip this card to the enemy Operative (Battalion, Trooper, Crimson Guard, etc.) of your choice. Each enemy card can only have 1 Transport Equipped at any time. A Transport must be Equipped to an enemy card when put into play, and if there are no legal targets, the Transport is discarded. To Equip a Transport, place it underneath a Cobra card so that the Cobra effect at the top of the Transport is visible.
Sometimes, an effect will instruct you to find a specific Cobra Transport to Equip to an enemy. To do this, first search the discarded Cobra Transports for the named Transport, then the deck. If you search the deck, shuffle it afterwards.
When attempting a Mission to defeat an enemy Equipped with a Transport, the ability of the Transport is also activated. The Mission against the Operative gains the Terrain type of the equipped Cobra Transport. The Transport's abilities are only in effect during a Mission against that enemy. When the enemy is defeated (or leaves play), the Equipped Transport is discarded as well.
If you are able to defeat the Cobra card with exactly the number of Hits needed, this Transport is commandeered instead of discarded. Immediately gain this Cobra Transport by attaching it to the Hangar. A commandeered Cobra Transport functions the same as any other Transport, but only the ability at the bottom of the card can be used by the Joes. After a commandeered Cobra Transport completes a Mission, it is then discarded to the Cobra Transport discard pile, rather than a player's discard pile.
Example card (Cobra Transport, Sea), Water Moccasin: "+1 Difficulty. If Copperhead is in play when you start this Mission, each player on the Mission gains 1 Cobra Trooper."
The page also pictures the Cobra Operative card Copperhead under the Water Moccasin example. Its die-result symbols are too small in the printed image to transcribe reliably, so its card text is not reproduced here; it is shown in the publisher's illustration only.