A.I.M. - Agents for Infiltration and Mayhem
Every government needs a secret team for spying, hacking and destruction
A.I.M:- Agents for Infiltration and Mayhem
Agents for Infiltration and Mayhem are a team of special agents with a variety of skills and talents. Different combinations of the A.I.M. team are deployed for different mission.
Your mission, should you decide to accept it, will be to defeat all the challenges thrown at you and save the world.
In A.I.M. you play a secret “off the books” government agency who are given deniable missions to achieve.
Think A-Team meets Mission: Impossible meets Charlie's Angels meets Man from Uncle. Here is your chance to re-create those great TV and film shows for yourself.
A GAME FOR SOLO or up to 4 PLAYERS
A.I.M. is a deck builder game. You select one or more roles and mission scenarios and a small starting deck. As the game progresses you develop your deck of talents, weapons and equipment. You will face increasingly stronger challenges: locks, thugs & military teams, computers to hack, people to charm and confuse.
As you overcome challenges you earn the ability to collect additional cards from the Quarter-Master.
But you must beware of other agents hidden agendas and possible plot-twists that will really test your abilities.
There are four key role attributes, different agents have different mixes of these talents. You may excel in combat, but that won't stop you attempting to hack a computer or talk your way through a security checkpoint.
Combat skills show the agents talent for any kind of combat, from unarmed fist-fights to use of sophisticated weaponry
: Your agents ability to design and build special bits of equipment, or work their way round locks, power systems and more
Every team needs a charmer, someone who can sweet-talk enemies, bamboozle officials and cut good deals.
Computer skills that let you hack into security systems to disable alarms or extract valuable data from your enemies systems.
This deck provides enhanced skills and equipment for the agents. Each turn agents can gain new cards for their own deck from the Quarter-Master.
SCENARIOS AND LOCATIONS
The first pack comes with 10 scenarios to work through, getting progressively difficult as a small problem reveals itself as a quest to prevent a world-wide disaster!
Each scenario features different locations. Some locations put restrictions on agents, for example you can't just start shooting in a hotel lobby without serious consequences.
Three levels of increasingly difficult challenges are presented, from security systems to unlock, people to convince, computers to hack and fighters to beat. The decks unfold as you progress further into the missions until you meet and (hopefully) defeat the Boss.
No secret agent story is complete without a plot-twist – at any moment the world can change underneath your feet. You though you knew what was happening, but really the story is completely different.
Every agent has their own agenda, it may be to protect the other agents, to make more money, to progress further – or maybe they will have to betray the team…
9 Agent Cards
9 Location Cards
9 Hidden Agenda Cards
27 Plot Twist Cards
36 Basic Ability Cards
63 Challenge Cards
54 Quarter Master Cards
198 Cards Total
Full Colour Rule Book
Your online purchase gives you the complete contents of the game ready for you to print and play.
You may either choose to print your own or submit some or all of the parts for commercial printing.
In particular I would suggest you get the playing cards printed. There are a lot of them and hand making your own is tedious :)
You can also publish the fully printed and ready to play version from Game Crafter
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