(Rulebook
is also available in PDF format)

Most
card games have just one deck of cards that never changes. But a collectible card
game, or CCG, has hundreds of different cards you can collect. And you choose
cards from your personal collection to make your own decks just the way you want
them. 
Austin Powers is a fast-paced game that lets you and your friends re-experience
the fun of the Austin Powers movies, complete with shagging, swinging and, of
course, plenty of laughs.
Each player's deck includes characters from the
world of Austin Powers, either Good (such as Austin, Felicity Shagwell and Basil
Exposition) or Evil,(such as Dr. Evil, Mini-Me and Frau Farbissina). Austin
Powers is easy to learn and quick to play, with most games lasting about ten to
twenty minutes (depending on the number of players). While great for two to six
players, for best results we suggest you try "four-play." 
You can buy the Austin Powers CCG at card and comic shops, entertainment
stores, game stores and bookstores everywhere. The cards come in 60-card Starter
Sets and 11-card Booster Packs. There are 140 different cards in this
first expansion, The Spy Who Shagged Me. But not all cards appear in the
packs with the same frequency. Some are rare, others are uncommon and still others
are common. A complete set of The Spy Who Shagged Me has 30 rare, 40 uncommon
and 60 common cards, plus 10 different exclusive cards found only in Starter Sets.
Starter Sets - Each 60-card Stater Set includes a rulebook, a
30-card Good starter deck and a 30-card Evil starter deck. Each Starter Set of
The Spy Who Shagged Me contains the same configuration of 60 cards.
Booster Packs - Each Booster Pack contains a random selection of 1
rare, 3 uncommmon and 7 common cards, mixed between Good and Evil.


To win the game, you must score 100 Mojo (if you are playing Good) or 100
Billion Dollars in Ransom (if you are playing Evil).

In this starter set, you will find two complete 30-card decks, one Good
(with the Austin Powers card backs) and one Evil (with the Dr. Evil card backs).
Choose one of these two decks for your first game. Each of your opponents must
also have a 30-card deck to play with.
Players should alternate allegiances
going around the table. For example, if you are playing Evil, you should sit between
two Good players, and vice versa. If there is an odd number, two adjacent players
will be playing the same allegiance. In a two-player game, you and your opponent
must play opposite allegiances. Determine who will go first by some mutually
agreeable method. Each player then shuffles his 30-card deck, lays it face down
on the table to create his draw deck, then draws six cards from the top of his
own deck to form a starting "hand." 
You may take up to two actions during your turn. Common actions include the
following: - Playing an Agent on table - Making a Shag or Assassination
attempt - Using a Swinger card - Using a Happening card After
you have taken your actions, you end your turn by 'evening up' (drawing or discarding
until you have six cards in your hand). All players must even up at the end of
every player's turn. Once everyone has done this, tell the other players: "I'm
spent." The next player (proceeding clockwise) then takes his turn.

As an action, you may play one of your Agents face up on the table in front
of you. Once on the table, your Agent is "active" and puts out vibes, which are
required by many of the other cards in your deck. There are four kinds of vibes.
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Groovy - meaning an Agent is one groovy baby... baby. |
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Shagadelic - meaning an Agent is someone others would like to shag. |
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Randy - meaning an Agent is in the mood to shag. |
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Creepy - meaning an Agent gives off a bit of an Oompa-Loompa vibe. |
Many Agents also have special instructions. Most of them tell
you to do something "when played," such as returning a card from your discard
pile to your hand. These instructions are followed when you first play that Agent
on table.
There are no restrictions on what Agents a player may play. Players
may use copies of the same Agents even if other players have already played them.
They may even use copies of the exact same Agent at the same time. With time travel
and cloning being commonplace in the world of Austin Powers, we suggest you don"t
worry about this sort of thing and just enjoy yourself! 
As an action, you may declare that one of your Agents is attempting to Shag
or Assassinate one of your opponent's Agents. Each Agent is either a
Shagger (indicated by a pair of lips in the top left corner of the card) or an
Assassin (indicated by a gun found in the same location). Shaggers may attempt
to Shag any member of the opposite sex (males Shag females, and vice versa). Assassins
may attempt to Assassinate any member of the opposite allegiance (Evil Agents
Assassinate Good Agents, and vice versa). Once you have declared a target for
your Shagger or Assassin, you determine who wins by playing Frickin" Bones cards.
Each Frickin" Bone lists a number of vibes, one set required for Shagging
and one for Assassinating. In order to play a Frickin" Bone on an Agent, you must
meet those requirements using the vibes put out by all of your active Agents (including
the one involved in the battle). You must provide the "vibes needed" to Shag if
the attack was begun by a Shagger, or the "vibes needed" to Assassinate if the
attack was begun by an Assassin. If you can do this, play the Frickin" Bone on
the Agent and read the title to everyone (in the best impersonation of the depicted
character you can manage). Beginning with the player whose Agent is being
attacked, you and your opponent alternate playing Frickin" Bones one at a time.
Each player plays his Frickin" Bones on his own Agent (the one who is attacking
or being attacked, not other Agents that may be providing the vibes). If at any
point you are no longer able (or do not wish) to continue doing so, you may ask
the other players to intervene on your behalf. Ask them: "Can someone throw me
a Frickin" Bone here?" Once you ask for help in an attack, any other
player may play a Frickin" Bone on your Agent (but you may no longer play any
of your own). That player must meet the appropriate requirements of his own Frickin"
Bone using the vibes put out by his own active Agents. If more than one player
wishes to throw you a Frickin" Bone, they"d better be fast - because the first
one to land on your Agent is the one that counts; any others that come after that
must be returned to their owners" hands for now. Players may only play Frickin"
Bones on an Agent whose owner has asked for them. After all players have
played all the Frickin" Bones they are able and willing to play, the conflict
ends. Whichever Agent had the last Frickin" Bone played on them wins the attack.
(Or, if no Frickin" Bones were played, the Agent who started the attack wins.)
The losing Agent is discarded, along with all Frickin" Bones played on them. The
winning Agent "scores," along with all Frickin" Bones played on them. Beginning
with the Agent card and working up to the last Frickin" Bone played, place each
card in its owner"s score pile. Every player scores or discards his own cards
after an attack. That is, if you throw any Frickin" Bones on another player"s
Agent, you place them in your own score (or discard) pile. Once in your
score pile, your Agents are no longer considered active, and no longer put out
any vibes. Instead, they are worth the amount of Mojo (or Billions of Dollars
in Ransom) on the bottom right corner of the card. Your scored Frickin" Bones
also add their Mojo or Ransom to put you closer to your goal of 100.

As
an action, you may use one of your Swinger cards. Swingers have two possible outcomes;
they swing both ways, baby! One set of instructions will list a number of vibes.
Your active Agents must be providing those vibes for you to play the card for
that effect. The other set of instructions lists no vibes at all, and can be used
regardless of the Agents you have active. If a Swinger tells you to play
it on the table, just play the card next to your Agents. As long as it remains
there, you may use it as described. If the Swinger does not instruct you to play
it on the table, simply discard it after use.

As an action, you may use one of your Happening cards. With a Happening,
everybody gets in on the action. Unlike
other cards, you do not show the Happening to your opponents right away when you
wish to use one. Instead, first follow the instructions on the card and make a
peace sign (if you are playing Good) or an "evil pinky smirk" (if
you are playing Evil). Hold that gesture and wait for the other players to follow
your lead. Whoever is the last to mimic your gesture becomes the target of the
Happening. Now show the card and carry out its instructions. If two
or more players seem to tie in being last, you may choose which one will become
the target of your Happening. Players may not make these gestures except
during an actual Happening... after all, even Dr. Evil didn"t make an evil pinky
smirk all the time. Happenings also have a score value on the bottom right corner
of the card. Once you have used one, place it in your score pile, where it will
add to your total score.

In addition to the actions described above, some cards describe other things
you may do as one of your actions. For example, Bastard Bagpipes states that "as
an action, you may discard your scored Fat Bastard to force a player to discard
one scored Mojo or Ransom of your choice." You may choose these kinds of actions
as one of the two you may take during your turn. Other cards allow you
to take extra actions during a turn. For example, Austin From 10 Minutes From
Now tells you that "playing this Agent does not cost you an action if you have
another active Austin." In effect, these sorts of actions could give you three,
even four or more actions during your turn.

At the end of every player"s turn, you must bring your hand back to six cards.
This means if you hold less than six, you must draw cards from your draw deck
until you have six in your hand. If you hold more than six, you must discard cards
from your hand until you get down to six. Whenever you have no cards left in your
draw deck, simply shuffle your discard pile and lay it face down on the table
to create a new one. In addition, before you even up at the end of your
own turn, you may choose to discard any or all of the cards in your hand. You
may do this only on your own turn. Once you have finished evening up,
tell the next player: "I"m spent!" His turn now begins.

The first player to reach 100 Mojo or 100 Billion Dollars in Ransom wins
the game. If more than one player reaches 100 in the same attack, just
remember that when scoring cards, the winning Agent is first, and then any Frickin"
Bones played, first to last. While this will not usually matter, it will resolve
any ties, as one player will reach 100 before any remaining cards are scored.
The winner of the game is now "wearing the Daddy pants." In the next game you
play, he may choose first whether he wants to play Good or Evil, and must then
take the first turn.


Most Agent cards tell you to do something when they are played. However,
a few exceptions describe ongoing effects that continue to apply as long as that
Agent remains active. Unibrau, Hot German Birdie and Frau Farbissina,
LPGA Cruiser - These two Agents have "come to embrace the love that dare not
speak its name." Suffice it to say, Unibrau cannot Shag or be Shagged by males.
Instead, she may Shag females. If any Unibrau is active, Frau Farbissina, LPGA
Cruiser works in the same way. Note that other females who would normally Shag
males cannot choose to Shag them, as they themselves have not come to embrace
the love that dare not speak its name. Mustafa - This Agent is
not easily killed. Thus his effect comes into play when he is discarded, rather
than when he is played. If he is discarded as a result of losing an Assassination,
immediately return him to your hand.

Johnson, Radar Operator is one of the Agents who spotted Dr. Evil"s
rocket as it carried him into space. The rocket drew his attention in part due
to its rather unusual design. Actually, it looked quite a bit like a giant-
Dick,
Fighter Pilot and many more Agents also caught a glimpse of the oddly intriguing
vehicle. In the game, each of these Agents has a picture of the ship on the bottom
of their card and a line from the movie, instead of the usual instructions for
an Agent. Each turn, you may play one ship Agent without it costing one
of your actions. After you play a ship Agent, each of your opponents may also
play one, even though it isn"t their turn. If at least one opponent does this,
however, you are then free to play another ship Agent without it costing you an
action. Of course, this will start another round of your opponents playing more
ship Agents, which can lead back to you playing another ship Agent without cost,
and so on until the chain is broken.

Slugfest and Springin" Shindig - Jerry Springer"s television
show just wouldn"t be the same without the slugfests and feuds that always erupt
among the guests. In the game, these two cards allow you to begin these all-out
donnybrooks. When you play the card, each player must choose one of their own
Assassins (if they have one) to enter the melee. Beginning with the next player
and proceeding around the table, each player may play a Frickin" Bone on their
own Agent in an effort to win the free-for-all. You may not ask for Frickin" Bones
from the other players, and if you fail to play one (or choose not to) when it
is your turn to do so, you cannot play any more in that brawl. The last player
to play a Frickin" Bone on their Agent wins. That Agent (and the Frickin" Bones
played on them) scores, while all the losing Agents and their Frickin" Bones are
discarded.

Starter decks have already been built for you, so you can start playing
the game right out of the box. However, Austin Powers is even more fun when you
build your own decks from the many cards available to collect, play and trade.
You can build lots of different kinds of decks, and include your favorite characters
and jokes from the movie. Each new deck you build might be all about Austin Powers;
or Felicity Shagwell and her "Shagettes"; or Dr. Evil hiding in his Secret Volcano
Lair; or Assassins like Robin Swallows and Mustafa; or whatever else you can imagine!
Making your own 30-card deck is fun and easy. First, expand your collection
with Starter Sets and Booster Packs, and by trading with your friends for the
cards you don"t have yet. Then, simply choose 30 Good cards or 30 Evil cards from
your collection that you want in your deck, following the 6-by-5 rule. 
Notice how every card has a colored deck-building dot on the right edge of
the card. There are six different colors: red, orange, blue, yellow, green and
purple. When you build your deck, you must have exactly five cards for each deck-building
dot color. Five red-dot cards, five orange-dot cards and so on. So basically,
you just pick your five favorite cards for each dot color. Simple!
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