The X-Files CCG review: thoughtful and delightfully unusual

The X-Files Collectible Card Game, a discontinued CCG from publisher United States Playing Card Company, first released in 1996. The short-lived game borrows thematic elements and still images from the early seasons of The X-Files series. Players can build their own “bureau” decks.

In The X-Files CCG, players send teams of agents to investigate sites and battle adversaries, aiming to identify the opponent’s X-File card. You’ll need to manage resources, block your opponent, and pass skill checks to investigate sites, allowing you to ask a question about their X-File.

The game includes both basic and advanced rules, the latter of which introduces new gameplay mechanics like resource costs. It’s easy enough to come by cards among third-party sellers.

Also, I’d like to give YouTube channels “Alien Investigations” and “MM XFILESCCG” a shoutout, for keeping The X-Files CCG engagement alive. They’re entertaining, informative hosts, and you can even find tournaments.

I grew up in the 90’s, the peak of trading card momentum. There are more obscure, discontinued CCGs from that golden era than you might imagine. Revisiting some of the games that feature IP I enjoy is a new hobby of mine, and I was delighted to discover The X-Files CCG.

Its mechanics do not resemble a traditional CCG, and subverting those expectations may have deterred fans of the genre. The central objective of the game involves deduction, which will make or break the game for most.

But I was still surprised by the ratings on BGG. It’s an absolute shame it rests among peers that often amounted to a cash-grab.

As a longtime fan of The X-Files, I believe the game flow is a superb translation of the source material. Although it incorporates guesswork, players require extensive strategy to win.

Newcomers who aren’t bent on mastering the overall meta should also be able to enjoy it. That’s fortunate for a discontinued game. The starter decks can actually function together well enough.

However, bear in mind that the skill checks and general complexity will be easier to pick up for hobby gamers. The rulebook encourages players to acclimate with the basic rules first, which is very helpful. Even basic can feel satisfying.

Although the advanced rules have a lot going on, and the steps could have been streamlined, they’re actually easy enough to follow. Fans of Fantasy Flight Games’ LCGs likely understand. Also, MTG players will be accustomed to the larger blocks of text.

Many times, borrowing still images from a series can feel corny. But the overall art design is full of fan service and effort. Some might be annoyed by the messy desk imagery and the like, but it really fits the mood.

Similarly, some of the more intricate gameplay mechanics can feel a bit cluttered at times, but even that fits the X-Files mold. And Basic’s 3-card limit is a slick way to keep investigations moving, so that players don’t counter each other ad nauseam.

The card effects are thoroughly mindful of the show, adapting the lore in fun ways. But some cards require narrow windows of opportunity, likely just clogging up your deck.

With only two starters, you may find cards that are just plain unusable. For example, some cards may counter a specific adversary type that neither of you own.

Final Thoughts

The X-Files CCG is an underrated, unique outing from its market. It has hiccups, and longtime X-Files fans may feel warmer to the investigation element and overall weight. But it runs smoothly enough, there are compelling cards, and it’s a terrific break from typical CCGs. Those who do enjoy this game will probably love it.

Score: 8.5 / 10

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