A downloadable card game

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"HUMINT (Human Intelligence) refers to intelligence that is gathered through means of interpersonal contacts and human sources. Human Intelligence methodologies can be overt, such as in an interview, or covert, such as through surveillance and reconnaissance." ~ NATO Glossary of Terms

"What do you think spies are: priests, saints and martyrs? They're a squalid procession of vain fools, traitors too, yes; pansies, sadists and drunkards, people who play cowboys and Indians to brighten their rotten lives." ~ John le Carré

HUMINT is a playing card game designed for use with FIST: Ultra Edition.  It uses a standard deck of 52 playing cards to simulate the recruitment, assessment, and interrogation of agents and intelligence sources in the field prior to the beginning of a mission. 

Players will gambit for what boons and information they would like to extract from their sources, and the referee will stack ever-increasing consequences against them in the event of blowback. 


Note: I've created an optional $2.50 .pcio file that can be used to import the game into a room at PlayingCards.io so you can play a digital version with your remote table.

Additionally, there is a printable .pdf if you would like to print the cards out and manually sleeve or attach them to a deck.

Published 1 day ago
StatusReleased
CategoryPhysical game
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
Authorgill066
Tagscards, No AI, Tabletop role-playing game
Asset licenseCreative Commons Attribution_ShareAlike v4.0 International
Average sessionA few minutes
LanguagesEnglish
ContentNo generative AI was used

Download

Download NowName your own price

Click download now to get access to the following files:

HUMINT 7.1 MB
HUMINT cards.pdf 462 kB
HUMINT file to import to PlayingCards.io 139 kB
if you pay $2.50 USD or more

Development log

Comments

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This looks incredible! Seems like a great way to get into character before a mission.


Hand 2 is a little confusing though. It’s written as if the PLAYERS only pick one motivation, even though you could have 5 assets chosen in Hand 1. It seems like each asset should have their motivation determined this way.

Haha yes you are right. 
i ended up having players/refs only pick 1 motivation for deck-of-card and playtesting simplicity reasons, but you’re right that the actual story piece doesn’t quite click this way

plz plz plz if you play this and have any improvements to suggest or specific elements to celebrate, I’d be thrilled to hear them!