HUMINT
A downloadable card game
"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 |
| Status | Released |
| Category | Physical game |
| Rating | Rated 5.0 out of 5 stars (3 total ratings) |
| Author | gill066 |
| Tags | cards, No AI, Tabletop role-playing game |
| Asset license | Creative Commons Attribution_ShareAlike v4.0 International |
| Average session | A few minutes |
| Languages | English |
| Content | No generative AI was used |
Download
Click download now to get access to the following files:
Development log
- Release1 day ago





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!