Dark Agent
Dark Agent Rulebook
Table of Contents
Table of Contents
Aim of the Game
To win the game, you must direct your secret agents to save the world by capturing objectives and pick up more victory points than your opponents.
Principle of the Game
A game is played in 10 Rounds maximum. Each round is in two phases for each player:
Stage 1: Change in orbit. Players will move their satellites into space for targeting agents and other cards on theater.
Stage 2: Secret Agent. The target cards in the previous phase, the player tray of equipment cards and powers are performed and the actions are resolved.
End of the Game
The game ends after 10 rounds or when all objectives are captured. Each player is then the sum of the victory points he has on his player board and its agents remained on theater.
Card Icons
Bonus tokens carry a +3 marking. Agent, Dark Agent, Sentinelle, and Objectif cards each show a point value and a level number, for example: Agent (20 points, level 2), Dark Agent (25 points, level 5), Sentinelle (20 points, level 3), Objectif (15 points, level 6).
Preparation
Each player gets 4 cards agents, 3 satellite tokens, and a super-satellite pawn in the color of his agency.
- Secret Agent Cards show a symbol of invulnerability and a level and win points value.
- Satellite tokens are used to change the field of vision.
- The super-satellite pawn is for single use.
Components
- A — Equipment cards
- B — Special cards: Support, Media, Double agent
- C — Objective cards
- D — Sentinels cards
- E — Neutral Agent Cards
- F — Dark Agent Card
- G — Pion Double Agent (Double Agent pawn)
- H — Pion First Player (First Player pawn)
- I — Pion Bonus (Bonus pawn)
- J — Satellite neutral pions (neutral satellite pawns)
- K — Markers attack points
- L — Markers spotting
- M — Attempt markers
Board Setup Steps
- Place the Dark Agent (F) in space 1.
- Each player places his agent Level 1 in space 2. Complete with neutral agents (E).
- Mix the equipment and fill cards (A) in space 3.
- Mix objectives and fill in space 4.
- Mix the special cards (B) with (D) sentinel cards and place them on free sites in space 5. The space area must remain empty (reserved for satellites).
- Put the Double Agent (G) token on the card special Double Agent (B).
- Place the neutral pions satellites (J) in space 5, depending on the number of players — see the 1/2/3/4-player board layouts below.
- The first player is chosen (by dice roll for example) and recovers the pawn 1 player (H). His right neighbor receives the double agent pawn (G).
- Beginning with the last player in the opposite direction clockwise, each player turns up a satellite on a free slot in space 5.
The board diagram shows a different arrangement of neutral satellites already placed on space 5 for each player count: 1 player, 2 players, 3 players, and 4 players.
Rounds
Beginning of a Round
A round ends when all players have played once.
At the beginning of a new round, the first pawn (H) player is given to the last player. The direction of play is clockwise.
With two players, the first player pawn is given to the player with the least victory points.
Before Next Player Starts
- Equipment cards (A) are placed on the empty places left at the turn of the previous player.
- Markers (K) of potential attack used by the previous player are withdrawn.
- Markers spotting (L) are withdrawn from the board.
Stage 1: Orbit Change
This phase is mandatory.
- The player must move at least one of its satellites in 3 possible ways:
- A — By permutation: by swapping one of its satellites with a satellite opponent who is not a super satellite, OR by swapping one of its satellites with a neutral satellite.
- B — By moving: he must move two of its satellites in a free slot of a different column.
- The player SPOTS cards targeted by its satellites. He then places a marker (L) on 1, 2 or 3 spotted cards.
Golden rule: markers of spotting can not be moved during a player turn and are removed at the beginning of the next player's turn.
Example 1 & 2 (permutation): Barbara plays the blue satellites. In Example 1 she can swap one of her satellites with any green satellite, or any neutral satellite. In Example 2, she can not swap one of her satellites with a green satellite, because there is a super satellite (3 satellites of the same colour aligned).
Example 3 & 4 (moving): Barbara chooses the displacement. She can move her satellite to the free slots of another column.
Example 5 & 6 (spotting): Barbara placed her blue satellites in columns which totalize 1, 2 and 3 satellites. A blue satellite allows her to spot a card in the same column. The number of satellites allows her to spot a more or less distant card (1 to 3). In the example above, the green player has a super satellite (all satellites are in the same column). In turn, he can spot 3 cards on the column, regardless the distance.
Stage 2: Secret Agent
For cards marked by the marker spotting:
- The player gets the cards or equipment spotted.
- Or spotted special cards (excluding the Media card) are resolved at any time during phase 2.
- The attack potential is calculated and/or capture attempts on spotted cards are resolved at any time during phase 2.
The turn will stop when any of the 3 actions [is complete].
During this phase, other cards can be spotted:
- Using the jetpack equipment
- Using the power of the prisoner goal
- Using the equipment elite rifle
- Using boat equipment
- Using the special card holder
Golden rule: to activate a card in the theater of operations, it must be spotted once during the turn.
Increase the Potential for Attack
In the example below, the blue player uses the power of the prisoner goal in his possession or on Spotted theater to swap two agents. He thus goes from 2 to 7 points of attack potential. (The spy spotted becomes activated: ATTACK +2, then +5, TOTAL: 7.)
In the example below, the blue player uses equipment jetpack recover for his turn to swap two agents. He thus goes from 2 to 7 points of attack potential. (The spy spotted becomes activated: ATTACK +2, then +5, TOTAL: 7, then discarding.)
Défense de la cible
Defense points are indicated on the lens and sentinel cards. The result of a die roll is added to the defense points indicated on the cards and spies Dark Agent.
Tentative de capture
The capture of the target is successful if ATTACK + (4 dice) is equal to or exceeds the Defense of target. If the 4 dice have the same value, the capture is successful.
In the example below, the blue player SPOTS an enemy agent and equipment. It recovers the equipment on his tray and rolls 4 dice for the attack potential. The Green player rolls for defense. The blue player wins and captures his agent, which earned him 2 victory points!
The blue player begins by attacking before recovering equipment. After throwing dice, the attack potential is lower than the defense, the capture fails. The blue-activated agents to capture this return to the player's tray.
Golden rule: at the first attempt to capture that fails, the player's turn is immediately halted.
Golden rule: an attempt marker is added on the lens if his capture failed.
Worked Example: Blue Player Board
The blue player SPOTS the gun and lens. It has in its reserves a boat.
It retrieves the gun and uses the boat to bring one of its agents (beginning with the lower level).
Now that his agent is spotted, he used the gun that gives it a +2 bonus to capture the sentry.
The blue player now has free rein to try to capture the objective. He succeeded after the roll of the dice. It recovers the objective and the bonus pawn.
(Running attack total across the example: ATTACK: 0, TOTAL: 0 → +3, +3 → +3+2 (RIFLE SENTINEL), +5 → +3, +3. Captured cards are discarded — "Défausse" — from the theater as the blue player's board fills with the Eiffel Tower / République Française agent cards.)
End of Player Turn
The equipment and played the super-satellite pawn are valid until end of turn. The player's turn is over when:
- He has no opportunity to play and all the special cards are resolved spotted, or
- An attempt to capture ended in failure.
End of a Round: UNO
All players vote by show of hands for or against peace. The configuration of the TDO changes depending on the outcome of the vote. If more than half of the players vote "For" the rulers of the TDO sensor is moved: the nearest strip of the strip "space" becomes the most distant strip and they are translated from one place to the space slider. In case of equality of votes, one pulls a die: 1-3 is peace (changing strips), 4-6 nothing happens.
Double Agents and Super-Satellites
Each player has a super-satellite pawn. During his turn, the player can use this super-satellite pawn on a column of the space where it has at least one satellite. All satellites that has this orbit can then target any of five cards of the column. Please note, it may not always target more cards he has satellites. The super satellite pawn is discarded at the end of the round.
If three satellites of the same player occupy the same column space, they can target any of the 5 cards as for the super satellite.
If one has the double agent pawn can spot an enemy spy or neutral spy, this requires spotting an opposing or neutral agent, double agent discard his pawn, then combines its attack potential.
You win pawn +3 bonus last goal that you put in the victory area of your plate when you capture an objective. This bonus is taken by the next player to capture a goal.
Cards and Powers
Secret Services Powers
- GERMANY (Bundesnachrichtendienst): The German services must fulfill their reserve capital for refreshments.
- BRITAIN (Secret Intelligence Service MI6): The British services can swap the position of a target and a special card once per turn.
- FRANCE (Direction Générale de la Sécurité Extérieure): The French services can swap the position of two of their spies (or double agent) once per turn.
- UNITED STATES (Central Intelligence Agency): The US services can designate a sentinel 2 or 3 as a double agent with the peg double agent once per turn.
Special Cards
- SUPPLY: The player may draw the first card from the device battery. He puts on his tray. When the last card is drawn equipment, reconstituted a pick.
- SUPPORT: You must choose the lowest spy your reserve parachute and the TDO to the location of the empty box. The spy parachuted and is active immediately.
- MEDIA: This action is played at the end of your turn. Take 3 cards of your choice on the theater, apart from a goal. Then you reposition the visible faces as you like on the empty slots.
- UNDERCOVER: Take the double agent pawn. The double agent pawn is used during the phase Secret Agent as follows: The player with the Double Agent can target the spy of another nation or the Dark Agent pawn with one of its satellites and use this agent as if he were one of their own. At the end of his turn, he gives the double agent token to the player he used the agent (or delivers it into play if the agent is neutral). Double agent can not target itself.
Equipment Cards
- Adrenaline: Adds the basic attack of spy activated highest level.
- General clothes: Increases the base attack spy turned lower level: there is a level of agent 5.
- Rocket Launcher: When your next roll of the dice this turn, change the value of a dice by the figure. One of your spies must be enabled.
- Elite rifle: +2 to attack. Lets try eliminating a sentry anywhere on the TDO (targeted or not). Lets re-attacking a sentry. One of your spies to be activated.
- Vest: Protect your spies against their return to the player tray. To activate before an attack, the vest does not protect against all attacks of the round until losing a. It is also used in case of attack from one of your agents. If it has been activated, it is discarded at the end of the turn even if the attacks were successful.
- Binoculars: Add two markers attempt on goal.
- Boat: Same as the special card support.
- Jetpack: Change the position of one of your agents with that of a sentinel or opposing spy.
- Explosive: Attempting a goal even if sentinel spies are adjacent.
- Satellite check case: Additional target an opponent with satellite selected on the space slider. Two such equipment can not be used on the same line in the same round.
Aims Cards
- Prisoner: Swap the position of one of your agents with that of a sentinel or opposing spy, once per turn.
- Scientist: All your spies have invulnerability, like the spy level 1.
- Nuclear deterrence: All your attacks have a +2.
- Control Center: All satellites are super satellites.
- Diplomatic briefcase: Your vote counts double in the UN stage if you choose peace (it is simple otherwise).