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Shadow Network

Shadow Network Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Setup
  • Player Setup
  • Gameplay Overview
  • Game Phases
  • 1. Black Market Reset
  • 2. Espionage & Analysis
    • Espionage Action
    • Black Market Actions
  • Analysis Actions
  • 3. Upkeep
  • Endgame Scoring
    • Target Scoring
  • Intelligence Types
  • Tradecraft Expansions
    • Tradecraft: Impersonation
    • Tradecraft: Dead Drop
    • Tradecraft: Surveillance
    • Tradecraft: Wiretapping

Components

  • 1 Game Board
  • 1 Clipboard
  • 5 Player Boards
  • 30 Target Contract Deck cards
  • 25 Intelligence Files (yellow), 30 (green), 35 (blue), 40 (purple)
  • 40 Spent Briefcase Trackers (white)
  • Agents: 4 each in 5 colors
  • Briefcases of Intel (one set of 8 for each player: 5 of each of 8 types)
  • 10 Starting Handlers (red picture frame)
  • 30 Handlers
  • 4 Black Market Tokens
  • 1 Round Token
  • 1 First Player Token
  • 15 Secret Data Cards
  • 15 Black Market Cards
  • 67 Influence
  • 23 and 16 Influence (larger denominations)
  • 5 City Target Locked Tokens
  • Solo: 1 Lone Syndicate Solo Board (Regular and Advanced), 10 Lone Syndicate Action Cards, 6 Solo Objective Cards

Game Setup

  1. Place the Game Board on the table and the Clipboard to the left of the Game Board.

  2. Place the Intelligence Files and Influence next to the board in reach of all players to form the supply.

  3. Shuffle the Target Contract Deck and place it face down in the top left spot (I) of the Clipboard.

  4. Place the Round Token on the box marked "1" on the film strip at the top of the Clipboard.

  5. Setting the Starter Handlers aside, shuffle the remaining Handlers. Place them face down in the upper left hand corner of the Game Board and deal 6 Handlers face up into the empty Handler draft locations.

  6. Depending upon player count, remove the following cities from the Black Market Card deck and place them in the box. They will not be used this game.

    • 2-player: Remove Lima, Casablanca, Antananarivo, New Delhi, and Hong Kong
    • 3/4-player: Remove Casablanca, Antananarivo, and Hong Kong
    • 5-player: No cities removed

    Shuffle the remainder of the Black Market Cards and place them in a face-down stack at the bottom of the Clipboard.

  7. Depending on player count place City Target Locked Tokens into the following city locations on the Game Board. These locations will be locked for the entire game. Players MAY NOT use these locations during play.

    • 2-player: Cover Lima, Casablanca, Antananarivo, New Delhi, and Hong Kong.
    • 3/4-player: Cover Casablanca, Antananarivo, and Hong Kong.
    • 5-player: Do not cover ANY.

Player Setup

Each player must:

  1. Take a Player Board, eight white Spent Briefcase Trackers, and one of each color Briefcase of Intel.
  2. Choose an Agent color and take 4 Agents of that color. Place 2 of the Agents on the telephone on your Player Board.
  3. Place 1 Agent on each of the X locations on your Player Board Headquarters.
  4. Take 2 random Starting Handlers (red picture frame).
  5. Draw 2 Target Contracts into your hand. Contracts in your hand are kept secret from rival players.
  6. Discard 1 of the Target Contracts, take both Intelligence Files shown in its Payoff section and place them in your inbox.
  7. Choose 1 of your Starting Handlers and place it on the top Handler location of your Player Board. Return all unused Starting Handlers to the box. (No Influence has to be spent for this during Setup).
  8. Randomly choose a first player and give them the First Player Token and 2 Influence. Give all other players 1 Influence.
  9. Turn the Target Contract Deck FACE-UP on the Clipboard in the I location. Then, deal one Target Contract to each of the locations II, III, and IV.

You are now ready to begin playing Shadow Network!

Gameplay Overview

Shadow Network is a turn-based game played over four rounds. Each round has three phases: Black Market Reset, Espionage & Analysis and Upkeep. During Espionage & Analysis, players will be taking turns to conduct Espionage in order to gather Intelligence, gain Influence, acquire more Contracts, and hire new Handlers. Analysis takes place in between turns where players will be using their Handlers to piece together the Intelligence they've gathered and then Compile it into valuable Briefcases of Intel. These are used to complete Target Contracts and earn even more Influence. The player with the most Influence at the end of the game will be the winner of Shadow Network!

Game Phases

  1. Black Market Reset
  2. Espionage & Analysis
  3. Upkeep

1. Black Market Reset

A. Remove all face up Handler cards from the board to the discard pile. Place new Handler cards into the empty spots 1 - 6. Remove all face up Target cards from the clipboard including the top card of the face up draw pile to the discard pile. Place new Target cards in the empty spots (except for the 1st round as all the cards were just placed through set up).

B. Remove all Black Market Tokens from cities on the Game Board (except for the 1st round because there are no Black Market Tokens out).

C. Referencing the chart above the Clipboard, reveal the number of Black Market Cards shown for the number of players and round. Place a Black Market Token on each of the city locations which are shown on the revealed cards. Discard these cards face up into the discard pile to the right of the face down Black Market cards.

Number of Black Market Cards to reveal, by player count and round (chart above the Clipboard):

PlayersRound 1Round 2Round 3Round 4
12222
23222
34332
44332
54443

Example: You are starting round 4 in a 3-player game. First, remove the 3 Black Market Tokens from the Game Board that were used in round 3. Then, reveal two cards from the Black Market Card deck. The revealed cards are Moscow and London. Place a Black Market Token on both Moscow and London. For this round, these are the cities where you can perform Black Market Actions (page 8).

Additional 2-player rules. Follow steps A & B above but also place Intelligence Files onto the cities shown on the Black Market Cards. This card indicates that you should place a yellow Intelligence File on New York and a green Intelligence File on London.

2. Espionage & Analysis

Starting with the first player and going clockwise, players take turns to perform one of the following actions:

  • Espionage Action - A player MUST place an Agent in order to take an Espionage Action.
  • Pass - You may ONLY pass if you have already played both of your On-Call Agents. After passing, you end your turn and cannot take any further Espionage Actions in the round. Analysis Actions can still be taken.

Play continues clockwise until ALL players have passed. (After all players have passed, move on to the Upkeep Phase.)

Espionage Action

To take the Espionage Action, follow steps A-E in order.

  • A. Place Agent
  • B. Collect Leaked Data
  • C. Collect Secret Data
  • D. Leak Data
  • E. Black Market Actions (circumstantial)

A. Place Agent. You must deploy either an "On Call" or a Headquarters (HQ) Agent.

Deploy an On Call Agent - Take an Agent from your TELEPHONE, and place them in a city location. You CANNOT place an Agent in a city that already contains one of YOUR Agents.

Deploy an HQ Agent - You may only deploy an HQ Agent if both of your On-Call Agents have already been deployed this round. You may deploy 1, 2, or none of your HQ Agents in the round. You pay the cost for the HQ Agents at the time of deployment. The cost is the amount of Influence shown in the relevant HQ space.

Other than the cost, HQ Agents are deployed in the same way as On Call Agents. There is a bonus if you chose not to deploy HQ Agents (page 8).

If you place an Agent on a city which contains a rival player's Agent, you must pay that player ONE influence. You must do this for each rival player who has an Agent at this city. If you cannot afford the influence, you may NOT place an agent in this city.

Benefit of Not Using an HQ Agent. If you choose NOT to deploy either or both of your HQ Agents you will gain a bonus at the end of the round for each one that you did not deploy.

At the end of the round you may take the relevant HQ Agent bonus actions for the Agent(s) that you still have in your HQ as follows. You may take either or BOTH of these actions:

  1. Upgrade a single Intelligence File in your inbox by one step: Yellow to Green, or Green to Blue, or Blue to Purple.
  2. Complete a single Target Contract. You MUST have the necessary Briefcases of Intel to complete the Target Contract.

(The other HQ space) Take an Intelligence File of your choice from the supply and add it to your inbox. (You must have room in your inbox for the file otherwise you cannot take one.)

NOTE: Any HQ Agents left on your Player Board at the end of the round will give you the opportunity to take the HQ Agent bonus actions during Upkeep. This may even allow you to complete a final Target Contract at the end of the game, before Endgame Scoring. The HQ Agents bonus actions can be very powerful if timed correctly.

B. Collect Leaked Data. You must collect any physical pieces of Intelligence or Influence on the city if you can. These are considered to have been "leaked". Place the leaked Influence near your Player Board. Place the leaked Intelligence File in an open slot in your inbox. If you don't have space for any of the Intelligence Files, you may choose which to take. You may not discard what you already have in your inbox. Leave any unclaimed leaked Intelligence Files in the city.

NOTE: You may NOT exceed your inbox size. The maximum number of Intelligence Files you may have at any time is 12. There is no option to discard Intelligence from your inbox, so if there is no space, you may not pick up any more Intelligence Files (however you acquire them).

C. Collect Secret Data. Collect from the supply any Intelligence Files and/or Influence which forms the Secret Data (at the top of the Secret Data Card in the city where you placed your Agent). Place any Influence near your Player Board and place any Intelligence Files in your inbox. You must collect leaked Intelligence Files if you can but may choose which to take if there isn't room for them all.

  • Secret Data - is the Intelligence Files and/or Influence shown at the top of the Secret Data Card.
  • Leak Data - the information at the bottom of the Secret Data Card shows what data is leaked.

Example: a Secret Data card showing that you must collect 2 yellow Intelligence Files from the supply.

D. Leak Data. Place Intelligence Files and/or Influence from the supply onto cities as shown at the bottom of the Secret Data Card. Choose one city matching the relevant letter (A, B, C, D, E) for each piece of Intelligence and Influence leaked.

Example: This Secret Data Card instructs you to place 1 green Intelligence File onto any A city of your choice (New York, Mexico, Lima) and 1 blue Intelligence File onto any C city of your choice (Rio, Cape Town, Antananarivo).

If the Leak Data shows that 2 or more Intelligence Files or Influence are to be placed on a particular lettered city, you may split up that Leaked Data among the cities of that letter however you wish or place it all on a single city. City letters are located in the top left corner of each city on the Game Board. Data may NOT be leaked into cities with a City Target Locked Token on them.

Espionage Action example: Jade places one of their black Agents onto New York. Jade pays the player with the brown Agent 1 Influence because they were already in that city. Jade collects the purple leaked Intelligence File on New York and places it in their inbox. Jade also collects the leaked Influence and places it near their Player Board.

From the supply, Jade collects the 2 yellow and 1 blue Intelligence Files shown on the Secret Data Card and places them in their inbox. Next, Jade leaks 1 Influence, taken from the supply, onto a C city, placing the influence onto Rio. Then they leak 1 yellow Intelligence File, (taken from the supply) onto an E city, placing it on Sydney. There is no Black Market Token on New York so Jade's turn is now complete.

The next player in clockwise order who has not yet passed will now take their turn and Jade is free to start taking Analysis Actions (page 10).

Black Market Actions

E. Black Market Actions. If there is a Black Market Token on the city where you placed your Agent, you may now take Black Market Actions. You may take any or all of the three Black Market Actions ONCE EACH in any order or you may take none of them. Your turn ends after you take Black Market Actions and you may proceed to take Analysis Actions during the other players' turns (page 10).

1. Black Market Exchange

Pay Influence to gain Intelligence. The amount of Influence you pay and the color of Intelligence Files that you gain are shown on the back of the face down Black Market Card at the bottom of the clipboard. All Intelligence Files gained must be placed in your inbox. Each round the available Exchange will change.

Example: Pay 2 Influence to gain 1 yellow Intelligence and 1 green one.

NOTE: In the final round there will be no more face down Black Market Cards. The available exchange is printed on the board and is revealed during Upkeep before the final round starts.

2. Draw Target Contract(s)

Take 1 or 2 of the face-up Target Contracts into your hand. You may take any of the face up cards from the I, II, III, or IV locations. As soon as a card is taken, replace it with the face up card from the Target Contract draw deck in the I location (including before taking a second Target Contract card).

If you take only ONE Target Contract card, you also gain one of the Intelligence Files shown in its PAYOFF box. If you take TWO Target Contract cards, you gain ALL of the Intelligence Files shown in the PAYOFF box on your choice of ONE ONLY of the two cards taken.

  • Take one Target Contract from the clipboard - take a single Intelligence from the payoff box.
  • Take two Target Contracts - take both Intelligence from the payoff box on ONE of the two cards.

3. Hire a Handler

Pay the amount of Influence shown in the cheapest open Handler slot below the telephone on your Player Board. Take any one face up Handler from the Game Board and place it into that slot. You may have a maximum of three Handlers at any one time. If you already have three, you may discard an existing one and purchase another at full cost as normal. You CANNOT move Handlers between slots on your Player Board. When a Handler is acquired, replace it immediately with a new one from the face down draw pile (shuffle the discard pile to form a new draw pile if necessary).

Example: This Handler costs 2 Influence.

Analysis Actions

After taking an Espionage or Pass Action on your turn you may then perform Analysis Actions. Analysis Actions are free actions that can be taken multiple times and in any order, simultaneously with other players either before your next turn or (if you Passed) before the start of the Upkeep Phase.

Analysis Actions are the main ways to score Influence (victory points) in Shadow Network. The Analysis Actions are:

  • A. Use Handlers
  • B. Compile Briefcases of Intel
  • C. Cross Milestones

A. Use Handlers. Handlers are used to convert certain types (colors) of Intelligence Files to other types of Intelligence. You may use each of your Handlers ONCE per round. Each Handler has a maximum number of times they can be used until they must be discarded (or removed to the box if they are a Starting Handler).

To use this Handler, exchange 2 yellow Intelligence Files from your inbox for 2 green Intelligence Files from the supply and place them into your inbox. Place one of the Intelligence Files you spent on an empty slot under the "Uses" section of the Handler. This shows you have used this Handler once and (in this example) you may use them ONCE MORE before they must be discarded. Return the place holder Intelligence Files back to the supply when the Handler is discarded.

When you use a Handler to convert Intelligence, you must have room in your inbox for the incoming Intelligence Files (after removing the Files you are exchanging). If you do not have enough room, you choose which of the Intelligence Files to take until your inbox is full.

  • A Handler with three use slots may be used three times before they are exhausted and must be discarded.
  • A Handler with two use slots may be used twice before they are exhausted and must be discarded.

B. Compile Briefcases of Intel. The Encryption Ledger on your Player Board shows the color and amount of Intelligence Files needed to compile a Briefcase of Intel.

Example: The Ledger shows that to compile a yellow Briefcase of Intel you need 3 yellow Intelligence Files.

When you compile a Briefcase of Intel you gain the Influence indicated to the right of the arrow on the Encryption Ledger. Yellow Briefcases of Intel earn you 1 Influence, green 3, blue 4 etc.

To compile a Briefcase of Intel, take the required Intelligence from your Inbox and return them to the supply. If this is the first Briefcase of Intel of that color, place the correct Briefcase token from your supply onto the leftmost briefcase spot in the corresponding row of your Player Board. Take the indicated bonus Influence from the supply. (You now have a Briefcase of Intel which may be used to fulfill a Target Contract).

Next time you compile a Briefcase of Intel of the same color, move the Briefcase token one column to the right. You may compile any number of Briefcases of Intel during each Analysis Action phase.

When you fill an outlined half-column with Briefcases of Intel, you gain the Influence bonus shown at the top or bottom of the half-column you filled. Example: This player is about to fill the top left half-column which will earn them 2 bonus Influence (shown at the top) in addition to the 3 Influence for compiling a green Briefcase of Intel (shown to the left of the green briefcase row).

NOTE: A half-column needs to be reached or passed by the colored Briefcase tokens on all of the relevant rows for it to be filled. It does not matter if some of it has been spent.

NOTE: Whenever you reach the last space in the yellow briefcase row, immediately move the Briefcase token back 2 spaces and gain 2 Influence. You may do this multiple times during the Analysis Actions phase. The other color briefcase rows do not have this bonus and you cannot compile more Briefcases of Intel of a color whose row is full.

C. Cross Milestones. As you compile Briefcases of Intel, you will cross Milestones in information gathering. Milestones are represented by dashed red lines on the briefcase rows. Whenever you compile a Briefcase of Intel that causes you to cross over a Milestone with a Briefcase token, you may take 1 of the 3 possible Milestone Actions. These Actions are summarized on your Player Board: Collect Influence, Discard a Target Contract, Complete a Target Contract.

  • Collect Influence: Gain 3 Influence from the supply.
  • Discard a Target Contract: Discard 1 Target Contract from your hand to the discard pile.
  • Complete a Target Contract: If you have the required Briefcases of Intel you may complete 1 of your Target Contracts. The Target in the example requires 1 yellow, 2 blue and 1 yellow/blue Briefcase of Intel. To complete this Target Contract, move a white Spent Briefcase Tracker one space right along each of the relevant briefcase rows for every Briefcase of Intel spent. If the corresponding colored Briefcase is in the spot that you move the Spent Briefcase Tracker to, place the Tracker underneath the Briefcase. Place the completed Target Contract face-down next to your Player Board. It will be worth the maximum amount of Influence, (24 in the example), during End Game Scoring.

The white Spent Briefcase Trackers show which Briefcases of Intel have been used to complete a Target.

The difference between the position of a Briefcase and the Spent Briefcase Tracker shows how many Briefcases of Intel of that color you have remaining. The Spent Briefcase Tracker can NEVER enter the red outlined bonus zone at the end of the yellow row OR move further right than its corresponding Briefcase (as there would be none left to use).

Example: this player has spent 3 yellow Briefcases of Intel on Target Contracts and has compiled 2 more that have not yet been used.

NOTE: Each Briefcase of Intel may only be used ONCE to score Target Contracts.

3. Upkeep

At the end of the Espionage and Analysis phase, after all players have Passed and completed their Analysis actions, follow the steps below IN THIS ORDER.

  • A. Incentivize
  • B. Take HQ Agent Actions
  • C. Retrieve Agents
  • D. Pass First Player Token
  • E. Advance Round Token

A. Incentivize. Place 1 Influence on every city on the Game Board with no Agent present. (except for Target Locked cities)

B. Take HQ Agent Actions. All players who have any HQ Agents remaining in the HQ of their Player Board may take the relevant HQ Agent Action(s). (For example, a player would gain one Intelligence File in a color of their choice to add to their inbox.)

C. Retrieve Agents. After all players have taken their HQ Agent Actions, retrieve all of your Agents; placing 2 on the telephone and 1 on each of the 2 HQ Agent spots on your Player Board.

D. Pass First Player Token. Pass the First Player Token clockwise around the table to the next player.

E. Advance Round Token. Slide the Round Token to the next available space on the film strip. If you just completed round 4, proceed to Endgame Scoring. Otherwise, repeat Game Phases 1-3 for the next round.

Endgame Scoring

The game ends at the end of the Upkeep phase in round 4. Reveal completed Target Contracts and all uncompleted Target Contracts still in your hand in order to score them. Add the Influence gained to any that you acquired during the game for your final score.

Target Scoring

Targets will gain you Influence or subtract Influence from your final score at the end of the game in one of three ways: Turn In, Game End, or Penalty.

Turn In. For each Target Contract that you completed during the game with either a Milestone Action or HQ Agent action, score the Turn In (maximum) amount of Influence shown on the Target Contract card (24 in the example).

Game End. All players may now complete Analysis Actions one final time due to taking your HQ Agent Actions after round 4. If you have the required Briefcases of Intel but did NOT complete the Target Contract before Endgame Scoring, spend the Briefcases of Intel now to score the Game End (middle) amount of Influence (16 in the example).

Penalty. For each Target Contract you have which you did not complete during the game and for which you don't have the required Briefcases of Intel, you will incur the Penalty and lose the Influence shown on the Target Contract card (8 in the example).

The player with the most Influence is the winner of Shadow Network!

In the rare event a tie occurs, the player with the most Influence from Contracts is the winner. If there is still a tie, the player who gained the most Influence from a single Target Contract is the winner. If there still is a tie, replay the game to break the darn tie.

Scoring example: 26 Influence gained during the game; 41 Influence from Target Contracts completed during the game; 16 Influence from a Target Contract completed at game end; total Influence 83; -7 Influence from an incomplete Target Contract (Penalty Influence -7); Final Score 76.

Intelligence Types

Political Intelligence is the easiest to come by and comes in yellow files. You should be able to earn a fair amount of Political Intelligence during the game as well as leaked Political Intelligence. You will still need a fair amount of political tid bits of information to get the job done.

Military Intelligence is filed in green files and is in great abundance globally. Military Intelligence will help you to know what is happening around the world and how the nations have deployed their forces as well as the strength of those forces.

Technological Intelligence is stored in blue files and is rarer than both Military and Political Intelligence. Technology can help countries to grow and improve their financial position. If your network can grab Technological Intelligence, you should do so.

Top Secret Intelligence is the hardest to come by in the world and can be found stored in noteable purple files. It is significantly more rare and high profile buyers will pay top dollar for Top Secret Intelligence. Many high Influence Targets will need Top Secret Intelligence in order to be satisfied.

Tradecraft Expansions

Components: 15 Impersonation Cards, 1 Dead Drop Card, 1 Dead Drop Token, 21 Secret Encryption Cards, 4 Player Aid Cards, 2 Wiretapping Cards (front and back).

Players are recommended to play the base game a few times before adding a Tradecraft Expansion to the game. The Tradecraft Expansions are designed to be played separately from one another and enhance game play. Playing with more than one expansion at a time can complicate the game and make the overall play time of the game longer than intended.

Tradecraft: Impersonation

Additional Game Setup

  1. Shuffle the Impersonation Cards and deal 3 to each player. Players must discard one of the cards and place the other 2 face up next to their Player Board. These are their Impersonation Missions.

Gameplay

Players should try to complete their Impersonation Missions over the course of the game. Progress on these missions will offer additional Influence at the end of the game.

During the game, when you place an Agent on a city that matches the next city on your Impersonation Card, you may remove a matching Intelligence File from your inbox and place it on the Impersonation Card, covering the matching colored File. You do not have to go to the relevant cities on consecutive turns (i.e. you may visit different cities in between) but you can only progress through the mission by visiting the next city marked on the Impersonation Card. You may work on both missions at the same time. You must have the Intelligence File in your inbox BEFORE you go to the required city in order to use it to record progress on the Mission.

Placement Example: Shane was dealt "House Guest" as one of their two Impersonation Cards. Shane will attempt to go to the cities on this card in order, but does not have to visit them in consecutive turns. Shane would have to start in Mexico City to begin their Impersonation Mission. When Shane places their Agent in Mexico City, they may remove a Yellow Intelligence File from their Inbox and place it covering the first file at the bottom of the Impersonation Card. This Mission will score 6 influence at the end of the game for the 3 cities visited.

Scoring: The number under the rightmost covered file is the amount of Influence you will get at Endgame Scoring.

NOTE: You must go to the cities in the order they are listed on the Impersonation Card or they cannot count towards the Mission.

Tradecraft: Dead Drop

Additional Game Setup

  1. Take the Dead Drop Card and place it face up in the area below the Handler draw pile on the Game Board.
  2. Place the Dead Drop Token in a random city to start the game.

When taking an Espionage Action if you go to a city with the Dead Drop Token on it, you may pick up a "Dead Drop" from an unknown agent. This allows you to conduct ONE exchange of Influence for Intelligence Files, at the rate shown on the Dead Drop Card. If the Dead Drop and Black Market are both in the city, you may do BOTH actions in either order.

Dead Drop Token Reset. During Upkeep, after step D, (advance the round marker) move the Dead Drop Token to the city printed on the Target Contract card which is in the I location of the Clipboard. Leave that card in place.

Example: If this was the card located in the I location of the Clipboard, you would move the Dead Drop Token to Cape Town after Upkeep step D. It will remain there until the next round.

Tradecraft: Surveillance

Additional Game Setup

  1. Separate the Secret Encryption cards into three decks: the single stamp cards, the double stamp cards and the triple stamp cards.
  2. Give each player a player aid card.
  3. Shuffle each Secret Encryption deck separately. Place the three decks face up just above the main board.

The Surveillance module adds an extra action to the Black Market Actions. In addition to the normal Black Market Actions you may now also purchase a Secret Encryption card to add to your ledger.

The cost for each Secret Encryption Card is an amount of Influence as shown on the player aids. Purchased Encryption Cards should be placed near your Player Board.

Players are limited to ONE Secret Encryption from each of the 3 separate decks (single, double, triple stamp).

Example: Malak has acquired three Secret Encryption Cards. They have one single stamp card, one double stamp card and one triple stamp card, which is the maximum they are permitted to have.

The Secret Encryption cards you acquire are an addition to your Encryption Ledger and will help you compile Briefcases of Intel more efficiently during your Analysis Actions. Once the Briefcase of Intel is compiled, it goes into the matching briefcase row as normal and Influence is collected at the same rate as the standard encryption for a Briefcase of Intel of the same color.

If you wish to replace a Secret Encryption card you previously purchased, you may discard one of your current Secret Encryption cards to the bottom of the relevant deck and replace it with a newly purchased Secret Encryption Card, provided you still only have one from each deck.

Tradecraft: Wiretapping

Additional Game Setup

  1. Stack the two Wiretapping Cards ensuring the Round One card is face up and on top of the face up Round Three card.
  2. Place this stack next to the Main Game Board where all players can see the cards.

Gameplay

When taking an Espionage Action, if you place an Agent on an already occupied city, all other players with Agents already in that city get a Wiretapping Action. Stack Agents on top of each other (first to visit the city on the bottom). Wiretapping Actions are taken in order starting with the player whose Agent is on the bottom of the stack, going up. The current player does NOT take a Wiretapping Action.

Wiretapping Actions: Each card has several actions to choose from. Players may take any available action. Refer to the card to see the number of uses each action has available. The card marks actions as: unlimited uses, one use (x1), or two uses (x2).

Once a Wiretapping action has been taken, place an Intelligence File from the supply onto the action location on the Wiretapping Card. This marks how many uses that action has had and the files will remain in place until the end of Upkeep when you must change to the next Wiretapping Card. Once a Wiretapping Action has had its maximum number of uses it CANNOT be used again by anyone.

Wiretapping Actions (the card's action groups, as listed in the rulebook)

  • Gain 1 Influence
  • Gain 1 Intelligence File of any color
  • Swap 1 Intelligence File from your inbox with 1 from the supply
  • Gain 1 yellow Briefcase of Intel
  • Gain 1 Handler from the draft row for no cost
  • Gain 1 Target Contract card, do not take the PAYOFF bonus
  • Swap 1 of your Handlers with a Handler from the draft row

Further actions:

  • Gain 2 Influence
  • Gain 1 Intelligence File of any color
  • Gain 2 yellow Intelligence Files
  • Gain 1 green Briefcase of Intel
  • Gain 1 Handler from the draft row for no cost
  • Gain 1 yellow Briefcase of Intel
  • Swap 1 of your Handlers with a Handler from the Draft Row

Further actions:

  • Gain 3 Influence
  • Gain 2 Intelligence Files of any color
  • Gain 2 blue Intelligence Files
  • Gain 1 blue Briefcase of Intel
  • Complete a Target Contract (must spend the Briefcases of Intel)
  • Gain 1 yellow Briefcase of Intel
  • Gain 1 Handler at no cost OR discard a Target Contract

In round four, the Wiretapping actions allow players to gain Influence, with the amount generally based on the current game state:

  • Gain 4 Influence
  • Gain 1 Influence for each yellow Briefcase of Intel that you have compiled (even if spent)
  • Gain 1 Influence for each Intelligence File in your inbox
  • Gain 1 Influence for each mixed yellow/green Briefcase of Intel that you have compiled (even if spent)
  • Gain 2 Influence for each Handler on your Player Board
  • Gain 1 Influence for each of your completed Target Contract cards.

Transcriber's note: the Wiretapping card action lists are laid out in groups by icon in the printed rulebook; the grouping into tiers above follows the order of the extracted text and may not match the exact tier boundaries printed on the cards.

  • There are two different sides to the Secret Data Deck; side A and B. Choose one of the sides and make sure all cards show that side face up after they are placed. Depending on player count, also remove the following cards from the Secret Data Deck and return them to the box. They will not be used this game.

    • 2-player: Remove all five cards with the player count identifiers (the 2-player and 3/4-player icons).
    • 3/4-player: Remove three cards (those with the 3/4-player identifier).
    • 5-player: No cards removed

    Shuffle the remainder of the Secret Data Deck and place one card face up into each city location on the Game Board showing the same side A or B.

  • Depending upon player count, place a number of Black Market Tokens next to the Black Market Card deck on the Clipboard.

    • 2-player: 3 tokens
    • 3/4/5-player: 4 tokens

    Return any unused tokens to the box. They will not be used this game.