The Agents: The 'Special' Agents
The Agents: The 'Special' Agents Rulebook
Table of Contents
Table of Contents
Expansion Notes
The exclusive Kickstarter edition of The Agents was released together with a variety of expansions. The rules for every expansion are detailed in the following pages.
Please note that it is not recommended to play with more than 2 expansions at the same time.
Each card of an expansion is marked by a small label that indicates to which expansion it belongs, so that it is possible to remove expansions and separate them from the main decks of the game.
Special Agents
Special Agents can be shuffled into the Agents deck of the base-set.
-
Engineer: you can MOVE or TURN the Safe House in The Engineer's Faction. You can do the same to any site card from the Sites expansion.
-
Forger: when activating or reactivating the Forger's Command, apply the condition of any assigned Mission in the game (yours or another player's) to either one of your Factions. If the condition is fulfilled, collect that Mission's bonus. Note that this does not work for Missions that award the bonus for "EVERY TIME" (e.g. The Witness).
-
Ghost: dead on both sides! Playing it from your hand, you can place it at the end of either of your Factions or between two other cards. All the rules that apply to dead agents also apply to The Ghost.
-
Jack of all Trades: this one is like a joker, you can activate or reactivate it as if it had another Command (using the COPY ability). That other Command must be in your other Faction and must be facing you.
-
Master of Disguise: similar to Jack of all Trades, you can activate or reactivate it as if it had the Command of any Faction Agent in your hand.
-
Rogue: when activating or reactivating its Command, collect the bonuses of all your assigned Missions whose condition isn't fulfilled. You may collect the bonus of Missions stating "EVERY TIME".
-
Saboteur: steal an IP from any other player in the game.
-
Sleeper: this powerful Agent can be played, activated or reactivated at any time (even when it's not your turn) and it doesn't use up an action to play. When activating or reactivating, say the name of another Agent card. This will prevent the opposite player from using (playing from hand or reactivating) that card this turn (whether it is your turn or theirs). You can do that immediately after the opposite player uses that card, in which case the action of using it is reversed but the opposite player doesn't lose an action.