All the rules here cover the full game, not the Training mission.
The recruiter starts the game with their 1st turn.
The game is played over a number of rounds and can end in a number of different ways.
A round consists of:
The recruiter must do the following in any order:
The end of the turn consists of, in order:
There are 2 options for actions, step or step using your mind slip.
The recruiter controls all 4 immortals, which can be used to contact recruits and disrupt agents.
Immortals have the following effects:
Before or after taking an action on your turn, you may move 1 immortal of your choice.
An immortal:
After you move an immortal for the 1st time, you may make a 2nd move with an immortal of your choice by revealing a location you've visited.
This may only be done once per turn!
Each agent activated may do the following in any order:
Once the agent has been activated, lay it on its side to show it has been used this round.
Your agent may move up to 2 spaces.
Choose 1 of the features in your location and ask if the recruiter has visited any location with that feature.
The recruiter checks their secret map and locations with the feature:
If the agent is on a space with a step token, you may discard the step token to ask the recruiter when they were in that location.
An agent must be at a space with an immortal to use the shakedown action.
Follow these steps for a shakedown:
You may use this action at your location to attempt to capture the recruiter.
Some abilites act as actions, free or as the main action, that can be used once per agent activation.
Agents:
During their activation, any agent may use an ally card ability.
If the recruiter cannot place a step token in response to an ask action, this does provide information that can be recorded.
Credit: | Jay Deiman |
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Version: | 1.0 |