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ROGUE AGENT
Missions in Rain City 1: “Shadow Watch”
In this first mission module for Rogue Agent, players are offered to experience the world of Rain
city with a new goal and focus. Through the introduction of some new mechanics and modifications
to the base rule, you will be able to experience an intensified race for criminals and explore the city
streets with a more loose approach to the choice of actions.
This module is an ideal introduction for new players and offers an alternative play experience for
more experienced players. Shadow Watch puts an extra focus on the hunt for criminals.
It will allow you to more effectively leverage your network of informants to battle the kingpins of
the city. You will not be alone, when you confront the villains that roam the rainy corridors of the
brooding metropolis...
Mission objective
Rather than a fixed number of turns as in the base game this mission has 2 endgame triggers:
- The game ends when the first player turns in 3 criminals (shorter game) or 4 criminals (longer
game).
- The game ends if 4 criminals are removed from the city as a result of Police Squad interception
or Bomb Detonation. This can be tracked by placing the cards of apprehended criminals next to
the board.
The round is finished in which either of these events occur.
Setup
The Criminal deck, which will be the main focus of the Shadow Watch mission, will be specifically
prepared for the game. Separate the criminals into two piles:
One with 1-2 stamina villains and one with 3-4 stamina villains.
Now take 10 cards from the 3-4 stamina and 20 from the 1-2 stamina pile, and shuffle these 30
cards together and place the deck face down next to the board.
For an easier game, remove the blue syndicate criminals from the complete deck before forming 2
piles based on stamina.
Remove 1 assassin and 1 time bomb token from the datastream bag. These will only re-enter play if
at some point in the game there are not enough events available to pull from the datastream.
How to play this MISSION
This module is played using the base game rules with the following changes:
1) Informants (sniper ability)
Informants, unlike in the base game, are not restricted to a recruitment in your final location of
your turn. An Informant can also be bought at any point in an agent’s turn in a location that an
agent leaves as part of a cruise action, but recruitment is still limited to one informant per turn.
Informants have 2 extra abilities:
1) When you are confronting a criminal or assassin at a location were one or more of your
informants are positioned, each informant will help you in the battle:
each informant of an agent’s color adds a green die to the attack performed by that agent.
2) Each informant protects an agent against an intercept at his location by removing one green die
from the available dice pool of the intercepting player. These removed dice may be used in a
defense roll against the intercept and require no fuel cost to the defending player.
2)
Attack effects and abilities
When an agent decides to spend ammo to add black dice to the attack pool,
these extra dice not only increase the likelihood to hit, but they also offer the
option to manipulate your dice roll: for each ammo symbol part of an attack
roll the player is allowed to reroll a die part of this roll. This could be either
the die with the ammo symbol itself or another die part of the roll.
A double ammo icon allows the player to reroll two dice. This could be the same die or used on two
separate dice. It could be more interesting in certain situations to reroll a red die, rather than a
black die, as the red attack dice have a better chance at a blast result.
When a player rolls a gun symbol during a confrontation, the die is considered “locked” and may
not be rerolled. The gun represents the criminal during the confrontation firing his weapon during
a firefight, wounding the agent for 1 Stamina.
All damage must be taken immediately.
3) Time phase
During the time phase, always draw a number of events out of the datastream using this new table:
number of players
tokens drawn
2
3
3
4
4
5
4) Actions
An agent can perform 3 justice actions per turn instead of 2 (base game).
However, two of them must be performed at the same location.
Justice actions are not restricted to once per location.
For example, an agent is allowed to confront a criminal multiple times at the same location within
a turn. This freedom allows for a more aggressive approach to reaching an objective.
During confrontations this naturally comes with a risk of multiple punishements for failures to
arrest the criminal due to the retaliation effect of a criminal.
5) Arrest rewards
Arresting more dangerous criminals will offer the agents and extra reward when they turn them in
at H.Q. This pushes the agents to hunt after those more vicious criminals, in a race for influence in
the city.
The following rewards are granted upon succesfully subduing a criminal (in addition to the
influence point scored):
- Each 1 or 2 Stamina criminal rewards the agent 1 resource of his choice.
- Each 3 or 4 Stamina criminal rewards the agent 1 upgrade of his choice.
6) Weakened criminals
In this mission, criminals can be weakened,, as failed confrontations wound them.
When an agent unsuccesfully subdues the criminal but rolled blasts during the attack, a
number of credit markers is placed on the criminal cards equal to the succesfull hits rolled.
Each of these credit markers represent a wound and reduces the stamina of the criminal by 1.
[You do not receive the credit markers upon subduing the criminal.] This could potentially make
stronger criminals an attractive target, as in weakened form they are much easier to subdue.
SHADOW WATCH ACTIONS OVERVIEW
NOTE: Changes to base game rules are noted in purple.
STANDARD ActionS
CRUISE
First Travel action is free.
Each additional Travel action costs one fuel.
Investigate
Look at face down Criminal card at the cost of 2 evidence, either at the location you are currently
positioned in or a location that holds one of your informants.
RECRUIT INFORMANT
Each informant in the agent’s color costs 2 credits and offers the agent the following functions at
the location where it is positioned. An agent is allowed to recruit one informant per turn in any
location he leaves, performing the cruise action. Informants offer the following advantages:
- Each informant protects an agent from 1 wound/stamina loss during an attack.
- Each informant removes the effect of 1 thug (skull symbol) at a precinct location
- An informant offers information on a criminal entering his location at the cost of 2 evidence.
- Each informant helps the agent during confrontations with assassins and criminals by adding
one green die to the attack.
- Each informant protects an agent against an intercept at his location by removing one green
die from the dice pool of the intercepting player that may be used in a defense roll against the
intercept.
JUSTICE ActionS
An Agent can perform up to 3 justice actions as a standard.
An Agent is allowed to perform the same justice action multiple times at the same location.
Justice actions can’t be performed at location where the Police Squad is present.
Attack
confront either a criminal, assassin or agent (android mode)
Agent attacks standard with 3 red dice.
Each ammo spend adds 1 additional black die.
Blasts count as a hit. Each X modifies a Blast into 2 hits, but can only be allocated to one blast
result. Agents receive 1 green die for each of their informants in the attacking location.
Each single ammo symbol on a black die allows a reroll of any die part of the attack roll.
A double ammo symbol allows 2 rerolls of a 1 die or 2 different dice part of the attack roll.
Gun symbols “lock” a die and cause 1 wound to the agent performing the attack.
If the attack on a criminal is unsuccessfull, place a number of credit markers on the criminal card
equal to the succesfull hits rolled.
ARREST CRIMINAL Take subdued Criminal in custody
Player receives an arrest reward:
1 resource of choice (1/2 stamina criminal) or 1 upgrade of choice (3/4 stamina criminal).
TURN IN CRIMINAL
SCOUT
Searching or buying resources and upgrades at a location.
Intercept Criminal
intercept Criminal in another Agent’s custody
For each fuel spent the player may roll 1 green die to intercept.
At least one fuel icon renders the intercept succesful.
The targeted agent player can defend against the intercept at the cost of 1 fuel per remaining
unused green die (if available), with each fuel icon blocking a fuel icon of the intercepting agent.
Each informant the victim has at the location claims him one of the green dice potentially used for
the intercept which he can use in a defense roll against the intercept.
DEFUSE BOMB
Game Design: David Ausloos
Creative Development: Paul Incao
Creative Support: Travis R. Chance