Agent in Place

Spycraft in the Time of War

Designer: Rick Holzgrafe
with help from the Board Game Designer Forum
especially sedjtroll and Nando

This game is under development, and the rules and components are not final.

[Design Notes] - [History of Changes]

[Or click here for more of Rick's games]

Overview

Agent in Place is a board game for 2 to 4 players age 13 and up, lasting 60 minutes.

Each player operates the Military Intelligence organization of a different nation. All players' nations are at war with the nation of Enigmia. Players attempt to recruit agents within Enigmia, obtain secrets, and transport those secrets out of Enigmia so that they can be used to win the war.

The players' nations are uneasy allies, and their primary goal is to help each other defeat Enigmia. But each nation secretly plots to be the dominant survivor of the war once Enigmia has been defeated. Players must compete to get the lion's share of the best secrets!

There are two kinds of Agents: Moles, and Couriers. To get secrets out of Enigmia, players must recruit at least one Mole, whose job is to obtain Secrets. Then players must recruit a chain of Couriers, whose job is to pass secrets from the Mole and from one Courier to another, to a Port at the border. A complete chain of Agents from a Mole to a Port is called a Route.

Secrets that have successfully been removed from Enigmia can be used in battles against Enigmia. Each Secret is worth a certain number of Victory Points. Those used in battle against Enigmia are discarded after the battle. At the end of the game, the player whose remaining Secrets add up to the most Victory Points wins! But be careful -- if Enigmia wins too many battles, Enigmia wins the war and all players lose!

Components

(1) Map Board displaying the country of Enigmia
(12) Mole Tokens (3 per player)
(4) Mole Placards (1 per player)
(32) Courier Tokens (8 per player)
(4) Victory Markers (1 per player)
(6) Special Investigator Tokens or figures
(lots) Suspicion Markers
(1) "Restricted" Deck of Secret Cards
(1) "Top Secret" Deck of Secret Cards
(1) "Eyes Only" Deck of Secret Cards
(1) Round Marker
(1) Standard six-sided die

Secret Cards and Decks

Secret Cards represent military secrets that can be used to win battles against Enigmia. They are also used to determine the outcome of risky or costly actions. Each Secret Card is worth a certain number of Victory Points, shown on the card.

There are three decks of Secret Cards: one deck contains Security Level One ("Restricted") Secrets; one deck contains Security Level Two ("Top Secret") Secrets; and one contains Security Level Three ("Eyes Only") Secrets. Higher Security Levels generally mean more Victory Points, which means that they are more valuable as well as riskier to obtain.

Map Board

The Map Board is the common play area. It shows a map of the nation of Enigmia, with marked Locations (cities, seaports, airports, military bases and such), and roads and railways connecting them. Seaports, airports and some cities near the border are marked as Ports where travelers can enter or leave Enigmia. Each Location in Enigmia is marked with one of the three Security Levels (except for Ports, because the Enigmians believe that it is too risky to keep Secrets in Ports). Higher Security Levels are found towards the center of Enigmia, and imply greater risks and greater rewards for agents; lower levels (with lower risks and lower rewards) are located nearer the borders.


The Map Board (Victory track and other incidentals not shown)
Click here for view at 50% of real size

The board also displays a Round Track, which runs from 1 to 21. The position of the Round Marker on this track shows which round is in progress, and in which round battles may occur (see Battles below).

Finally the board also displays a Victory Track, where the players' Victory Markers are used to record their scores.

Mole Placards and Tokens

Each player has a Mole Placard with three places to pile Secrets, and a matching Mole Token for each pile. The token shows a Mole's location on the Map Board, while the placard offers a place to stack each Mole's undelivered Secrets.

Each Mole Token and matching Secrets stack are marked with a unique Agent ID and the emblem and color of the agent's nation, so that there is no doubt who owns each agent and which token goes with which stack of Secrets.

Setup and Starting the Game

Each player receives his Mole Tokens, Mole Placard, and Courier Tokens. The Secret Police tokens and the Suspicion Markers are placed beside the board. Each Secrets Deck is shuffled (being careful to keep them divided into three separate decks, by Security Level) and placed face-down near the board.

Players select a Starting Player (perhaps the player who can reveal the most interesting secret).

The Starting Player chooses any Location on the board that is not a Port, and places one of his Moles there. The remaining players also place one Mole each, in clockwise order.

The last player to have placed a Mole then places one of his Couriers at any unoccupied Location (including Ports), then places one Special Investigator. The Special Investigator must be placed at any unoccupied Level 2 or Level 1 Location (that is, not at a Level 3 Location nor at a Port). The other players do the same, in counter-clockwise order.

Finally, the Starting Player places the Round Marker at position 1 on the Round Track.

Moles, Couriers, and Routes

Moles and Couriers are the two kinds of Agents. An Agent is either in play (its token is on the map of Enigmia) or not in play (its token is not on the map). During the game, some Agents in play may be captured and removed from play.

Each player places one Mole for free at the start of the game (see below). Each player may have at most 3 Moles and 8 Couriers in play at any time.

A Mole's job is to obtain Secrets. A Mole may keep his Secrets (stacked in his spot on the Mole Placard) as long as the Player wishes, but Secrets in a Mole's possession cannot be used in battle and are lost (not counted) at the end of the game. To deliver Secrets back to HQ where they can be used, a Mole must be part of a Route. A Route is an unbroken chain of adjacent Locations containing Couriers, which ends at a Port that also contains a Courier. Note that more than one Player's Agents may participate in a Route, but captured Agents may not participate in a Route.

A Mole who is part of a Route may deliver his Secrets at any time; delivered Secrets go to HQ (the Player's hand) and may be used in battle and in scoring at the end of the game.

Suspicion and Captured Agents

Each agent along a Route is at risk, and may fall under suspicion by the Enigmia Secret Police. When an agent first falls under suspicion, place a Suspicion Marker at the Agent's location. If an agent falls under suspicion a second time (that is, when the agent already has a Suspicion Marker), the agent has been captured and is out of play.

When an agent is captured, turn the agent's token face-down. A captured Agent may not participate in a Route and is effectively out of play, but remains on the map for a while to signal that the Enigmia Secret Police are especially interested in this Location. No spy activity will be possible at that Location while the captured Agent is still in place. The captured Agent will be removed from the map at a later time (see Removing Captured Agents below).

Captured agents that have been removed from the map may be returned to the board in any later turn by using the appropriate Action.

Rounds and Turns

After setup, the Starting Player takes the first turn, then the other Players take turns clockwise around the table. Each time (after the first turn) that the Starting Player takes his turn, he first moves the Round Marker to the next position on the Round Track.

The structure of a turn is:

  1. If the Active Player is the Starting Player, check to see whether a battle should occur. If a battle does occur, conduct the battle before continuing the turn.
  2. Spend Action Points to take Actions.
  3. Remove captured Agents.
Here are the phases of a turn in detail:

Checking for Battle

If it is the Starting Player's turn and the Round Marker is on a blue round or a red round on the Round Track, a battle may occur. Important: Exactly one battle takes place in any group of blue-and-red rounds. The battle may occur in one of the blue rounds; if it does not, it must occur in the red round. There are four blue-and-red groups on the Round Track, so there will be exactly four battles in the game (unless the game ends prematurely).

Before taking his turn in a blue round, and if no battle has yet occurred in this group of blue-and-red rounds, the Starting Player rolls the die. If the result is 1 or 2, a battle occurs immediately. (See Battle below.)

If the Round Marker is on a red location on the track, and no battle has occurred in the previous blue rounds in the group, a battle must occur before the Starting Player takes his turn in that round.

After the battle, the Starting Player proceeds with the rest his turn as usual.

Actions

Each Player may spend up to 2 Action Points on each turn. Each Action costs either 1 or 2 Action Points, so a Player may be able to take two actions in a single turn or only one, depending on which Action or Actions he selects. Action Points may not be saved for later turns; a Player may choose not to spend both Action Points but any unspent Action Points are lost.

The available actions and their cost in Action Points are:

Removing Captured Agents

When you have finished all your Actions, remove all of your Agents who were captured in any previous turn. (Do not remove Agents captured in this turn.)

Actions in Detail

An unoccupied Location is one that does not contain any Agent (including captured Agents) or Special Investigator.

Place a Mole

(2 Action Points) You must have a Mole that is not in play. Place the Mole at any unoccupied Location other than a Port.

Place a Courier

(1 Action Point) You must have a Courier that is not in play. Place the Courier at any unoccupied Location.

Uncover a Secret

(1 Action Point) Select one of your own Moles on the board. Draw a Secret Card from the deck whose Security Level matches that of the Mole's Location. You may look at the Secret Card, but do not show it to any other Player. Place the Secret Card face down on the Mole's Placard.

Then roll the die. If the result is 1 or 2, the Mole falls under Suspicion. Place a Suspicion Marker at the Mole's Location. (See Suspicion and Captured Agents below.)

Transmit Secrets

(1 Action Point) Select any Mole in play. It does not have to be one of your own Moles, but it must possess at least one Secret Card and it must be part of an unbroken Route to a Port. Locations that contain a Special Investigator may not be part of the Route.

If the Mole is part of more than one Route, specify the exact Route including the final Port. Then deliver all of the Mole's Secret Cards to the Player who owns the Courier at the selected Port. (Usually this will be you, but it could be any other Player if you decide that the delivery is crucial to winning an upcoming battle!)

Whenever Secrets are transmitted, there is a chance that an Agent participating in the Route will fall under suspicion. Roll the die to determine which (if any) Agent falls under suspicion. If the result is:

Move a Special Investigator

(1 Action Point) Move any Special Investigator to any adjacent location.

Plant a Rumor

(1 Action Point) Add a Suspicion Marker to any Location containing an Agent, or if there is already a Suspicion Marker there, immediately capture the Agent. Score one Victory Point for yourself.

Extract an Agent

(1 Action Point) Remove any one of your own Agents from the board. The Agent must be under suspicion, but not captured. Score one Victory Point for yourself.

Place a Special Investigator

(1 Action Point) Place a Special Investigator that is not already on the board. You may place the new Special Investigator at any unoccupied Location.

Battles

Battles happen at the start of certain rounds, as determined by the Round Track and sometimes a die roll. The Round Track looks a bit like this:

1 2 3 4 5 67 8 9 10 11 12 13 14 15 16 17 18 19 20 21

The positions shown in blue and red are rounds in which a battle may occur. Only one battle occurs in each group of colored rounds and there are four such groups, so there are always four battles in all. At the start of each blue round in which no battle occurred the previous round, the Starting Player rolls the die; a battle occurs on a roll of 5 or 6. A battle always occurs at the start of a red round unless a battle already occurred on either of the previous two rounds.

When a battle occurs, secretly select some or all of your available Secret Cards to contribute towards the battle; the other Players all do the same. Then all Players simultaneously reveal their selected Secret Cards.

Value of Secret Cards Used in Battle

The base value of a Secret Card in battle is the number of Victory Points shown on the card.

Add 1 Victory Point to the base value for each prior battle that has occurred in the game. (Example: in the first battle, a Secret Card showing 3 VP is worth 3; in the second battle the same card would be worth 4 VP; in the third battle it would be worth 5 VP, and so on.) Your total Battle Points for the battle is the sum of the values of the Secret cards you played in that battle.

Scoring

Add your Battle Points to your score (move your Victory Point Marker along the Victory Track). Then add all players' Battle Points together; this number is the Allies' Combined Battle Total. Discard the Secret Cards that you used in the battle, and keep all the Secret Cards that you did not use in the battle.

In each battle, Enigmia itself will win some number of Battle Points, automatically. (The amount will be derived from a table printed on the board, perhaps with a small random modifier.) Enigmia's Battle Points will be higher in the later battles than in the early ones. If the Allies' Combined Battle Total is less than the Battle Points won by Enigmia, the players have lost that battle and Enigmia has won it.

Ending the Game

The game ends immediately after the fourth battle, or immediately after the second battle won by Enigmia. If Enigmia wins two battles, or if Enigmia wins the final battle, Enigmia wins the war and all players lose the game.

If the players win the war, then after the final battle each player claims extra Victory Points for his remaining Secrets, if any. Each Secret is worth its base value plus 4 points. When all remaining Secrets have been tallied and the Otherwise the player with the most Victory Points at the end of the game wins. (TBD: Tie breakers. Stuff like the most agents in play, or add the security levels of all agents in Enigmia and the win goes to the Player with the largest sum.)


Design Notes

This is version 2 of Agent in Place. The first version had mobile agents which had to be inserted into Enigmia at a Port, then travel to an interior Location where they could become Moles. Other mobile agents had to visit the Moles, take their secrets, and make their way back out of Enigmia in order to deliver the secrets to HQ. I rejected this plan after some mental playtesting and discussions with friends (sedjtroll and Nando) convinced me that play would be tedious and choices would be few and uninteresting.

The current design better utilizes the notion of building infrastructure, a game pattern wherein players must create a structure of some kind over time, and use the structure to gain victory points. The infrastructure here, of course, is the Route.

Secrets can now be brought out of Enigmia in a single action, once the infrastructure is in place; and Routes can be assembled fairly quickly. This should speed up the game and reduce the tedium.

Player interaction is greatly increased in this design. The initial setup and the larger number of Special Investigators gives players much more opportunity to interfere with their opponent's plans. Also it is possible to "hijack" another player's Route, and force his Mole to deliver secrets into someone else's (presumably your own) hands.

Players also have more choices, and more significant choices, in version 2. Being able to place agents nearly anywhere, having more Special Investigators, and deciding whether Action Points are best spent in building alternate Routes, farming Secrets, harvesting Secrets, or harassing opponents gives players a wider variety of useful things to do.

Finally, version 2 has simpler rules. The Secrets Cards in version 1 had four different values on them, to resolve a variety of risk situations. In this version, there are only the Victory Points on each card.

Battle
What's the purpose of the rule allowing Enigmia to win? I think that (unlike Shadows Over Camelot) it's not to make it difficult for the players to defeat the game. Winning should be easy, and a loss to Enigmia should reveal great player incompetence. The point is to enforce a balance between obtaining secrets and transmitting them: the rule requires every battle to be fought, and therefore requires a constant flow of secrets out of Enigmia. Otherwise, the wisest plan would be to quickly make a mole at Level 3, then farm secrets (and maintain a Route) until just before the final battle, then transmit them all out at once. Boring!

The purpose of increasing the value of a Secret in each subsequent battle (and after the final battle) is to tempt players to take risks by holding back in early battles: players can flirt with danger in order to increase the value of their own Secrets. This creates a tension against the loss-to-Enigmia rule.

For about a day, the rule was that Secrets played in battle would not count as Victory Points for individual players; the players' final scores would come entirely from left-over Secrets withheld from all battles. But I realized that a losing player would have no reason to contribute to the final battle: the player would reason that he will lose for certain if he gives up any more secrets, so why not keep them all just in case the other players manage to win the final battle on their own. So I returned to the original idea, that Secrets played in battle also contribute to players' individual scores. The latest change was to add a little bit to the value of Secrets not used in any battle, to create a small incentive to hold a few Secrets back in the final battle.

Of course, one player could just shrug and say, "you all better battle hard because I'm not going to." Such a jerk would either end the game by his non-cooperation, or always win if the other players cave in by contributing more than their share to early battles. So (as in AGOT) perhaps there should be a punishment for contributing the fewest Secrets to a lost battle. The punishment should be a loss of hoarded Secrets: the player must discard at random some appropriate number of Secret Cards. Impoverished players who were forced into the loss would therefore not be punished, as they would have no Secrets to give up.

New ways to earn VPs
I had a problem with a couple of the actions. Why would anyone bother moving a Special Investigator or Planting a Rumor? Each action costs 1 Action Point, and a player only gets (on average) 10 APs per battle, so it seemed that players would spend their APs on improving and using their own routes rather than on interfering with the other players. After all, you can only screw over one other player at a time.

So I made it easier to plant a rumor, to remove any barriers to its use (Seth suggested this but I didn't understand why it was a good idea for a while), and awarded 1 VP to the active player for choosing this action. Knowing that another player can exploit a weak point in your route and get a VP for it should make the players sweat a bit.

I also added the Extract an Agent action. Historically, real intelligence agencies will protect their agents, to the point of trying to remove them from danger if they fall under suspicion or threat of arrest. The action not only enhances the theme but gives players something else to do with a threatened agent: they can accept the loss of the agent, pick up a VP as compensation, then get on with repairing their route.


History

9/4/05 - Version 1 first posted.

9/6/05 - Version 2 posted, with major changes. In v2, the original concept of Courier agents who must travel either to become Moles or to carry Secrets, was dropped in favor of a more static arrangement where Moles and Couriers are simply dropped into place and Secrets are instantaneously transmitted out of Enigmia once an unbroken Route of Couriers is established. See Design Notes above for a more detailed discussion.

9/7/05 - Corrected and fleshed out the discussion of when battles occur, and went back to the original scoring plan where Battle Points used in battle are also added as Victory Points for the players' total scores. Added rules concerning Locations that remain under suspicion after a capture.

9/8/05 - Added images of the board (the map of Enigmia).

9/9/05 - Changed "Plant a Rumor" to allow placing a Suspicion Marker anywhere (instead of only where there's a Special Investigator); awarded the active player 1 VP for planting a rumor; added the Extract an Agent action. Cleaned up the explanations of a couple points that were muddy.



Last modified for the Web on Friday, September 9, 2005 by Rick Holzgrafe.