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FIELD MANUAL // 04

Card Reference

Every card in the game: what it does, what it costs, how to counter it

One block per card: what it does, what it costs, and how to answer it. For how the hand and card economy work, read Cards. For advice on when to reach for each card, read Tactical Cards.

Three defaults apply to every block unless it says otherwise. You play cards between turns — the window while it isn’t your board turn. The effect lands at your next turn start. And your plays per window are capped by category; see play limits. Where a block names points, those count toward end-of-game scoring (see Winning).

Agreement cards

Each of these starts as a proposal to another player. The other player answers it when their next turn starts. See Agreements for how proposals, slots, and durations work.

Ceasefire

Agreement · Tier 1–2

Active once the other player accepts at their turn start.

Neither side can attack the other while the truce runs. Everyone at the table is told the truce exists.

DurationSlots
Tier 13 turns1 value card
Tier 25 turns2 value cards (one from each side)

While it runs, both sides see each other’s territories in real time. Peace costs you your privacy.

A truce also shields you both: Recruit Double Agent, False Flag, Infiltrate, and Foment Unrest are rejected when aimed at your partner. Recon stays legal — watching is not attacking.

Ending it early. Breaking a Ceasefire by Betrayal costs the breaker the full penalty. One exception: if a Mole Hunt publicly names your partner as having planted an agent on you, a “Just Cause” button appears on the agreement — dissolve it with no penalty.

Territory Transfer

Agreement · Tier 1 only

Resolves the moment it takes effect, then ends.

Hands one territory to the other player. The garrison arrives intact — no troops are lost in the handover.

The price is small but real: the receiver deploys one fewer troop at their next turn start. No cards change hands; the only way to take another player’s cards is eliminating them.

Covert Support

Agreement · Tier 1–2

Troops arrive at the recipient's next turn start.

Secretly sends troops to another player. Nobody else sees it happen, and the troops don’t come out of your forces — the card and the cards you put in its slots are the whole cost.

The delivery scales with the recipient’s own income — their projected base deploy, counting their bonuses:

DeliveryMinimum
Tier 1about 25% of the recipient’s base deploy2 troops
Tier 2about 50%, plus 1 extra troop slot3 troops

The troops land in the recipient’s deploy pool, not on a chosen territory. In return, the proposer gets a one-time look at the recipient’s full hand. You’re investing in someone — you get to see what they’re holding.

Manufacturing Partnership

Agreement · Tier 1–2

Announced publicly when it takes effect.

An economic alliance: both sides deploy more troops each turn, and both earn cards more slowly while it runs.

Deploy bonusCard income cutDuration
Tier 1+25%−40%4 turns
Tier 2+50%−60%6 turns

Income cuts from several partnerships multiply: two Tier-1 deals cut your card income 64%, two Tier-2 deals cut it 84%.

Value cards

Value Card

Value · Tier 1–2

Fills agreement slots when you propose or accept. Or play it on yourself.

The currency inside deals. Value cards fill the slots on agreement cards; a Tier 2 card puts more behind a deal than a Tier 1.

You can also play one on yourself for extra troops, on credit. The bonus scales with your own income — about 25% of your base deploy at Tier 1, 50% at Tier 2, with the same minimums as Covert Support. It lands at your next turn start, and the turn after that your deploy drops by half the bonus, rounded up (at least 1). Troops now, partially paid back from the deploy after next.

Standalone cards — tactical

Betrayal

Standalone · Tier 1 only

Breaks the pact the moment you play it. Needs an active agreement to target.

Breaks any one of your active agreements, immediately. The pact dissolves, its benefits end, and your former partner is told.

Betrayal cards are rare, and that rarity is the threat: your partner could be holding one right now.

The broken-agreement notice
What the other side sees: a notice naming the pact that just died.

Forced March

Standalone · Tier 1 only

Moves the troops the moment you play it.

Rushes troops between two territories you own that sit next to each other. Half the source garrison (rounded down) arrives at the destination. The rest are lost on the road, and the source keeps 1.

You need at least 3 troops at the source, and you can’t march out of a Fortified or Trapped territory — those garrisons are locked. A blunt instrument: use it when speed matters more than numbers.

Foreign Aid

Standalone · Tier 1 only

Counts against STRIKE, your once-per-window play aimed at others.

Gives any one card from your hand to another player. The table sees that a transfer happened, never which card.

It costs you two cards from your hand: Foreign Aid itself plus the card you give away. If the recipient’s hand is full, one of their existing cards is destroyed at random before the gift lands — check the table state before you send.

Duration Modifier

Standalone · Tier 1–2

Targets any running timed effect you're allowed to touch.

Extends or shortens a timed effect: 2 turns either way at Tier 1, 3 at Tier 2. Nothing can be shortened below 1 remaining turn.

Legal targets, all on one picker list:

  • Any active agreement you’re a party to
  • A Fortified or Trapped territory you own
  • An Unrest-affected zone you can see (extend or shorten, whichever side of it you’re on)
  • A Patriotic Duty zone you can see — yours: both directions; an ally’s: extend only; an enemy’s: shorten only
  • Your own Betrayal penalty clock
  • A Manufacturing Partnership void penalty (the aggressor only)

Effects with no countdown, like an open-ended Siege, don’t appear. The other party (when there is one) is told privately that the clock moved; the rest of the table is not.

Trap

Standalone · Tier 1–2

Set on a territory you own. Invisible until it springs.

Sets a hidden ambush. When an enemy conquers the territory, a share of their conquering force dies on arrival and the trap is spent.

Kill rateLasts
Tier 150%7 turns
Tier 270%10 turns

Your own garrison is locked in for the duration — no leaving, no attacking out. If the territory falls anyway, the trap dies with it.

Counters: Recon reveals a trap without springing it. Infiltrate springs it early, and the trap owner’s own garrison takes the hit — the scout loses nothing.

Fortify

Standalone · Tier 1 only

Set on a territory you own. Lasts 8 turns.

Hardens one territory: attackers need 1.5× troops to take it.

Troops can enter a fortified territory but can’t leave or attack out until the effect expires. If the territory falls, the buff is wiped with it — the new owner inherits nothing.

Patriotic Duty

Standalone · Tier 1–2

Targets any bonus zone on the board, whoever holds it.

Rallies a whole bonus zone: every territory in the target zone defends with +1 die for the duration.

EffectLastsPoints
Tier 1+1 defense die2 turns3
Tier 2+1 defense die4 turns6

Tier 2 buys time, not strength. The announcement names you but hides the zone. You may target any zone — your own, an ally’s, or an enemy’s; the picker shows who holds each one.

Counter: a Duration Modifier shorten is the cheap answer to a hardened zone — cheaper than outlasting it, much cheaper than capturing into it.

Siege

Standalone · Tier 1 only

Launched from a territory you control next to the target.

Starves an enemy garrison: 20% of its troops die each turn, no dice rolled. Your adjacent force must outnumber the defender to start it.

The defender is locked — they can attack only the besieger. The siege ends on its own when reinforcements reach the defender from another direction, or when you pull your besieging force out. If you later lose your besieging territory, the siege ends with it.

Standalone cards — intelligence

These move what other players believe, not troops. Their outcomes publish to the Intel Digest, the table’s shared record of spy work. An active Ceasefire blocks all of them against your partner except Recon.

Foment Unrest

Standalone · Tier 1–2

Targets a bonus zone you don't fully own. Starts at the holder's next turn.

Sows unrest across a whole bonus zone. Every territory in it defends with fewer dice while the unrest runs:

Defense diceLasts
Tier 1−12 turns
Tier 2−23 turns

The unrest sticks to the zone, not the player — if a territory changes hands mid-window, the new owner inherits the problem. The announcement names you but hides the zone. You can’t target a zone you fully own.

Recruit Double Agent

Standalone · Tier 1–2

Targets another player. Sits hidden until discovered.

Plants a hidden agent on the target, attributed to you. The plant’s whole effect is the discovery — through the target’s own Mole Hunt, or through the Intel Digest if a challenge exposes the play. What it costs them is what the table does with the news.

The target gets a chance to challenge the play before it lands; success or exposure both publish to the Intel Digest. This is the direct play: you want them to learn, eventually, that you turned one of their assets.

False Flag

Standalone · Tier 1–2

Targets another player. You also pick who takes the blame.

Plants a hidden agent on the target — attributed to a third player of your choice. When the target finds it, the trail points at someone else, ideally an ally they already doubted.

Same challenge and discovery rules as Recruit Double Agent. The misdirection play.

Mole Hunt

Standalone · Tier 1–2

Played on yourself. Results publish to the whole table.

Sweeps your own side and reveals every agent planted on you, with the name each plant points at.

A sweep that publicly names your Ceasefire partner as a plant source unlocks the no-penalty Just Cause exit on that truce.

Infiltrate

Standalone · Tier 1–2

Targets an enemy territory next to one you own.

The intrusive scout. Reveals the target’s status effects and lifts the fog around it through the end of the turn where it lands (your next turn). Worth 3 points at Tier 1, 6 at Tier 2.

Vision reach
Tier 1target + direct neighbors
Tier 2target + 2 hops out

Vision follows hidden routes too — a scout can reveal connections the map never drew for you. If the territory is Trapped, infiltrating springs the trap onto its own defender. The scouted player gets an anonymous notice at the round’s end: they learn what happened, never who did it.

Recon

Standalone · Tier 1–2

Targets an enemy territory next to one you own.

The silent watch. Same targeting as Infiltrate, but it watches instead of intruding: it holds the fog open over the target and its direct neighbors for several turns, and nobody ever knows it happened. Worth 3 points at Tier 1, 6 at Tier 2.

Vision reachLasts
Tier 1target + direct neighbors3 turns
Tier 2target + direct neighbors6 turns

Tier buys time, not reach. Recon reveals a trap’s presence without springing it, touches nothing on the board, and is legal even against a Ceasefire partner — watching is not attacking.