Protests
Arkania −2 National Score. Crisis +1.
Crowds fill the boulevards demanding answers about the assassination.
Rules reference
Every rule in one place. Search by keyword, link to any section, and check which rules are still prototypes. Numbers on this page come straight from the game's configuration.
A senior politician in Arkania has been assassinated. The assassin is a Belvarian intelligence officer still hiding inside Arkania. Arkania must find and arrest him. Belvaria must get him out. Six government decision-makers control the crisis — but two of them are secretly working for the opposite country. Every round brings one world event, one action per player, optional Wild Cards, and rising pressure. Find the assassin, protect your true allegiance, and do not let the crisis spiral out of control.
Shadow Frontiers is entirely fictional. Arkania and Belvaria are invented countries; no real nations, politicians or events are depicted.
Citizenship is public. It tells the table which country you officially belong to, and it never changes — even if you are exposed.
Allegiance is secret. A Loyal player serves their public country. A Two-Face secretly serves the rival country.
Your true allegiance decides which country you are trying to make win, and whether you can be the Individual Winner.
Exactly 2 players are Two-Faces. A Two-Face keeps their public citizenship and institutional role — and the powers that come with it — while working for the other side.
If exposed by a correct accusation, a Two-Face’s allegiance is revealed and they become an Exposed Operative: they lose their role power but stay in the game.
Prototype: Two-Face cards are dealt at random, so both may sit in the same country.
| Position | Country | Role power |
|---|---|---|
| Prime Minister | Arkania | Executive Order — Cancel one action by an Arkanian official. Costs 1 Influence. |
| Intelligence Chief | Arkania | Deep Search — Investigate and draw 3 Intelligence cards instead of 2. |
| Foreign Minister | Arkania | Back Channel — Open a private conversation with one Belvarian official. |
| President | Belvaria | Executive Order — Cancel one action by a Belvarian official. Costs 1 Influence. |
| Intelligence Chief | Belvaria | Deep Search — Investigate and draw 3 Intelligence cards instead of 2. |
| Foreign Minister | Belvaria | Back Channel — Open a private conversation with one Arkanian official. |
Eight locations: Capital, Government District, Intelligence HQ, Airport, Port, Northern Border, Southern Border, Safe House. Extraction points: Airport and Northern Border.
TODO_RULES: The source concept does not define movement connectivity. This graph is a product implementation assumption for development and playtesting, not a canonical rule. Edit edges here; no engine code changes are required.
The game lasts at most 8 rounds. Each round has four phases:
Turn order (prototype): A-PM → A-IC → A-FM → B-PR → B-IC → B-FM.
Move your token to one connected location. Closed locations cannot be entered unless you play a Border Pass with the move.
Draw 2 Intelligence cards and keep them privately. An Intelligence Chief can use Deep Search to draw 3 instead.
Investigations can be cancelled by Counterintelligence.
Search your current location. You must be able to present 2 pieces of location evidence for it — Intelligence cards in your hand or revealed publicly that place the Assassin there.
If the Assassin is there, he is captured: Arkania +10, Belvaria -10, Crisis -1, and the game ends immediately.
If any of your evidence was planted (False Intelligence) and the rest is not enough, the warrant is rejected and your action is spent.
Formally accuse a player you believe is a Two-Face. You need 2 pieces of evidence against them.
Correct: they are exposed. The accuser’s public country +5, the Two-Face’s true country -5.
Wrong: the accuser loses 3 Influence and their country 2 National Score.
If planted evidence leaves too little true evidence, the accusation is dismissed and the action is spent.
Make deals, promises or threats at the table. Players may lie; promises are never enforced by the game.
Prototype: the first Negotiate each round lowers Crisis by 1.
Exposed Operatives lose their role power. A Double Agent Wild Card can cancel any role power, including an Executive Order.
Some powers and cards interrupt an action. When an action is declared it may pass through two windows before it resolves:
Windows close after 15s or when everyone eligible passes. Covert windows always stay open at least 2.5s so their length gives nothing away.
One Event is drawn at the start of every round and resolved immediately. See the card list below.
Arkania −2 National Score. Crisis +1.
Crowds fill the boulevards demanding answers about the assassination.
× 2 in deck
The Northern Border is closed this round. Crisis +1.
Checkpoints seal the mountain crossings. Nothing moves north tonight.
× 2 in deck
Arkania −1 National Score. Belvaria −1 National Score.
Foreign correspondents question both governments' accounts.
× 2 in deck
The Arkanian Intelligence Chief reveals one Intelligence card publicly.
A dossier surfaces in the morning papers. Someone talked.
× 1 in deck · prototype
Crisis +2.
Armoured columns move to the frontier. Both general staffs are awake.
× 2 in deck
The Foreign Ministers may negotiate. If both accept an agreement before the round is scored, both countries gain +3 National Score.
A neutral venue, two delegations, and a single sheet of paper.
× 2 in deck · prototype
Intelligence is what players discover: where the Assassin is, which officials are compromised, routes out of the country, and proof of foreign involvement.
Intelligence is private unless you reveal it. You may reveal any card to the table at any time, for free. Public cards attach to their location on the map and count as evidence for everyone.
Genuine intelligence is not always accurate: UNVERIFIED cards may name the wrong place or the wrong person.
Prototype deck — card list below.
Surveillance confirms the asset at the [location].
An unverified source places the asset at the [location].
A sweep of the [location] found no trace of the asset.
Intercepted logistics chatter: an exfiltration corridor runs through the [location].
A decrypted cable implicates the [official] in foreign service.
The [official] was observed meeting an unregistered foreign contact.
Forensics trace the weapon to a Belvarian state armoury.
Counter-intelligence vetting clears the [official].
Wild Cards are tricks. Each player starts with 2, may play at most 1 per round, and draws a replacement at the end of a round in which they played one (hand limit 3).
Most are played in the Wilds phase. Counterintelligence, Safe House and Double Agent are reactions played in response windows; a Border Pass is played with your Move.
Plant a convincing but false Intelligence card on another player. It looks exactly like real intelligence but never counts as evidence.
× 4 · prototypePlay when another player investigates. Their investigation is cancelled and their action is spent.
× 4Play when a search is declared. The operation is compromised and fails to capture the Assassin — the table never learns whether he was there.
× 3 · prototypePlay with your Move to enter a closed or restricted location once.
× 4Leak a story that triggers a diplomatic reaction. Target country −2 National Score. Crisis +1.
× 4 · prototypeTarget the Prime Minister or the President. They lose 2 Influence.
× 3Play when another player uses a Role Power — including an Executive Order. That power is cancelled.
× 4Evidence is the Intelligence you can present: cards in your hand plus every card revealed to the table.
Cards planted with False Intelligence look identical to real ones but never count. You will only discover this when a warrant or accusation fails verification.
Each country’s standing. Starts at 50. A country needs at least 60 to win.
| Event | Arkania | Belvaria |
|---|---|---|
| Assassin captured | +10 | -10 |
| Assassin extracted | -10 | +10 |
| Foreign involvement proven | +8 | -8 |
| Two-Face exposed (accuser’s country / Two-Face’s true country) | +5 | -5 |
| Diplomatic settlement | +3 | +3 |
| Crisis Collapse | −10 | −10 |
Prototype values. Foreign involvement is proven once 2 true Foreign Involvement cards are public. Major Intelligence Failure and War escalation have no defined trigger yet and are disabled.
Personal standing. Everyone starts at 10. Influence totals are public.
A shared danger meter. Events, Media Bombshells and failures push it up; negotiation and a capture bring it down.
| Level | State |
|---|---|
| 0–2 | Normal: Normal crisis management. |
| 3–5 | Pressure: International pressure. |
| 6–8 | Mobilisation: Military mobilisation possible. |
| 9 | War imminent: War becomes imminent. |
| 10 | Collapse: Crisis Collapse — the game ends. |
A successful Search captures the Assassin and ends the game immediately. Arkania wins if, after the capture bonus, it has at least 60 National Score.
Belvaria must get the Assassin out through an extraction point (Airport or Northern Border).
Provisional rule strategy for playtesting — the source concept leaves Assassin movement and extraction prerequisites open.
When the crisis ends: the national outcome is announced, every allegiance is revealed, Personal Objectives are scored, and the Individual Winner is named.
The Individual Winner is the highest-Influence player whose true allegiance belongs to the winning country. If no country won, the highest Influence is shown as Top Influence instead. Ties are co-winners (prototype).
A capture or extraction below the threshold still ends the game, as a Diplomatic Stalemate (prototype).
If Round 8 ends and neither country has completed its objective and reached 60, the result is a Diplomatic Stalemate.
If Crisis reaches 10, the game ends at once. No Assassin bonus is awarded; both countries lose 10. The higher National Score earns a Crisis Survival Victory. Individual Influence is still calculated.
A tie is shown as Mutual Crisis Collapse — no tiebreaker is defined.
Each player is dealt one objective they can actually complete given their secret allegiance.
Finish the game with at least 12 Influence (before objective rewards).
Publicly reveal 2 true Intelligence cards. Planted intelligence does not count.
Make a correct formal accusation that exposes a Two-Face.
End the game at Intelligence HQ.
Seal an agreement inside a Back Channel.
Finish the game with Crisis at 5 or lower.
Personally perform the Search that captures the Assassin.
Personally perform the successful Extraction.
Never be the target of a formal accusation.
Your true country wins while your public country loses.
Finish the game without being exposed.
Play at least 3 Wild Cards.
Your country wins the crisis.
The game concept leaves these rules open. Each is implemented provisionally, kept in configuration, and expected to change after playtesting.
| # | Rule gap | Provisional implementation | Configured in |
|---|---|---|---|
| 1 | Board connectivity | 12-edge development graph suggested by the build spec. | rules/board.json |
| 2 | Full Intelligence deck | 51-card prototype deck of templates resolved against hidden state when drawn. Genuine cards may be inaccurate (UNVERIFIED); only planted cards are non-genuine. | rules/intelligence.ts |
| 3 | Full Personal Objective deck | 13 prototype objectives with fixed Influence rewards, dealt only to players who can complete them. | rules/objectives.ts |
| 4 | Influence gain/loss beyond explicit effects | +2 for a correct accusation, capture or extraction; +1 to each Foreign Minister for a summit agreement. | config.influenceRewards |
| 5 | Assassin movement | From Round 6 a Belvarian-allegiance player may spend their action on Move Asset: one edge, requiring a true location/route card for the origin or destination. | config.assetMovement |
| 6 | Extraction prerequisites | From Round 6, a Belvarian-allegiance player at an open extraction point holding 1 true location/route card for it may Extract. | config.extraction |
| 7 | Meaning of 'viable route' | An open graph edge plus relevant true intelligence. Transit Intercept cards name the next hop toward the nearest extraction point. | config.assetMovement, rules/intelligence.ts |
| 8 | Foreign Involvement proof | Proven (once) when 2 true Foreign Involvement cards are public: Arkania +8, Belvaria −8. | config.foreignInvolvement |
| 9 | Major Intelligence Failure trigger | No trigger defined — disabled. Value kept in config. | config.scoring.majorIntelligenceFailure |
| 10 | War / uncontrolled escalation trigger | Only Crisis Collapse ends the game; the −15 war penalty is disabled. | config.scoring.warEscalation |
| 11 | Media Bombshell effect | Target country −2 National Score, Crisis +1. | rules/wilds.ts |
| 12 | Action initiative / turn order | Fixed public-role order: Arkanian PM, IC, FM, then Belvarian President, IC, FM. | config.turnOrder |
| 13 | Individual Winner tie-break | Tied players are co-winners. | config.individualWinner |
| 14 | Crisis Collapse tie-break | A tie is displayed as Mutual Crisis Collapse. No tiebreaker is invented. | game-engine/victory.ts |
| 15 | Exposed Operative actions | May Move, Investigate, Search, Negotiate, Move Asset, Extract and play Wilds. May not Accuse or use Role Powers. | config.exposedOperative |
| 16 | Exposed Operatives and normal actions | Normal actions retained, as above. | config.exposedOperative |
| 17 | Public Influence totals | Influence totals are public. | game-engine/visibility.ts |
| 18 | Interrupt timing | Declared actions pass through response windows: Executive Order (public, once per round, does not spend the executive's action), then a covert Wild window. 15s timeout, 2.5s minimum. | config.executiveOrder, config.responseWindow |
| 19 | Wilds outside the Wild phase | Counterintelligence, Safe House and Double Agent are reactions; Border Pass attaches to a Move. All count as the player's one Wild for the round. | rules/wilds.ts |
| 20 | Diplomacy agreements | Summit: both Foreign Ministers click Accept before the Score phase. Back Channel: both participants seal the agreement (tracked for objectives only). | config.summit, rules/events.ts |
| 21 | Negotiate mechanical effect | The first Negotiate each round lowers Crisis by 1. Promises are never enforced. | config.negotiate |
| 22 | Evidence that fails verification | Search and Accuse are allowed on apparent evidence. If planted cards leave too little true evidence, the warrant or accusation is rejected and the action is spent — no penalty. | game-engine/actions.ts |
| 23 | Capture without 60 National Score | Capture still ends the game; if Arkania is below 60 the result is a Diplomatic Stalemate (same for extraction and Belvaria). | game-engine/victory.ts |
| 24 | Starting locations and Two-Face distribution | Role-specific starting locations; Two-Face cards are dealt randomly (both may land in one country). | rules/roles.ts, config.twoFaceDistribution |