Rules reference

The crisis manual

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.

Premise

Basics

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.

Setup

Setup
  • 6 players. Three hold Arkanian positions (Prime Minister, Intelligence Chief, Foreign Minister); three hold Belvarian positions (President, Intelligence Chief, Foreign Minister).
  • Allegiance cards are dealt secretly: 4 Loyal and 2 Two-Face.
  • Each player receives one secret Personal Objective.
  • National Score starts at 50 for Arkania and 50 for Belvaria. Crisis starts at 0. Every player starts with 10 Influence.
  • Each player starts with 2 Wild Cards (hand limit 3).
  • The Assassin is secretly placed at one of the eight locations.
  • Every player reviews their classified briefing and confirms “I Understand” before Round 1.

Citizenship

Identity

Citizenship is public. It tells the table which country you officially belong to, and it never changes — even if you are exposed.

Allegiance

Identity

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.

Two-Face

Identity

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.

Roles

Identity
PositionCountryRole power
Prime MinisterArkaniaExecutive Order — Cancel one action by an Arkanian official. Costs 1 Influence.
Intelligence ChiefArkaniaDeep Search — Investigate and draw 3 Intelligence cards instead of 2.
Foreign MinisterArkaniaBack Channel — Open a private conversation with one Belvarian official.
PresidentBelvariaExecutive Order — Cancel one action by a Belvarian official. Costs 1 Influence.
Intelligence ChiefBelvariaDeep Search — Investigate and draw 3 Intelligence cards instead of 2.
Foreign MinisterBelvariaBack Channel — Open a private conversation with one Arkanian official.

The Board

PrototypeSetup

Eight locations: Capital, Government District, Intelligence HQ, Airport, Port, Northern Border, Southern Border, Safe House. Extraction points: Airport and Northern Border.

  • Capital ↔ Government District
  • Capital ↔ Airport
  • Capital ↔ Intelligence HQ
  • Government District ↔ Intelligence HQ
  • Government District ↔ Port
  • Intelligence HQ ↔ Safe House
  • Airport ↔ Port
  • Airport ↔ Northern Border
  • Port ↔ Southern Border
  • Safe House ↔ Northern Border
  • Safe House ↔ Southern Border
  • Northern Border ↔ Southern 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:

  • EVENT — draw and resolve exactly one Event card.
  • ACTIONS — each player takes exactly one action, in turn order.
  • WILDS — each player may play at most 1 Wild Card (or stand down).
  • SCORE — the round is settled: summit agreements, Wild replacements, restrictions expire.

Turn order (prototype): A-PM → A-IC → A-FM → B-PR → B-IC → B-FM.

  • Round 1: Opening crisis
  • Round 2: Investigation
  • Round 3: Pressure rises
  • Round 4: More information
  • Round 5: Diplomatic crisis
  • Round 6: Extraction window
  • Round 7: Final operations
  • Round 8: Final chance

Move

Actions

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.

Accuse

Actions

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.

Negotiate

PrototypeActions

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.

Role Powers

Role powers
  • Executive Order (Prime Minister / President): when another official of your public country declares an action, cancel it. The action does not resolve and still counts as their action. Costs 1 Influence; at most 1 per round. It is a reaction and does not use your own action.
  • Deep Search (Intelligence Chief): investigate and draw 3 cards instead of 2.
  • Back Channel (Foreign Minister): open a private chat with one official of the opposing country until the end of the round. The table learns a Back Channel opened, never what was said.

Exposed Operatives lose their role power. A Double Agent Wild Card can cancel any role power, including an Executive Order.

Response Windows

PrototypeRole powers

Some powers and cards interrupt an action. When an action is declared it may pass through two windows before it resolves:

  • Executive window — the actor’s Prime Minister or President may issue an Executive Order. Everyone can see this window.
  • Covert window — anyone holding a matching reaction Wild (Counterintelligence, Safe House, Double Agent) may play it. The table never learns who could respond.

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.

World event

Protests

Arkania −2 National Score. Crisis +1.

Crowds fill the boulevards demanding answers about the assassination.

× 2 in deck

World event

Border Closure

The Northern Border is closed this round. Crisis +1.

Checkpoints seal the mountain crossings. Nothing moves north tonight.

× 2 in deck

World event

International Media

Arkania −1 National Score. Belvaria −1 National Score.

Foreign correspondents question both governments' accounts.

× 2 in deck

World event

Intelligence Leak

The Arkanian Intelligence Chief reveals one Intelligence card publicly.

A dossier surfaces in the morning papers. Someone talked.

× 1 in deck · prototype

World event

Military Alert

Crisis +2.

Armoured columns move to the frontier. Both general staffs are awake.

× 2 in deck

World event

Diplomatic Summit

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 Cards

PrototypeCards

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.

Confirmed SightingConfirmed

Surveillance confirms the asset at the [location].

Location
× 6 · can be forged
Unconfirmed ReportUnverified

An unverified source places the asset at the [location].

Location
× 8 · can be forged
Sweep ClearConfirmed

A sweep of the [location] found no trace of the asset.

General
× 8 · can be forged
Transit InterceptConfirmed

Intercepted logistics chatter: an exfiltration corridor runs through the [location].

Route
× 6 · can be forged
Intercepted CableConfirmed

A decrypted cable implicates the [official] in foreign service.

Allegiance
× 5 · can be forged
Suspicious ContactUnverified

The [official] was observed meeting an unregistered foreign contact.

Allegiance
× 7 · can be forged
Foreign FingerprintsConfirmed

Forensics trace the weapon to a Belvarian state armoury.

Foreign involvement
× 6
Clean RecordConfirmed

Counter-intelligence vetting clears the [official].

General
× 5 · can be forged

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.

False IntelligenceWilds phase

Plant a convincing but false Intelligence card on another player. It looks exactly like real intelligence but never counts as evidence.

× 4 · prototype
CounterintelligenceReaction

Play when another player investigates. Their investigation is cancelled and their action is spent.

× 4
Safe HouseReaction

Play when a search is declared. The operation is compromised and fails to capture the Assassin — the table never learns whether he was there.

× 3 · prototype
Border PassWith a Move

Play with your Move to enter a closed or restricted location once.

× 4
Media BombshellWilds phase

Leak a story that triggers a diplomatic reaction. Target country −2 National Score. Crisis +1.

× 4 · prototype
Political ScandalWilds phase

Target the Prime Minister or the President. They lose 2 Influence.

× 3
Double AgentReaction

Play when another player uses a Role Power — including an Executive Order. That power is cancelled.

× 4

Evidence

Evidence

Evidence is the Intelligence you can present: cards in your hand plus every card revealed to the table.

  • Search: 2 location cards naming that location.
  • Accuse: 2 allegiance cards naming that official.

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.

National Score

PrototypeScoring

Each country’s standing. Starts at 50. A country needs at least 60 to win.

EventArkaniaBelvaria
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.

Influence

PrototypeScoring

Personal standing. Everyone starts at 10. Influence totals are public.

  • Executive Order: −1.
  • False accusation: -3.
  • Political Scandal: −2 to the targeted Prime Minister or President.
  • Prototype rewards: correct accusation +2, capture +2, extraction +2, summit agreement +1 per Foreign Minister.
  • Completed Personal Objectives add their reward at the end of the game.

Crisis

Crisis

A shared danger meter. Events, Media Bombshells and failures push it up; negotiation and a capture bring it down.

LevelState
0–2Normal: Normal crisis management.
3–5Pressure: International pressure.
6–8Mobilisation: Military mobilisation possible.
9War imminent: War becomes imminent.
10Collapse: Crisis Collapse — the game ends.

Capture

Win conditions

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.

Extraction

PrototypeWin conditions

Belvaria must get the Assassin out through an extraction point (Airport or Northern Border).

  • From Round 6, a player whose TRUE allegiance is Belvarian may use their action to Move Asset: the Assassin moves one edge. It works only if the destination is adjacent and they hold a true location or route card for the origin or destination. The table sees only “a covert operation”.
  • From Round 6, such a player standing at an open extraction point where the Assassin is, holding 1 true location/route card for it, may Extract.
  • Successful extraction: Belvaria +10, Arkania -10; the game ends. Belvaria wins with at least 60.

Provisional rule strategy for playtesting — the source concept leaves Assassin movement and extraction prerequisites open.

Final Reveal

Win conditions

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).

Victory

Win conditions
  • Arkania wins: capture the Assassin and finish with at least 60.
  • Belvaria wins: extract the Assassin and finish with at least 60.

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.

Personal Objectives (prototype deck)

Each player is dealt one objective they can actually complete given their secret allegiance.

Personal objective+3 Influence

Power Broker

Finish the game with at least 12 Influence (before objective rewards).

Personal objective+3 Influence

Whistleblower

Publicly reveal 2 true Intelligence cards. Planted intelligence does not count.

Personal objective+4 Influence

Mole Hunter

Make a correct formal accusation that exposes a Two-Face.

Personal objective+2 Influence

Station Chief

End the game at Intelligence HQ.

Personal objective+3 Influence

Quiet Diplomacy

Seal an agreement inside a Back Channel.

Personal objective+3 Influence

Steady Hand

Finish the game with Crisis at 5 or lower.

Personal objective+5 Influence

The Arrest

Personally perform the Search that captures the Assassin.

Personal objective+5 Influence

The Exfiltration

Personally perform the successful Extraction.

Personal objective+2 Influence

Clean Hands

Never be the target of a formal accusation.

Personal objective+5 Influence

Deep Cover

Your true country wins while your public country loses.

Personal objective+3 Influence

Ghost

Finish the game without being exposed.

Personal objective+2 Influence

Agent of Chaos

Play at least 3 Wild Cards.

Personal objective+2 Influence

Patriot

Your country wins the crisis.

Glossary

Allegiance
Your secret loyalty: Loyal (serve your public country) or Two-Face (serve the rival).
Apparent evidence
All the evidence you can see — your hand plus public cards. Planted cards are included because you cannot tell them apart.
Assassin / Asset
The Belvarian intelligence officer hiding in Arkania. His location is hidden from everyone.
Back Channel
A private two-person chat opened by a Foreign Minister. Its content is never revealed.
Citizenship
Your public country.
Covert operation
What the table sees when a Belvarian operative moves the Assassin.
Crisis
The shared danger meter, 0 to 10. At 10 the crisis collapses.
Evidence threshold
Two pieces of evidence are needed to Search a location or Accuse an official.
Executive Order
The Prime Minister’s or President’s power to cancel an action by their own country’s official.
Exposed Operative
A Two-Face who has been correctly accused. Stays in the game without a role power.
Extraction point
Airport or Northern Border — where the Assassin can leave Arkania.
False Intelligence
A Wild Card that plants a forged Intelligence card on another player. It never counts as evidence.
Influence
Personal score used to decide the Individual Winner.
National Score
Each country’s score. 60 is needed to win.
Personal Objective
A secret goal that adds Influence at the end of the game.
Response window
A short pause after an action is declared, during which interrupts can be played.
Two-Face
A player secretly serving the rival country.
Unverified
Genuine intelligence of low reliability — it may point at the wrong place or person.
Warrant
The legal basis for a Search. Rejected if your evidence fails verification.

Prototype Assumptions

The game concept leaves these rules open. Each is implemented provisionally, kept in configuration, and expected to change after playtesting.

#Rule gapProvisional implementationConfigured in
1Board connectivity12-edge development graph suggested by the build spec.rules/board.json
2Full Intelligence deck51-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
3Full Personal Objective deck13 prototype objectives with fixed Influence rewards, dealt only to players who can complete them.rules/objectives.ts
4Influence gain/loss beyond explicit effects+2 for a correct accusation, capture or extraction; +1 to each Foreign Minister for a summit agreement.config.influenceRewards
5Assassin movementFrom 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
6Extraction prerequisitesFrom Round 6, a Belvarian-allegiance player at an open extraction point holding 1 true location/route card for it may Extract.config.extraction
7Meaning 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
8Foreign Involvement proofProven (once) when 2 true Foreign Involvement cards are public: Arkania +8, Belvaria −8.config.foreignInvolvement
9Major Intelligence Failure triggerNo trigger defined — disabled. Value kept in config.config.scoring.majorIntelligenceFailure
10War / uncontrolled escalation triggerOnly Crisis Collapse ends the game; the −15 war penalty is disabled.config.scoring.warEscalation
11Media Bombshell effectTarget country −2 National Score, Crisis +1.rules/wilds.ts
12Action initiative / turn orderFixed public-role order: Arkanian PM, IC, FM, then Belvarian President, IC, FM.config.turnOrder
13Individual Winner tie-breakTied players are co-winners.config.individualWinner
14Crisis Collapse tie-breakA tie is displayed as Mutual Crisis Collapse. No tiebreaker is invented.game-engine/victory.ts
15Exposed Operative actionsMay Move, Investigate, Search, Negotiate, Move Asset, Extract and play Wilds. May not Accuse or use Role Powers.config.exposedOperative
16Exposed Operatives and normal actionsNormal actions retained, as above.config.exposedOperative
17Public Influence totalsInfluence totals are public.game-engine/visibility.ts
18Interrupt timingDeclared 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
19Wilds outside the Wild phaseCounterintelligence, 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
20Diplomacy agreementsSummit: 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
21Negotiate mechanical effectThe first Negotiate each round lowers Crisis by 1. Promises are never enforced.config.negotiate
22Evidence that fails verificationSearch 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
23Capture without 60 National ScoreCapture still ends the game; if Arkania is below 60 the result is a Diplomatic Stalemate (same for extraction and Belvaria).game-engine/victory.ts
24Starting locations and Two-Face distributionRole-specific starting locations; Two-Face cards are dealt randomly (both may land in one country).rules/roles.ts, config.twoFaceDistribution