Shadow Networks: Power & Corruption - Board Game Remix
What Is This Game? Build corrupt political networks where your public legitimacy conceals hidden criminal enterprises. Use worker placement pressure to compete for limited resources while gradually discovering who shares your objectives through secret alliance meetings. Victory comes from controlling political power through both direct asset placement AND blackmail leverage on opponents' assets. The Core Innovation Three Interlocking Systems: Dual-Layer Networks - Every asset you control exists on two levels: Public Layer: Visible politicians, celebrities, activists everyone sees Hidden Layer: Criminal enterprises, blackmail, shadow operations only you know Progressive Alliance Discovery - NOT free-for-all betrayal: Turn 3: Level 1 Meeting - Street-level criminals meet, discover compatible interests Turn 6: Level 2 Meeting - Professional operators coordinate deeper strategy Turn 9: Level 3 Meeting - Institutional players reveal major objectives Turn 12: Shadow Meeting - Ultimate power brokers negotiate final alliances You only reveal assets from each meeting's level - gradual trust building! Agricola-Style Action Pressure - Limited operatives compete for essential actions: Only ONE player can recruit premium assets each turn Only ONE player can safely launder money each turn Only ONE player can gather intelligence each turn Block opponents from actions they desperately need The Educational Hook: After playing, you'll recognize real-world manipulation patterns - how corrupt networks actually form through shared interests, not random betrayal. What You Need Required: Illuminati (use all group influence cards as "asset deck" - sort by power level) Agricola (just the worker pieces - become "operatives") Pandemic (use event cards as "crisis opportunities" for false flag operations) Additional Components Needed: Money tokens (use poker chips: white = 1MB, red = 5MB, blue = 10MB) Heat markers (use Pandemic's disease cubes - one color per player) Paper for secret note-passing during meetings Central action board (printable - will provide template) Players: 3-6 (best with 4-5) Time: 90-120 minutes Complexity: Hard
Game Rules & Instructions
Objective:
All Players: Get your political party into total power (shared goal)
Individual Victory: When party achieves control, highest Total Influence Points wins
Influence Calculation:
Direct Control: Your assets in government positions = 6-10 points each
Leverage Control: Blackmail on others' assets = 4-7 points each
Creates realistic factional competition within shared ideology!
Basic Gameplay Flow
SETUP → Rounds 1-2 (Building) → Turn 3 MEETING → Rounds 4-5 (Expansion) →
Turn 6 MEETING → Rounds 7-8 (Competition) → Turn 9 MEETING →
Rounds 10-11 (Consolidation) → Turn 12 MEETING → Final Scoring
12 total rounds, with 4 secret alliance meetings at turns 3, 6, 9, and 12.
WORKER PLACEMENT SYSTEM (Core Mechanic)
Each player has 2-4 operatives (Agricola worker pieces) that you place on action spaces.
Starting Operatives:
Rounds 1-4: 2 operatives per player
Rounds 5-8: Can expand to 3 operatives (costs 8MB + 2MB/turn maintenance)
Rounds 9-12: Can expand to 4 operatives (costs 12MB + 2MB/turn maintenance)
CRITICAL RULE: Once an operative is placed on an action space, NO other player can use that action this round!
ALWAYS-AVAILABLE ACTION SPACES
RECRUITMENT BUREAU (1 operative slot)
Action: Draft 1 card from visible market (4 face-up Illuminati cards)
Upgrade: Pay 2MB to draft from hidden criminal pile instead
Pressure Point: Only 1 player gets premium cards each turn
FINANCIAL OPERATIONS (1 operative slot)
Action: Generate 4 Clean MB OR launder 5 Dirty MB → 3 Clean MB
Pressure Point: Limited legitimate income - critical for maintenance
Note: Dirty money can't be spent publicly without laundering
INTELLIGENCE GATHERING (1 operative slot)
Action: Draw 2 Kompromat cards, keep 1 (investigating opponents)
Pressure Point: Only 1 player gathers blackmail each turn
Strategic: Collect dirt early, use it later when targets gain power
DAMAGE CONTROL (1 operative slot)
Action: Reduce your Heat by 3 OR protect 1 asset from exposure for 1 turn
Pressure Point: Critical when Heat reaches dangerous levels (10+)
Emergency Use: Sometimes you MUST take this or lose assets
ROUND-SPECIFIC ACTIONS (Added Each Round)
ROUND 2: MEDIA MANIPULATION (1 operative slot)
Action: Place or remove 1 public structure on center board
Why Available: Campaign season begins, narrative control matters
Examples: "Anti-Corruption Task Force" (hurts criminal players), "Banking Deregulation" (helps financial players)
ROUND 3: CRIMINAL NETWORKS (1 operative slot)
Action: Recruit criminal assets with -2 Heat penalty OR collect 6 Dirty MB
Why Available: Early money needs force dirty operations
Risk/Reward: High income but generates Heat
ROUND 4: POLITICAL INSIDER (1 operative slot)
Action: Place political assets directly into government positions (skip queue)
Why Available: Election season, positions opening
Competition: Everyone needs political protection NOW
ROUND 6: CRISIS MANAGEMENT (1 operative slot)
Action: Play 1 Pandemic event card as False Flag operation with +2 success bonus
Why Available: Players have resources for major operations
Game-Changer: Can reshape entire political landscape
ROUND 8: REGULATORY CAPTURE (1 operative slot)
Action: Control a regulatory agency for 3 rounds (ongoing protection)
Why Available: Late-game power consolidation
Powerful: Protects your operations from consequences
ROUND 10: SHADOW COORDINATION (1 operative slot)
Action: Form permanent alliance - combine influence scores if both control 3+ power centers
Why Available: Endgame approaching, consolidation necessary
Limited: Only a few alliance slots available
THE ASSET HIERARCHY SYSTEM
All Illuminati cards are sorted into 4 tiers by their printed influence level:
LEVEL 1: PUBLIC ASSETS (Illuminati power 1-2)
Celebrities, activists, local politicians, journalists
Maintenance: 1MB per turn
If Unpaid: Roll die - on 1-2, gain +1 Heat (they "talk to media")
Value: 1 point each at game end
LEVEL 2: PROFESSIONAL ASSETS (Illuminati power 3-4)
Corporate executives, media heads, organized crime bosses
Maintenance: 2MB per turn
If Unpaid: Roll die - on 1-3, gain +2 Heat (they "cooperate with investigation")
Value: 3 points each at game end
LEVEL 3: INSTITUTIONAL ASSETS (Illuminati power 5-6)
Think tanks, regulatory agency heads, intelligence operatives
Maintenance: 3MB per turn
If Unpaid: Roll die - on 1-4, gain +3 Heat AND asset exposed publicly
Value: 6 points each at game end
LEVEL 4+: SHADOW ASSETS (Illuminati power 7+)
Banking dynasties, information architects, shadow government
Maintenance: 4MB per turn
If Unpaid: AUTOMATIC exposure (these people don't stay quiet for free)
Value: 10 points each at game end
THE MEETING SYSTEM (Secret Alliance Discovery)
When Meetings Occur: Rounds 3, 6, 9, and 12
How Meetings Work:
LEVEL 1 MEETING (Round 3):
All players with Level 1 assets participate
Show ONLY your Level 1 cards to other Level 1 players (spread them face-up)
Discover: "Are we in competing criminal operations?"
Compatible: Both have drug trafficking → coordinate territories
Competing: Both want same money laundering routes → conflict brewing
Can pass secret notes, form temporary partnerships
LEVEL 2 MEETING (Round 6):
All players with Level 2 assets participate
Show ONLY your Level 2 cards to other Level 2 players
Discover: "Do our professional operations complement or compete?"
Compatible: One controls ports, other controls distribution → natural alliance
Competing: Both targeting same media empire → competition intensifies
Previous alliances may strengthen or fracture
LEVEL 3 MEETING (Round 9):
All players with Level 3 assets participate
Show ONLY your Level 3 cards to other Level 3 players
Discover: "Are we capturing the same regulatory bodies?"
Major strategic reveals - who's going for banking vs media vs government
High-stakes coordination or conflict emerges
LEVEL 4+ MEETING (Round 12):
All players with Level 4+ assets participate
Show ONLY your Level 4+ cards
Final power broker negotiations
Ultimate alliance structures determined
May completely reshape game in final rounds!
What Meetings DON'T Reveal:
Assets from other hierarchy levels
Your money reserves (clean or dirty)
Your specific kompromat holdings
Your exact influence score
Your operational plans
KOMPROMAT (Blackmail) SYSTEM
How You Get Blackmail on Opponents:
During Asset Recruitment:
When ANY player recruits an asset, ALL players draw potential kompromat
Recruiting player draws 3 kompromat cards (might get dirt on their own asset!)
Other players draw 1 kompromat card each
Creates risk: "Do I want this powerful judge if others might get blackmail?"
Through Intelligence Gathering Action:
Spend operative on Intelligence Gathering space
Draw 2 kompromat cards, keep 1
Target specific opponents with criminal assets
Through Failed Operations:
When someone's operation fails, opponents gain kompromat as consequence
"Your bribery attempt failed, but we got photos"
Kompromat Card Types:
Financial Crimes: Tax evasion, money laundering (4 points leverage)
Sexual Scandals: Adultery, unusual preferences (5 points leverage)
Criminal Associations: Photos with criminals, dirty money (6 points leverage)
Abuse of Power: Corruption, nepotism, fraud (7 points leverage)
Using Kompromat:
Keep secret until game end
Scores 4-7 influence points (slightly less than direct control)
Can reveal during meetings to pressure alliances
Can use to force cooperation: "Support my Treasury pick or I leak this"
HEAT & EXPOSURE SYSTEM
Single Heat Track Per Player (use Pandemic disease cubes - one color each)
Heat Generation:
Unpaid maintenance: +1-3 Heat
Criminal operations: +2-4 Heat
Failed operations: +3-5 Heat
Being investigated: +1 Heat per turn
Heat Consequences:
0-5 Heat: Operating normally (safe zone)
6-10 Heat: -1 penalty to all operations
11-15 Heat: -2 penalty, draw 1 Exposure card per turn
16-20 Heat: -3 penalty, draw 2 Exposure cards per turn
21+ Heat: Network collapse - lose HALF your assets immediately!
Heat Reduction:
Pay 3MB (Clean) to reduce Heat by 1
Sacrifice low-level assets: lose asset, reduce Heat by 2-3
Use "Distraction" operations to redirect Heat to opponents
Allied players can help reduce each other's Heat (cooperation mechanic!)
Exposure Cards (Pandemic Event Cards):
When drawing exposure, take Pandemic event card
Each has consequence: "Asset revealed," "Investigation launched," etc.
Can be defended against with Damage Control action
PUBLIC STRUCTURES (Center Board Competition)
The Hidden Agenda Mechanic:
Players place "beneficial" public structures that help some players while hurting others. Motives stay hidden!
Structure Examples:
Regulatory Bodies:
Anti-Corruption Task Force: +3 Heat to players with criminal assets
Financial Oversight Committee: Blocks dirty money laundering
Media Standards Board: Controls which narratives are "acceptable"
Judicial Appointments:
Judge Patricia Fairness: Helps "clean" players, hurts criminal operations
Commercial Arbitration Panel: Helps corporate players
Economic Policies:
Banking Deregulation: Helps financial players, increases corruption
Free Trade Agreement: Helps global players, hurts local interests
How Placement Works:
Many Operation cards place public structures
High-level assets can place structures
Crisis response in Round 6 (Pandemic event cards)
Only ONE version of each structure type can exist
The Paranoia:
You place "Environmental Protection Agency" claiming public good
Actually targeting competitor's energy operations
Others don't know your real motive until they feel the effects
Creates authentic uncertainty about others' true objectives
TURN STRUCTURE
PHASE 1: MAINTENANCE (Simultaneous - 1 minute)
Pay operative maintenance (2MB each) or lose operatives
Pay asset maintenance or face consequences (roll dice for unpaid)
Generate income from legitimate assets
PHASE 2: ACTION PLACEMENT (Turn order - 5 minutes)
Players place operatives on action spaces in turn order
Once placed, action space is BLOCKED for other players
Continue until all players pass (can't/won't place more)
PHASE 3: ACTION RESOLUTION (Simultaneous - 3 minutes)
All actions resolve simultaneously
Money flows, cards are drawn, structures placed
Heat accumulates from operations
PHASE 4: CRISIS & CONSEQUENCES (2 minutes)
If Round 6, draw Crisis card (Pandemic event)
Resolve Heat consequences (exposure, asset loss)
Check if meetings occur this round
PHASE 5: MEETING (Only Rounds 3, 6, 9, 12 - 10 minutes)
Players with appropriate level assets participate
Secret alliance negotiations happen
Information exchange and coordination
WINNING CONDITIONS
Victory Trigger:
Political party achieves total control when any player controls 3 of 5 power centers:
Media Narrative Control (15 influence needed)
Financial System Control (20 influence needed)
Government Institution Control (18 influence needed)
Public Opinion Management (12 influence needed)
Crisis Response Capability (10 influence needed)
When Triggered, Calculate Total Influence:
Direct Control Points:
Executive positions (your assets as President, Cabinet): 10 pts each
Legislative positions (your assets as Senators, Representatives): 7 pts each
Judicial positions (your assets as judges, prosecutors): 8 pts each
Regulatory positions (your assets as agency heads): 6 pts each
Leverage Control Points:
Kompromat on Executive assets: 7 pts each
Kompromat on Legislative assets: 5 pts each
Kompromat on Judicial assets: 6 pts each
Kompromat on Regulatory assets: 4 pts each
Asset Portfolio Points:
Level 1 assets: 1 pt each
Level 2 assets: 3 pts each
Level 3 assets: 6 pts each
Level 4+ assets: 10 pts each
Highest total wins!
Alternative Loss Condition:
If ANY player reaches 21+ Heat, their network collapses and they're eliminated. Continue until victory trigger or all players eliminated (Rogue Scientist style chaos win).
Setup Instructions & Game Preparation
1. Central Action Board Setup
Place central action board in center of table showing:
4 Always-Available action spaces (Recruitment, Financial, Intelligence, Damage Control)
Track showing which Round-Specific actions unlock each round
5 Power Center areas with influence thresholds
Public Structure placement zones
2. Asset Deck Preparation (Illuminati Cards)
Sort Illuminati group cards by power level:
Level 1 Pile (Power 1-2):
All low-influence groups from Illuminati
Celebrities, activists, journalists, local politicians
Shuffle and place face-down as "Public Assets" draw pile
Level 2 Pile (Power 3-4):
Mid-tier influence groups
Corporate executives, media heads, crime bosses
Shuffle and place as "Professional Assets" draw pile
Level 3 Pile (Power 5-6):
High-influence groups
Think tanks, agency heads, intelligence operatives
Shuffle and place as "Institutional Assets" draw pile
Level 4+ Pile (Power 7+):
Highest-tier groups
Banking dynasties, information architects
Shuffle and place as "Shadow Assets" draw pile
Create Visible Market:
Draw 4 cards from mixed piles
Place face-up for all to see
This is the Recruitment Bureau selection
3. Crisis Deck (Pandemic Event Cards)
Shuffle all Pandemic event cards
Place face-down as "Crisis Opportunities"
These become False Flag operations in Round 6+
4. Kompromat Deck Preparation
Create Custom Kompromat Cards (or use index cards):
20 Financial Crime cards (4 pts leverage)
15 Sexual Scandal cards (5 pts leverage)
15 Criminal Association cards (6 pts leverage)
10 Abuse of Power cards (7 pts leverage)
Shuffle and place as Kompromat draw pile
5. Player Setup
Each player receives:
Starting Operatives:
2 Agricola worker pieces (your operatives)
Place near your player area
Starting Money:
3 players: 12 Clean MB each
4 players: 10 Clean MB each
5 players: 8 Clean MB each
6 players: 7 Clean MB each
Starting Hand:
Draw 2 cards from Level 1 pile (Public Assets)
These are your starting network
Pay maintenance immediately for these!
Heat Marker:
Take 1 color of Pandemic disease cubes
Place cube on 0 on Heat track
This tracks your exposure level
Secret Victory Objective (Optional Advanced Rule):
Draw 1 secret objective card
Examples: "Control Media + Finance," "Most Kompromat," "Pure Criminal Empire"
Keep hidden - reveals at game end for bonus points
6. Turn Order Determination
All players roll dice
Highest roll goes first
Clockwise from there
Turn order matters for action placement!
7. First Meeting Setup
Designate private note-passing method (paper, cards, app)
Establish meeting timer (10 minutes maximum)
First meeting happens Round 3 (after 3 full rounds of play)
Required Board Games for This Remix
Discussion
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