Shadow Networks: Power & Corruption - Board Game Remix

30 min
Up to 5 players

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)

Discussion

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Shadow Networks: Power & Corruption - Board Game Remix | Remix Games - Board Game Remixes