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Commander, Scientist, Operative Design Document

The game has 6 players, 3 per side, each with one of the three roles so that there are one of each role on each team. A team is victorious when the enemy Headquarters building is are destroyed.

Scientist

The Scientist's job is to acquire resources, process them, and construct parts and distribute them to their team members. The team with the best scientist will have the most materiel to work with.

Scientist units

Researcher

Summary: The Researchers survey locations to determine which have the best resources and experiment with their resources to determine the most effecient ways to combine them.

Actions: 1 of the following actions per turn -
Move, 1 space;
Survey, draw a Ore Survey card and place it on the space occupied by Researcher, then find the matching Ore Survey card and place it on the opposite space; Experiment, pay the cost required by the building the researcher is in to draw a formula card for the building that the Researcher is currently in.

Engineer

Summary: The Engineers construct buildings for the team and operate Scientist buildings to produce, refine, and process resources.

Actions: 1 of the following actions per turn -
Move, 1 space;
Construct, spend Minerals to build a building on the space occupied by the Engineer;
Operate, perform an action of the building occupied by an Engineer.

Scientist Buildings

Extractor

Summary: The Ore Extractors extract ore out of the ground.

Actions: When Operated by an Engineer, this building produces Ore resources based on the Ore Survey card for the space it occupies.

Data: When an Infiltrator Transmits data from this building, the Infiltrator's team collects the Ore Survey card from the space the space it occupies. The Infiltrator is then ejected from the building. This is the only time an Infiltrator can leave a unit it has infiltrated.

Refinery

Summary: The Refineries turn Ore into Minerals.

Actions: When Operated by an Engineer, this building consumes the Ore cost for one of the current Refinery formula and produces Mineral resource cards as indicated on that formula. When used to Experiment by a Researcher, this building consumes one of each Ore and the Scientist draws one Refinery Formula card.

Data: When an Infiltrator Transmits data from this building, the Infiltrator's team gets a copy of one of the current Refinery formula it can use.

Factory

Summary: The Factories turn Minerals into Parts.

Actions:When Operated by an Engineer, this building consumes the Mineral cost for one of the current Factory formula and produces Parts resource card as indicated on that formula. When used to Experiment by a Researcher, this building consumes one of each Mineral and the Scientist draws one Factory Formula card.

Data: When an Infiltrator Transmits data from this building, the Infiltrator's team gets a copy of one of the current Factory formula it can use.

Operative

The Operative's job is to find out what the other team knows, and to stop the enemy Operative from doing the same thing. The team with the best Operative will be able to plan for every possibility and lay the best traps.

Operative Units

Infiltrator

Summary: The Infiltrators gather information about enemy units, research, and operations.

Actions: 1 of the following actions per turn -
Move, 1 space, and/or Infiltrate a Commander Unit stack or Building in the same space;
Transmit, reveal the hidden information based on the building it Infiltrated, revealing the Infiltrator.

Decoys

Summary: Decoys provide cover for the Infiltrator so the opponents don't know which are the real threats.

Actions: 1 action per turn -
Move, 1 space and/or Infiltrate a Commander Unit stack or Building in the same space.

Enforcer

Summary: The Enforcers hunt down Infiltrators and remove them from units and buildings.

Actions: 1 of the following actions per turn -
Move, up to 2 spaces and/or Interrogate a Commander Unit stack or Building in the same space, challenging them to recall an Entrusted secret and eliminating those who cannot;
Move, up to 2 spaces and/or Entrust a secret to a Commander Unit stack or Building in the same space, preparing them for Interrogation later.

Operative Building

SCIF

Summary: The Sensitive Compartmented Information Facility, or SCIF, holds secrets that are used to detect spies.

Actions: This cannot perform actions.

Data: When an Infiltrator Transmits data from this building, the Operative may look at the secret entrusted to any Commander Unit stack or Building.

Commander

The Commander marshals troops around the board, fighting enemy troops and destroying enemy buildings. The team with the best Commander will have security and space to gather resources and information.

Commander Units

Decoys

Summary: Decoys hide the number of actual units in a unit stack.

Actions: 1 action per turn -
Move, 1 space

Squad

Summary: Squads are cheap but weak units

Actions: 1 action per turn -
Move, 1 space

Combat: In combat, squads do 1 point of damage and take 1 point of damage to eliminate.

Scouts

Summary: Scouts move quickly, taking advantage of gaps in enemy lines.

Actions: 1 action per turn -
Move, 1 space, or 2 if they choose to reveal.

Combat: In combat, Scouts do 1 point of damage and take 2 points of damage to eliminate.

Tanks

Summary: Tanks are the kings of the battlefield, with powerful weapons and resiliant armor.

Actions: 1 action per turn -
Move, 1 space

Combat: In combat, tanks do 3 point of damage and take 3 point of damage to eliminate.

Artillery

Summary: Artillery attack enemy units from long range, avoiding retaliation.

Actions: 1 of the following actions per turn -
Move, 1 space;
Fire, doing 3 points of damage to an adjacent unit stack, revealing the Artillery in the process.

Combat: In combat, artillery do not do damage; all Artillery are eliminated if they would take any damage.

Helicopters

Summary: Helicopters are fast, powerful, if expensive striker units.

Actions: 1 action per turn -
Move, 1 space, or up to 3 if they choose to reveal.

Combat: In combat, squads do 2 point of damage and take 2 points of damage to eliminate.

Commander Stacks

Summary: Commander Stacks are piles of Commander Units. They are not units in their own right, but have some qualities similar to them.

Actions: While unrevealed, Commander Stacks can do 1 action per turn -
Move, 1 space

Combat: If a Commander Stack is in the same space as another Commander Stack, Combat results.

Data: When an Infiltrator Transmits data from a Commander Stack, the player controlling the Infiltrator looks at the Commander Unit in the Stack. If a Commander Stack gets into combat, an Infiltrator may reveal itself, increasing the damage done by each unit attacking this Stack by 1.

Commander Buildings

Barracks

Summary: The Barracks is used to deploy Squads

Actions: This cannot perform actions. When units are Deployed, Squads may be Deployed on a space that has a Barracks controlled by the Deploying Commander

Data: When an Infiltrator Transmits data from this building, the Commander controlling this building looks at all of their Unit stacks and reports the total number of Squads they have on the board.

Depot

Summary: The Barracks is used to deploy Scouts, Tanks, and Artillery

Actions: This cannot perform actions. When units are Deployed, Scouts, Tanks, and Artillery may be Deployed on a space that has a Depot controlled by the Deploying Commander

Data: When an Infiltrator Transmits data from this building, the Operative player controlling that Infiltrator picks Scouts, Tanks, or Artillery. The Commander controlling this building looks at all of their Unit stacks and reports the total number of units of that type they have on the board.

Barracks

Summary: The Helipad is used to deploy Helicopters

Actions: This cannot perform actions. When units are Deployed, Helicopters may be Deployed on a space that has a Helipad controlled by the Deploying Commander

Data: When an Infiltrator Transmits data from this building, the Commander controlling this building looks at all of their Unit stacks and reports the total number of Helicopters they have on the board.

General Information

Headquarters

Summary: The Helipad is used to deploy Helicopters

Actions: This cannot perform actions. When units are Deployed, any unit may be Deployed on a space that has a Headquarters controlled by their team.

Data: An Infiltrator may not Infiltrate this building.

Resources

Ores

There are three types of Ores: trinite, boxite, oblite (triangles, squares, circles).

Minerals

There are three types of Minerals: ferrium, titium, and coppium (red, yellow, blue).

Parts

There are two types of parts: Mechanical, and Electrical. Mechanical are used for units with more armor and guns, Electrical are used for units with more speed and technology.

Combat

Unit-on-Unit Combat

When two Commander Unit stacks are on the same space, they fight. Each side reveals their units and does damage based on the units they have. Units fighting against stacks with an Infiltrator do an extra point of damage if that Infiltrator reveals. Players decide the order that their units take damage, taking up to the amount needed to eliminate a unit on the unit they select, and then continuing with any left over damage to the next unit they choose to take damage. If any Scout or Helicopter units take no damage in this process, and could have moved beyond the spot where the combat took place, they may Break Off and move, which may result in another combat. Note, Scouts and Helicopters that have taken damage may not move in this way. If the space contains units from both teams, the units that moved to initiate the combat move the remaining units back to the space they came from.

Razing

If a Commander Unit Stack moves into a space with enemy buildings but no enemy Commander units, each unit in that stack destroys on building, chosen by the player controlling the buildings. If any remain, the units move back to the space they came from.

Unit-on-Worker Combat

If a Commander Unit Stack moves into a space with enemy Scientist units, the Scientist units are eliminated. If they move into a space with Enforcers, the Enforcers may immediately spend their action for the turn to move 1 space away. If they have already spent their action, they are eliminated.

Getting Units

A the start of the turn, players decide what they will spend their Parts on. These are set aside for the end of the turn. At the end of the turn, they place these units anywhere they can.