Homeland Board Game Player Reference
Homeland Board Game Player Reference
Homeland: 3 - 6 Players
End Game
Set Up
- Game:
o Initiative deck: Take one case lead card from each player, shuffle into a facedown deck.
o Agendas: Create a deck of agendas according to player count, shuffle, and deal one to
each player facedown (do not reveal your agenda to other players).
Fallout
Either/Or Your choice, but if you have some of one choice, you must lose them as opposed to
Penalties losing none. If you have some of either, it’s your choice.
Burn Asset Choose an Active (face-up) asset to discard.
Exposure Flip all deactivated assets face-up, place all intel cards from hand face up on table.
As play continues, cards drawn from now are kept secret as normal.
Official If required to discard Clout or Rep tokens and you are unable to do so, you must
Reprimand choose one of your case lead cards to remove from a threat on the board.
ii. If threat is imminent, but imminent level is full – resolve threat immediately.
o You may then look at all intel cards on that threat. If you do, add one random intel card
to the threat after looking.
o 2 soldiers make a threat eligible for a drone strike
End of Turn
- Draw Intel cards to refill hand back to minimum hand size (default 3)
o Assets may increase hand size, any hand size increases are cumulative.
End of Round
- Once all players have taken a turn, the next round begins by returning to the Terrorist Turn.
Cards
- Plot Cards:
o Complexity: Ranges from 3 – 9, adds to Red Score.
o Impact: Ranges from 1 – 3. Indicates number of tokens added to track, and how many
tokens players receive when threat is resolved.
o Fallout/Global Fallout: Fallout applies to Case Lead only; Global Fallout applies to all
players.
- Organisation Cards:
o Initial Threat Level: Where the card begins on the board.
o Sophistication: Ranges from 0 -4, adds to Red Score.
o Advantage: Case lead reward for neutralising threat.
- Intel Cards:
o Blue/Red – add to Blue/Red scores, can be exchanged for indicated tokens.
o Gold: Unexpected events, are resolved immediately when revealed during threat
analysis.
Clarifications
- Burn: Remove from play, will not be used again this game.
o Hidden: If you burn a hidden card, remove it from play without revealing it.
- Discard: Discard to discard pile, reshuffled when draw piles run out. Discarded Agent/Soldiers
are returned to supply.
- Game Etiquette: Table talk allowed, for best experience don’t discuss specific numbers.
- Hidden: No player should see a ‘hidden’ card unless an ability or rule states otherwise. If given
the ability to look at a hidden card, you may share details, but cannot show the card itself to
other players.
o Don’t show hidden cards to other players.
o Burn: If you burn a hidden card, remove it from play without revealing it.
- Remove All Deployed Agents: Means all Agents currently on the board, not just on the
individual case
- Unclaimed Threat: Any Threat without a case lead
Clarifications: Assets
- All Cases: An active Asset that says “all cases” applies automatically to all cases (except Carrie
Matheson).
- Add Blue Number: An active Asset that adds a blue number to a particular Organization
contributes to every Threat Analysis involving that Organization. This includes cases where you
are not the Case Lead, or where there is no Case Lead. (Except for Carrrie Matheson, who only
affects your own Case Lead cases).
- Burned Asset: An Asset burned during a Terrorist Turn may use his ability before being removed.
- Drone Strike: An Asset which calls in a Drone Strike can affect all cases with two Soldiers on
them at once
- Peter Quin: The unassigned agents must be your own
- William Walden: Discard a Soldier once per Terrorist Turn to lower the Impact of a threat by 1.”
Usually after the Threat is Analyzed, but before moving tokens on a progress track.