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Homeland Board Game Player Reference

This document provides the rules for the board game Homeland. It summarizes the game setup, phases of play during each round, and actions players can take on their turn. The objective is to score the most victory points by the end of the game either as a Loyal Agent, Political Opportunist, or Terrorist Mole depending on the player's secret agenda card. Players work to analyze terrorist threats by playing intel cards while also gaining political influence tokens.
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0% found this document useful (0 votes)
105 views5 pages

Homeland Board Game Player Reference

This document provides the rules for the board game Homeland. It summarizes the game setup, phases of play during each round, and actions players can take on their turn. The objective is to score the most victory points by the end of the game either as a Loyal Agent, Political Opportunist, or Terrorist Mole depending on the player's secret agenda card. Players work to analyze terrorist threats by playing intel cards while also gaining political influence tokens.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Homeland: 3 - 6 Players

End Game

- Game end: Immediately when either Agency/Terrorist Track are full.


- Win: Most points at game end.
o Ties: Loyal Agent > Political Opportunist > Terrorist Mole.
 Same Agenda: Shared victory.

Loyal Agent Political Opportunist Terrorist Mole


If Terrorist Track Full
Lose Lose Win

If Agency Track Full


Accusations
Each player takes one case lead card of each player colour. If Terrorist Mole receives one
Players may accuse one other player of being the terrorist accusation they Lose.
mole by playing that players case lead card facedown.
No accusation: Play your own case lead card facedown. (You
cannot accuse yourself.)
Scoring
1VP per Agent Rep Token 1VP per Political Clout Token 2VP per token on Terrorist
Progress track
Assets: Add VPs from Assets (active and deactivated)
Accusations: +6 VP for correctly accusing the terrorist mole
-3 VP for incorrectly accusing a player

Set Up

- Player: Select a Case Lead colour and takes the following:


- 8 Case Lead Cards in your colour - 3 Intel Cards - 1 Agency Rep Token
- 1 Agent - 1 Soldier - 1 Political Clout Token

- 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).

Players Loyal Agents Political Opportunist Terrorist Mole


3 2 1 1
4 3 1 1
5 3 2 1
6 4 2 1

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Game Play: Each round has 2 phases.

Phase 1: Terrorist Turn

1. Move Terrorist Marker


a. Reveal top card of initiative deck, give that player the Terrorist Marker (first player
token).
i. If the initiative deck runs out, reshuffle initiative cards to form a new deck.

2. Analyse Imminent Threats (Skipped on turn one)


a. Resolve one at a time, left to right.
i. Overlap Plot card and organisation cards face up on analysis board.
ii. Shuffle intel cards and reveal one at a time.
1. Immediately resolve gold intel cards, discard them after threat
analysis.
iii. Red total = Complexity + Sophistication + red cards
iv. Blue total = Blue cards + Agents (+1 each)

Red >= Blue Blue > Red


Successful Plot Neutralised Threat
Track Add Terrorist Progress tokens equal to Add Agency Progress tokens equal to
(Impact) Impact Impact
Tokens All players gain Political Clout tokens equal Case Lead gains Agency Rep tokens
(Impact) to Impact equal to Impact
Fallout/ Fallout applies to Case Lead only. Case Lead gains listed advantage
Advantage Global Fallout applies to all players. (onetime bonus)

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.

3. Advance Threats (skipped on turn one)


a. After all imminent threats have been resolved, all threats remaining on the board
advance to the next level (Tip – start from top and work down).

4. Reveal New Threats


a. Reveal new threats, equal to the number of players.
i. Draw top card from organisation deck
ii. Place 1 random hidden Plot Card underneath
iii. Place 1 random Intel card face down on top
b. Place in the left most space of the threat level indicated on the organisation card
i. If that level is full, place it in the leftmost space on the next highest level.

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ii. If threat is imminent, but imminent level is full – resolve threat immediately.

Phase 2: Player Turns

- Start with player holding terrorist marker and proceed clockwise.


- Actions can be taken in any order.
- The only actions which can be done more than once per turn are Activate Asset and Drone
Strike.

Required Actions: Must do the following:

- Claim case lead of a threat


o If there are any unclaimed threats on the board, you must claim one by placing one of
your case lead cards on it.

- Play 2 Intel Cards to Claimed threats on the board


o Must play two intel cards to claimed threats if you can.
o Cards played face down under case lead cards.
 First card must be played to another player’s case
 Second card may be played to any case, including your own.
o Note:
 You cannot play intel cards to unclaimed threats.
 Playing two intel cards is a single action (i.e. cannot interrupt with another
action)
 If you are the only player with claimed cases, play one card to one of your cases.
Do not play two cards.

Optional Actions: May be done at any time on your turn:

- Exchange 1 intel card for tokens (once per turn)


o Exchange 1 Intel card for Political Clout/Agency Rep Tokens.
o Place card face up in discard pile.
o You may “trade in” an Intel card that gives no tokens

- Recruit an asset, soldier or agent (once per turn)


o Recruit one asset, soldier or agent.
o NB – may only recruit once per turn, may not recruit an asset and soldier in same turn.
o Agent or Soldier are free.
o Asset costs 3 tokens. To recruit an Asset draw top two asset cards, choose one, discard
the other face up to discard pile. Selected asset is placed facedown in your play area.

- Deploy soldiers (once per turn)


o May deploy any number of soldiers, to claimed or unclaimed threats, but they must all
be deployed to the same threat.

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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

- Deploy agents (once per turn)


o May deploy any number of agents, to claimed or unclaimed threats, but they must all be
deployed to the same threat.
o May then look at the hidden plot card of that threat (do not show to other players)
o Each deployed agent adds +1 to Blue intel total for that threat

- Activate Assets (no limit per turn)


o May activate (flip face up) any of your deactivated (face down) assets.
o Note: Deactivated assets are protected from being burned or taken.

- Utilise Assets (no limit per turn)


o Use asset abilities.
o You may recruit, activate and utilise an asset on the same turn.
 “burn to’ – If burned to utilise, that asset is removed from the game.
 Drone Strike:
• If you have an active asset with this ability, you may burn any threat
with 2 soldiers deployed to it. (NB – one Asset may call in multiple Drone
Strikes.)
• Remove all the cards in the threat, without showing them, from the
game and discard all deployed soldiers and agents.
o Case Lead cards are also removed, but if at any time, a player
runs out of case leads they may take one from those removed.

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.

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- 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.

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