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Opetusohjelma #997
Move #1
Progression 2%
It's your turn!
I would like to think a little, thank you
Previously on Dark Agent #269128351 ... ([Skip last moves replay])
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Jellby

Opetellaan pelaamaan peliä Dark Agent!

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Tämän opetusohjelman tekijä: Jellby
0000
Jellby*Welcome to the Dark Agent tutorial!* Dark Agent is a tactical game for 2 to 6 players, there's even a solo variant (which you can play in training mode). In Dark Agent we represent some national intelligence agency, trying to reach their secret and obscure objectives before the rival countries. Or maybe we are trying to save the world from an evil menace?1archivecontrol_editmode_centercomment000
Jellby!!! Before continuing, I'd like to point out what someone wrote in the game's wiki page: "[red]Note I find this game to be rather interesting, but the instructions were very, very unclear.[/red]" I fully agree with this statement, and I really recommend reading the "*How to play*" tab (or "*Rules summary*" in the game page) in addition to the official rules, and referring to it during the game.2archivecontrol_editmode_centercomment000
JellbyHopefully, this tutorial will help clearing up the rules and mechanics. I believe there are also translation (into English) flaws and inconsistencies. [red][tip] In spite of these issues, this game has a lot of potential. Don't give up![/red]3archivecontrol_editmode_centercomment000
JellbyAt the beginning of the game we can select our color, which has no influence on the game. Also, depending on the game settings, we may also be able to select the national agency we represent. *Each agency has a special ability.* We won't go through all of them, you can see them by hovering the mouse and/or read about them in the "How to play" tab. In this game the agencies were randomly assigned.4archivecontrol_editmode_centercomment000
JellbyThis is the actual game screen. On the left, there's the main board, with 6 rows and 7 colums of "items". The [red]top row[/red] is where we place the satellites that will let us take actions. On each column there's space for 3 satellites. Initially, a number of [blue]neutral satellites[/blue] are placed. We will add our own satellites and then move them around during the game.1card_SEN_5_10628a730ee7df600board_space 6 token_SAT_NEU_9 7 token_SAT_NEU_8 7 token_SAT_NEU_3 7 token_SAT_NEU_5 7 token_SAT_NEU_1 7 token_SAT_NEU_2 7 token_SAT_NEU_4 7 token_SAT_NEU_6 7 token_SAT_NEU_7 7
JellbyThe [blue]other 5 rows[/blue] contain the cards of the game, which we will gather, defeat or activate. Each row containing 7 cards, one per column. Every round, the rows will be moved (to represent the Earth rotation). The first row (row #1) will be moved to the bottom, and the other rows will be moved one row up.2TDOsquareclick_1_7628a730ee7df600board_ruler_1 7 board_ruler_2 7 board_ruler_3 7 board_ruler_4 7 board_ruler_5 7
JellbyThis clock is the round marker. There is a maximum number of rounds (the manual says 10, the game says 12) I guess it's until the clock says 12:00. The player with the most points is the winner. The game will finish earlier if a number of objective cards (we'll see them in a moment) are captured. This game will end when 2 objectives are captured.3turnboard628a730ee7df600
JellbyThis is our player board. In the background we see the logo of our agency, which is also indicated in the [blue]player panel[/blue] on the right sidebar (we are the Brazilian ABIN). In this player board we have our reserve of three [red]agents[/red], as well as additional spaces where we will store captured objectives, pieces of equipment and defeated enemies.4playerboard_BLU628a730ee7df600card_SPY_BLU_2_2 6 card_SPY_BLU_3_3 6 card_SPY_BLU_5_5 6 pb_team_BLU 7
JellbyOur opponent is the Belgian SGRS, you can also see their player board on the table, you probably need to scroll down. [red]This token[/red] is the first player marker, our opponent will be playing first. We received a [green]double agent token[/green] instead (which is also in our player board).5pb_ORA1ST628a730ee7df600token_DBL_2 8 pb_BLUDBL 8 pb_ORA1ST 6
JellbyThe [red]dice[/red] will be used whenever we try to capture objectives or defeat enemies. The higher the total number rolled, the better. The yellow cubes below the dice are *attempt markers* that will be placed on the objectives when a capture attempt fails, giving a bonus for later attempts.6token_OBJ_19628a730ee7df600token_DICE_0 6 token_DICE_1 6 token_DICE_2 6 token_DICE_3 6
JellbyAnd here we have the deck of *equipment cards*. The deck is face up, and we see the first card is a dinghy. There are also equipment cards in the [red]bottom row[/red] of the main board. Equipment cards can be picked from the board and used later (they're all single use). When there is an empty spot in the board it will be filled by the card from the top of the deck, so we know what's coming.7card_EQP_BOT_2628a730ee7df600STACKsquare_1 6 card_EQP_BOT_2 6 card_EQP_SAT_0 6 card_EQP_BAZ_0 6 card_EQP_EXP_2 6 card_EQP_RIF_1 6 card_EQP_JET_3 6 card_EQP_BAZ_3 6 card_EQP_BIN_0 6
JellbyEnough for introduction. Let's start doing something. At the beginning of the game, all players need to place their 3 satellites. Starting from the last player (that's us), the players place one satellite of their color in one of the [blue]empty spaces[/blue] in the top row of the board (marked with the word "Click?"). Only the column matters, the three spaces in each column are identical.8SPACEsquare_3_5628a730ee7df600SPACEsquare_1_2 7 SPACEsquare_1_3 7 SPACEsquare_1_5 7 SPACEsquare_1_6 7 SPACEsquare_1_7 7 SPACEsquare_2_2 7 SPACEsquare_2_3 7 SPACEsquare_2_5 7 SPACEsquare_2_6 7 SPACEsquare_2_7 7 SPACEsquare_3_3 7 SPACEsquare_3_5 7
JellbyLet's start by placing our first satellite in this spot (column 5, row 3). Just click on the spot.9SPACEsquare_3_5628a730ee7df610SPACEsquare_3_5 6
JellbyPlace the second here (7-2).1SPACEsquare_2_7628a7407db81a10SPACEsquare_2_7 6
JellbyAnd the third here (5-1).1SPACEsquare_1_5628a746b60d1710SPACEsquare_1_5 6
JellbyNow it's the time for our opponent's actions. Each turn has two phases: 1. Move satellites. 2. Take actions. In the very first turn, the "move satellites" phase is skipped because we just placed them, but in later turns we'll move them around.1archivecontrol_editmode_centercomment628a751dd057200
JellbyNow, for the action phase, the player can activate one spot of the main board (the bottom 5 rows) for each of their satellites. A satellite can only activate spots in its column, and has a range that depends on the number and color of satellites in that column. 1 satellite: Row 1 2 satellites: Rows 1, 2 3 satellites: Rows 1, 2, 3 3 satellites of your own color: Rows 1, 2, 3, 4, 52token_SAT_ORA_0628a751dd057200
JellbySo our opponent can only activate the spots [red]highlighted in red[/red] (2-1, 2-2, 3-1, 5-1, 5-2, 5-3). They can only use one from each column (because they have only one satellite in each column), but they can do it in any order.3card_SPE_SUPPLY_0628a751dd057200card_SEN_2_4 1 card_OBJ_INV_0 1 card_SEN_5_8 1 card_SPE_SUPPORT_0 1 card_SPE_SUPPLY_0 1 card_SPY_NEU_2_5 1
JellbyThey activated 5-2 first. Notice the cross-hair marker, indicating that this spot has been activated. The card in this spot is a *special card* that allows the player to draw the top equipment card from the deck and keep it. If you look in their player board you'll see the dinghy there.1card_SPE_SUPPLY_0628a75222f45d00card_SPE_SUPPLY_0 2
Jellby[blue]Special cards[/blue] are these with red/grey colors. You can see what they do by hovering the mouse on them.2card_SPE_SUPPLY_0628a75222f45d00card_SPE_MEDIA_0 2 card_SPE_UNDERCOVER_0 2 card_SPE_SUPPORT_0 2 card_SPE_SUPPLY_0 2
JellbyNext our opponent activated 2-1, which has a *soldier*. A soldier is an "enemy" that can be defeated to win points (and to clear up a spot). To defeat a soldier you first need to activate the spot where he's located.1card_SEN_2_4628a75300011200card_SEN_2_4 2
JellbyThen you can attack, for this you roll 4 dice, add your *ATK* bonus (look in the player panel in the sidebar) and compare with the *defense* value of the soldier. The defense value is the number inside the shield. If the attack total is equal to or higher than the defense (or if you roll 4 identical numbers), the soldier is defeated and the player gains the victory points inside the star.2card_SEN_2_4628a75300011200card_SEN_2_4 2 player_board_85075090 1
JellbySo in this case the total was 15+1=16, which is higher than the defense of 15, and the soldier was defeated. You can see the soldier card in our opponent's board. !!! Normally you also need to activate one of your agents to be able to attack, but the SGRS special ability waives this requirement (and gives +1 ATK).1token_DICE_3628a75323c61b00token_DICE_0 1 token_DICE_1 1 token_DICE_2 1 token_DICE_3 1 pb_team_ORA 1
JellbyNow they used their dinghy card to deploy one of their *agents* (from their player board) in an empty spot, taking the place of the soldier.1card_SPY_ORA_2_2628a7541686eb00card_SPY_ORA_2_2 2
JellbyYou can recognize the [blue]agents[/blue] by their suits. Like the soldiers, they have a defense value in the shield and level/points value in a star. The agents with color belong to the corresponding player, the grey ones are neutral. [tip] The level of an agent is also the ATK bonus he provides when engaged.2card_SPY_ORA_1_1628a7541686eb00card_SPY_ORA_1_1 2 card_SPY_BLU_1_1 2 card_SPY_NEU_2_3 2 card_SPY_NEU_2_5 2 card_SPY_NEU_2_6 2 card_SPY_NEU_2_7 2 card_SPY_ORA_2_2 2
JellbyYou need to have an agent deployed in the board in order to engage him (by activating his spot). Level 1 agents (in row 3) are invulnerable, so they cannot be defeated and have no defense value. This ensures that you will always have at least one agent in the board that could be engaged.3card_SPY_ORA_1_1628a7541686eb00card_SPY_ORA_1_1 2 card_SPY_BLU_1_1 2 card_SPY_NEU_2_3 2 card_SPY_NEU_2_5 2 card_SPY_NEU_2_6 2 card_SPY_NEU_2_7 2 card_SPY_ORA_2_2 2
JellbyFor their 3rd satellite action, our opponent activated the [blue]spot 3-1[/blue], which is another soldier (this one with level 5 and 25 defense). !!! Notice something important now. *The [red]spot 2-1[/red] remains activated*, even though the soldier has been replaced with an agent. This means that the agent is also engaged and gives an ATK bonus equal to his level, for a total of +3.1card_SEN_5_8628a7547735f900card_SEN_5_8 2 card_SPY_ORA_2_2 1 player_board_85075090 1
JellbySo what happened? Our opponent attacked the soldier. They rolled 14, plus the +3 bonus, that's 17, which is less than the defense of 25. So the attack failed and all their engaged agents were defeated. That means the agent at 2-1 was removed from the main board and placed again in the player board.1card_EQP_GIL_2628a754a0037200card_SEN_5_8 2 token_DICE_0 1 token_DICE_1 1 token_DICE_2 1 token_DICE_3 1 card_EQP_GIL_2 1
JellbyA failed attack ends the turn (it was the last action anyway). The empty spot at 2-1 was then filled with the top equipment card, which was a bulletproof vest.2card_EQP_GIL_2628a754a0037200card_SEN_5_8 2 token_DICE_0 1 token_DICE_1 1 token_DICE_2 1 token_DICE_3 1 card_EQP_GIL_2 1
JellbyIt is now our turn, and we start with the satellite movement phase. We have two options: 1. Exchange one of our satellites with one of a different color. 2. Move two satellites to an empty spot. The movement is compulsory, we *must* do one of them. !!! If we choose to exchange, we are not allowed to disrupt a group of 3 satellites in the same column of another player.3SPACEsquare_3_5628a754a0037200
JellbyLet's exchange [red]these[/red] [blue]two[/blue] satellites. First click on ours...4SPACEsquare_1_5628a754a0037210SPACEsquare_1_5 1 token_SAT_NEU_5 2
Jellby... and then on the other one.1SPACEsquare_1_1628a75a7cbad210SPACEsquare_1_1 2 SPACEsquare_1_5 1
JellbyNow it's our action phase. We can activate any of the spots with the "Click?" button (1-1, 1-2, 1-3, 5-1, 5-2, 5-3, 7-1, 7-2).1card_SPY_NEU_2_5628a75a91d3b800card_OBJ_SAT_0 1 card_SEN_2_3 1 card_SPY_ORA_1_1 1 card_SPE_SUPPORT_0 1 card_SPE_SUPPLY_0 1 card_SPY_NEU_2_5 1 card_SEN_5_10 1 card_OBJ_SUB_0 1
JellbyI don't claim this is the best option, but let's choose 1-1 first (click on the "Click?" button).2TDOsquareclick_1_1628a75a91d3b810card_OBJ_SAT_0 1
JellbyThis is one of the five *objective cards* (a.k.a. aim, target), which are those with yellow/black colors. When activated, they can be used for their special ability or a capture can be attempted. Capturing works like attacking, that's why these cards have also defense and level values.1card_OBJ_SUB_0628a75bab6fdc00card_OBJ_SAT_0 1 card_OBJ_CAS_0 1 card_OBJ_INV_0 1 card_OBJ_PRI_0 1 card_OBJ_SUB_0 1
JellbyWe get two specific actions for this objective: "SHOOT", that is, try to capture, and "USE" its ability. Since we have no agent engaged, we cannot actually capture it, so click on "USE Control Center (supersats)".3button_1_1_USE628a75bab6fe310button_1_1_ATTACK 1
JellbyOnce the Control Center has been used, note that we have access to all the rows in columns 5 and 7 (not in column 1, because this satellite has already been used). That's the ability of this card, it allows each satellite to activate any spot in the column (that's what's called a *super-satellite*). This is only active for the rest of the turn.1card_EQP_BIN_0628a75bde4bcd00card_SPE_SUPPORT_0 1 card_SPE_SUPPLY_0 1 card_SPY_NEU_2_5 1 card_SEN_3_5 1 card_EQP_JET_3 1 card_SEN_5_10 1 card_OBJ_SUB_0 1 card_SPY_NEU_2_7 1 card_SEN_3_6 1 card_EQP_BIN_0 1
JellbyBut before using the other satellites, let's use our agency's special ability. You find it in [red]this "Click?" button[/red] in our player board. (It does not belong to the level 3 agent despite its appearance.) If you hover on it, you'll see it moves the cards in a row. Click on this button.2ptokensquare_BLU_3628a75bde4bcd10ptokensquare_BLU_3 1
JellbyNow click on this arrow that just appeared to move the cards in row 5 to the right (the card in column 7 will be moved to column 1).1figuresquare_R_4628a75c2ed17d10figuresquare_L_0 1 figuresquare_R_0 1 figuresquare_L_1 1 figuresquare_R_1 1 figuresquare_L_2 1 figuresquare_R_2 1 figuresquare_L_3 1 figuresquare_R_3 1 figuresquare_L_4 1 figuresquare_R_4 1
JellbyNow we can activate [red]spot 7-5[/red] to take the rocket launcher. Equipment cards are just picked when you activate the spot.1card_EQP_BAZ_3628a75c5c876a10card_EQP_BAZ_3 1
JellbyNow we have the rocket launcher in our possession. This piece of equipment allows changing the value of one rolled die (it will automatically be changed to a 6). We'll save it until we need it.1card_EQP_BAZ_3628a75ca0470500card_EQP_BAZ_3 1
JellbyFor our final action, we'll use the special card [red]Support at 5-1[/red]. It allows deploying an agent from our player board to an empty spot (the same as the dinghy our opponent used earlier). Click on this.2card_SPE_SUPPORT_0628a75ca0478010card_SPE_SUPPORT_0 1
JellbyThere isn't much choice of empty spots, and we cannot choose the agent to deploy, because it's always the lowest available level. So just click on this empty spot.1TDOsquareclick_5_7628a75cde008710TDOsquare_5_7 1
JellbyWe've already activated the three spots for our satellites. We could in principle still perform actions with cards on the activated spots (but only once each action, so we cannot use Support again). We can also undo some actions (not if there was a dice roll, or a new card revealed).1button_0_0_UNDO628a75d0b4e5500page-title 1
JellbyWe now have an agent engaged (and +2 ATK), so we could attempt to capture the objective at 1-1 (which is still activated), but not only would we need a roll of 18, but there's another restriction: !!! To attempt to capture an objective, there must be no soldiers or enemy agents surrounding the objective. ... and there is a [red]soldier at 1-2[/red]. Also, you cannot SHOOT after you've USEd.2button_1_1_ATTACK628a75d0b4e5500page-title 1 card_SEN_2_3 1
JellbySo we'll just finish our turn clicking on the "SKIP (MEDIA)" button. [tip] I believe the "MEDIA" means that the effect of the [blue]Media card[/blue] (at 3-4), if it had been activated, would be resolved after choosing SKIP.3button_1_id628a75d0b4e5510page-title 1 card_SPE_MEDIA_0 2
JellbyIt's a new round now. First the Earth will rotate, that is, row 1 will move to the bottom and the other rows will move one up.1archivecontrol_editmode_centercomment628a75e5210c700
JellbyThe time has advanced too. It's now 2:00 (or 2:03). Remember the game will finish at 12:00 if it doesn't finish earlier when two objectives are captured.2turnArrowT628a75e522d3b00turnArrowT 6
JellbyOur opponent moved two of their satellites, instead of exchanging one with another color.1token_SAT_NEU_6628a765c35f1600
JellbyThey activated [blue]Nuclear Deterrence[/blue] which, together with their agency's ability, allowed them to attack a neutral agent at 6-2 with +4 ATK. The attack was sucessful and they kept the agent's card (as a prisoner), gaining 2 more points. Also, when defeating enemy agents the player draws the top equipment card. The spot is now clear, but they need an action to deploy an agent here.1TDOsquare_2_6628a76a187cfa00card_OBJ_SUB_0 2
JellbyNote that the score includes captured cards (objectives and prisoners), as well as deployed agents. So at the moment our opponent has 2+2 (prisoners) +1 (agent). While we have 1+2 (agents).2icon_point_85075090628a76a187cfa00player_board_38923250 1 player_board_85075090 1
JellbyThey also obtained an equipment card using the [blue]Supply[/blue] action, which they then used to be able to use one of our satellites, and thus activate a second spot in column 5. ([tip] To be honest, I'm not sure what purpose this served, other than removing one equipment card from the deck, since they could have just activated the second spot directly with their own satellite instead.)1card_SPY_NEU_2_5628a76ae2144200card_SPE_SUPPLY_0 2
JellbyAgain, they failed the attack. 11 in the dice + 4 ATK is 15, which should defeat the defense of 15. But if you look closely, agents (colored and neutral) have a *+* sign in the shield, which means that they add one die roll to their defense, so it's effectively between 16 and 21. And the empty spot was filled with a new equipment card.1card_EQP_GIL_3628a76b01dc5c00card_EQP_GIL_3 2
JellbyNow we'd like to move our satellite from column 1 to column 2. We can't do just that, we need to move two satellites, or exchange one with another color. But we can use a workaround: Move one satellite from 5 to 2, and then from 1 to 5. The final result is the same as moving from 1 to 2.2token_SAT_NEU_1628a76b01dc5c00
JellbyNow our plan is defeating [red]this level 2 neutral agent[/red]. We will do that by engaging our [blue]level 1 agent[/blue], using the +3 bonus of [blue]Nuclear Deterrent[/blue] and engaging a [blue]level 2 soldier[/blue] as a double agent (remember the [green]double agent token[/green]?)1card_SPY_NEU_2_5628a77129cd3000ptokensquare_BLU_2 3 card_SEN_2_1 2 card_OBJ_SUB_0 2 card_SPY_BLU_1_1 2 card_SPY_NEU_2_5 1 pb_BLUDBL 3
JellbySo we have activated spots 2-2 and 7-1. Now to use the soldier at 6-1 as a double agent, we need to shifts the cards right with our ability. *But before that, don't forget to USE the Submarine (Nuclear Deterrent) to get the +3 bonus while it's in the activated spot!*1button_1_7_USE628a772554c7a10card_OBJ_SUB_0 1 card_SPY_BLU_1_1 1
JellbyNow that we have the +3 bonus (+1 for the agent), we can use the Carnaval ability.1ptokensquare_BLU_3628a77280bef510ptokensquare_BLU_3 1 player_board_38923250 1
JellbyAnd shift row 1 to the right.1figuresquare_R_0628a772c9af3c10figuresquare_R_0 1
JellbyAnd now the soldier is in the activated spot. We could SHOOT him (button on top), but we'll engage him as a double agent instead. Click on the [red]token[/red] in our player board. [tip] Once used, the double agent token is spent. It can be picked again by activating the [blue]Undercover[/blue] special card (at 5-1). !!! Somehow our ATK is +5 now. I believe this is a bug, it should still be +4.1ptokensquare_BLU_2628a772fd649f10page-title 1 ptokensquare_BLU_2 1 card_SPE_UNDERCOVER_0 2
JellbyThe [blue]soldier[/blue] is now engaged in our team (for the rest of the turn), and our ATK bonus has increased by his level, to +7. We can now confidently attack the [red]neutral agent[/red]. He'll have a defense of 15 plus one die, we have an attack of 7 plus four dice. Click here.1card_SPY_NEU_2_5628a7767b476110card_SPY_NEU_2_5 1
JellbyAnd SHOOT the agent at 5-2. (We can't shoot the soldier (sentinel) at 7-1, because he's in our team now).1button_2_5_ATTACK628a776c2b1ca10page-title 1 card_SPY_NEU_2_5 1
JellbySuccess! We keep the agent's card as as [blue]prisoner[/blue], gaining 2 victory points, and draw the top equipment card ([blue]binoculars[/blue]). We finish our turn and the empty spot will be filled with the next equipment card ([green]jetpack[/green]).1TDOsquare_2_5628a7775a158400TDOsquare_2_5 1 card_EQP_JET_1 3 card_EQP_BIN_1 2 card_SPY_NEU_2_5 2
JellbyA new round starts, it's now 3:05. Our opponent will pick these [red]two equipment cards[/red]. Let's see what they do: *Explosives*: Allows attacking (capturing) objective cards with enemies around. *Rifle*: Gives +2 ATK, and allows attacking a soldier or enemy agent that's not in an activated spot.1card_EQP_EXP_2628a8962ed21600card_EQP_EXP_2 1 card_EQP_RIF_1 1
JellbyWe didn't see what happened, but the log reveals that they attacked [red]this soldier[/red] with their rifle, but they were unlucky with the dice again and failed. Again, a failed attack ends the turn, so they couldn't use the 3rd satellite.1card_SEN_2_2628a899bdff6a00card_SEN_2_2 1
JellbyIt's our turn now. Let's capture the [red]Control Center[/red], which is not protected (there are no soldiers or enemy agents around it, not counting diagonals). We need to: 1. Engage some agent(s). 2. Activate the spot where the card is. 3. Get enough ATK bonus and be lucky with the dice.2card_OBJ_SAT_0628a899bdff6a00card_OBJ_SAT_0 1
JellbyI just exchanged [blue]these two satellites[/blue], so we at least have access to column 1, although spot 1-4 is still out of range.1token_SAT_BLU_2628a8a348438d00token_SAT_NEU_3 2 token_SAT_BLU_2 2
JellbyThe [blue]agent at 7-3[/blue] has been engaged, no problem there. We will now place and engage a new agent here, making use of the dinghy. Click to activate the spot and pick the dinghy.1card_EQP_BOT_0628a8a3b6212f10card_SPY_BLU_2_2 2 card_EQP_BOT_0 1
JellbyNow click on the [red]dinghy[/red] to use it and deploy a new agent on the empty space in the board.1card_EQP_BOT_0628a8a3d4d95110card_EQP_BOT_0 1
JellbyThe new agent, since he went to an activated spot, is automatically engaged, and we have a +5 ATK. Will that be enough? (I'll take some actions and undo them now, please ignore those and forgive me.)1card_SPY_BLU_3_3628a8a417943c00card_SPY_BLU_2_2 2 card_SPY_BLU_3_3 2
JellbyThe main problem we have now is that the [blue]spot 1-4[/blue] is out of range of our satellite, which can only reach rows 1 and 2. But we have a trick, we have (like every player) a one-time [red]super-satellite[/red] token, that lets us upgrade one of our satellites to a super-satellite, being able to activate any row in a column. So let's use it. Click on the token.1ptokensquare_BLU_0628a8a62d958c10ptokensquare_BLU_0 1 card_OBJ_SAT_0 2
JellbyNow choose [red]this satellite[/red] to upgrade. !!! According to the manual, we could place the token in empty space, as long as we have at least one of our satellites in the column. Every satellite in that column then behaves as a super-satellite. In any case, the token lasts only one turn and then it's gone forever.1SPACEsquare_2_1628a8a66789cb10SPACEsquare_2_1 1
JellbyThe objective card is now within reach. But let's use our whole arsenal. First the *binoculars*, that add up to 5 attempt markers to an objective card. Each attempt marker is a +1 bonus to the attacks, and unlike other bonuses they stay on the card. !!! Remember that you have to use the equipment cards before the action to get their benefits, and they're all one-use.1card_EQP_BIN_1628a8a675f0d910card_OBJ_SAT_0 2 card_EQP_BAZ_3 1 card_EQP_BIN_1 1
JellbySelect the Control Center to add the attempt markers to.1card_OBJ_SAT_0628a8a6ab47ac10card_OBJ_SAT_0 1
JellbyAnd then the *rocket launcher*, which will change the lowest die we roll into a 6. (Again, it has to be played before the attack.)1card_EQP_BAZ_3628a8a6cc3cd910card_EQP_BAZ_3 1
JellbyAnd now we're ready, we have and effective +10 to the attack, and a guaranteed 6 in the dice. We would have to roll four 1s to get only 19... but four 1s is four identical numbers, and an instant success, so I think we'd be good anyway. Click on the Control Center to activate the spot.1card_OBJ_SAT_0628a8a6ed65af10card_OBJ_SAT_0 1
JellbyAnd SHOOT at it!1button_4_1_ATTACK628a8a740b18510page-title 1
JellbyExcellent! We keep the objective in our board. Not only does it give 6 victory points, *it also gives us its ability permanently!* Yes, that's right, all our satellites are now super-satellites, always! That was a good use of the super-satellite token. We also get the [red]last objective token[/red], which gives 3 extra points. The next player to capture an objective will take the token.1pobjsquareclick_BLU_0628a8a79c4f9500pobjsquareclick_BLU_1 1
JellbyOur opponent has taken a rocket launcher, deployed an agent, and activated the [blue]Media[/blue] card, which lets them change the positions of three cards after they've finished their turn.1card_SPE_MEDIA_0628a8b06025f100card_SPE_MEDIA_0 2
JellbyNow they have used their *satcase* to hijack one of our satellites and target the spot with our agent! They've also used a rocket launcher to get a guaranteed 6 in their dice roll. It's either their agent or ours...1card_SPY_BLU_2_2628a8b1736d6700
JellbyWe lost this assault and they defeated our agent, keeping him as a prisoner. Then they rearranged [blue]these three cards[/blue].1card_EQP_GIL_2628a8bca163a700card_EQP_JET_0 2 card_EQP_GIL_2 2 card_SPE_SUPPLY_0 2
JellbyNow the plan is to engage [blue]these two agents[/blue] and to attack the [red]enemy agent at 2-4[/red]. Watch it.1card_SPY_BLU_3_3628b20d0ad30800card_SPY_BLU_3_3 2 card_SPY_BLU_5_5 2 card_SPY_ORA_3_3 1
JellbyHa! Carnaval trick again. I took two equipment cards and engaged the agents. But although we have a +8 bonus, I don't feel confident yet. Let's use the *bulletproof vest* to get invulnerability. That means that if we fail the attack, our agents will stay deployed in the main board, and not get back to our player board.1card_EQP_GIL_0628b20dedada710card_EQP_GIL_0 1 card_SPY_BLU_3_3 2 card_SPY_BLU_5_5 2
JellbyNow SHOOT at the enemy.1button_4_2_ATTACK628b20fdd454410page-title 1
JellbyOuch! A poor roll. If you scroll down you'll see a table with win probabilities against different defenses, with and without a rocket launcher (RL), not including ATK bonus or defense dice.1token_DICE_0628b21008ac5d00token_DICE_0 1 token_DICE_1 1 token_DICE_2 1 token_DICE_3 1
JellbyLet's prepare for the last turn. I propose to capture [blue]this objective card[/blue] and end the game. We can easily engage our level 3 and 5 agents in row 5, but this card is still protected by a soldier. Our special ability and the jetpack will help with that, and the binoculars will give us a +5 bonus.1card_OBJ_PRI_0628b2e844d2df00card_OBJ_PRI_0 2
JellbyFirst position our satellites. Select [red]this one[/red].2SPACEsquare_2_2628b2e844d2df10SPACEsquare_2_2 1
JellbyAnd exchange it with [red]this one[/red].1SPACEsquare_3_5628b3947633c710SPACEsquare_3_5 1
JellbyEngage [red]this agent[/red].1card_SPY_BLU_3_3628b395325aa510card_SPY_BLU_3_3 1
JellbyAnd [red]this agent[/red].1card_SPY_BLU_5_5628b395b9c92410card_SPY_BLU_5_5 1
JellbyUse the [red]jetpack[/red].1card_EQP_JET_3628b395de93a010card_EQP_JET_3 1
JellbyExchange [red]this agent[/red].1card_SPY_BLU_1_1628b39638bbab10card_SPY_BLU_1_1 1
JellbyWith [red]this soldier[/red].1card_SEN_3_5628b3967b4a9c10card_SEN_3_5 1
JellbyUse the [red]Carnaval[/red].1ptokensquare_BLU_3628b396a5db5a10ptokensquare_BLU_3 1
JellbyShift row 4 to the [red]right[/red].1figuresquare_R_3628b396f0e4f810figuresquare_R_3 1
JellbyThe objective is now unprotected and within reach of our 3rd satellite. Activate the spot.1card_OBJ_PRI_0628b39708b28210card_OBJ_PRI_0 1
JellbyUse the [red]binoculars[/red].1card_EQP_BIN_0628b39750027f10card_EQP_BIN_0 1
JellbySelect the [red]Prisoner[/red] objective card to add the attempt markers to.1card_OBJ_PRI_0628b3980e815510card_OBJ_PRI_0 1
JellbyAnd SHOOT at it! !!! Again, we have a +16 bonus, I think this is a bug caused by the Carnaval and we should have only +8.1button_4_5_ATTACK628b3982ce52b10page-title 1
JellbyAnd that's it! When we finish our turn it will be over. Before that, let me just introduce Kara, a highly trained enemy agent. She's the most difficult enemy to defeat, you'll even need to use a special equipment card (the *uniform*) to be able to attack her.1card_SPY_NEU_6_6628b3986b074900card_SPY_NEU_6_6 2
JellbyWe haven't seen all cards and rules. Some of them are still not very clear to me and there may be bugs or updates in the implementation. My recommendation is to try a few *solo games* (note that the rules for victory are slightly different, check the "How to play" tab) to explore the card effects and try the different agency abilities. Congratulations for reaching the end of this tutorial!2card_SPY_NEU_6_6628b3986b074900card_SPY_NEU_6_6 2
Jellby

Olet nyt valmis ensimmäiseen peliisi!


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Dark Agent

How to play?
Competition
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Complete rules:

2
(en)
Rules Dark Agent (pdf)
3
(fr)
Dark Agent - règles en français
2
(fr)
trictrac tv
1
(fr)
Rapide présentation Ludo chrono
1
(fr)
A short resume by Ludo Chrono
3
(it)
TUTORIAL CON FIGURE, ITALIANO
2
(zh)
中文規則

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Game mode
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Game speed
Fast Turn-based • 8 moves per day (+1h30 per turn (maximum 12h00))
Playing hours
4:00 → 16:00
Party style
2 aims
Rules level
Standard rules: Agency Powers are available at start
Team play
Alone/no team
Playerboard
Random Agency for each player

publisher

Designer: Rudolf Feller

Artist: Delphine Delmas, Rudolf Feller

Developed by: Rudolf (Rudolf)

Release 181010-1104


Ambient music for Dark Agent

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Note: 3D is experimental

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Jellby:



Älä unohda selittää pelaajalle mikä toiminto tehdä tekstissä. Huomaa että seuraava toiminto uusinassa TÄYTYY olla pelaajan Visitor-123 tekemä.

Huomaa: voit napsauttaa mitä tahansa pelin elementtiä korostaaksesi sen kun tämä vaihe on käynnissä.

Saatavilla olevat merkinnät :
 *text in bold*
 [red]text in red[/red]
 [green]text in green[/green]
 [blue]text in blue[/blue]
 !!! =>
 [tip] =>
 [img]URL[/img] => Display an image. Tip: you may use Snipboard.io to upload an image, and then copy/paste the URL.

Opetellaan pelaamaan peliä Dark Agent!

Vinkkejä:

• Ruudulla olevien nappien sijaan voit painaa välilyöntiä siirtyäksesi opetuksessa eteenpäin.

• Voit käyttää    minimoidaksesi opetusohjelmien selitykset tarvittaessa.


Tämän opetusohjelman tekijä: Jellby
Aseta hiiren kursori pelielementin päälle liittääksesi tämän kommentin:
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