Classified · Eyes only

Shadow
Frontiers

Trust no one. Control the crisis.

A six-player hidden-allegiance geopolitical thriller. An assassin is loose in Arkania, two governments are in crisis — and two of the six officials at the table are secretly serving the other side.

6 players · 8 rounds · ~45 minutes · v0.1.0-prototype

Operations map · ArkaniaAsset location unknown
BELVARIAN FRONTIERCAPCapitalGOVGovernment DistrictIHQIntelligence HQAIRAirportEXFIL POINTPRTPortNBRNorthern BorderEXFIL POINTCLOSEDSBRSouthern BorderSFHSafe House11 piece(s) of public evidence22 piece(s) of public evidenceFMPRPMFMICIC

How the game works

The one-minute briefing

A senior politician in Arkania has been assassinated. The assassin is a Belvarian intelligence officer still hiding inside Arkania. Arkania must find and arrest him. Belvaria must get him out. Six government decision-makers control the crisis — but two of them are secretly working for the opposite country. Every round brings one world event, one action per player, optional Wild Cards, and rising pressure. Find the assassin, protect your true allegiance, and do not let the crisis spiral out of control.

  1. 01

    Event

    One world event shakes the board: protests, border closures, leaks, alerts.

  2. 02

    Actions

    Each official takes exactly one action: move, investigate, search, accuse, negotiate or use a power.

  3. 03

    Wilds

    Each official may play one Wild Card — forged intelligence, scandals, bombshells.

  4. 04

    Score

    The round is settled. Pressure rises. Eight rounds at most.

Arkania wins

Capture the Assassin with a Search and finish with at least 60 National Score.

Belvaria wins

Extract the Assassin through the Airport or Northern Border and finish with at least 60.

Or nobody does

If Crisis reaches 10 the crisis collapses. If Round 8 ends first, it is a Diplomatic Stalemate.

The six officials

Two cabinets. Six seats.

Arkania

Prime Minister

Executive Order. Cancel one action by an Arkanian official. Costs 1 Influence.

A-PM

Intelligence Chief

Deep Search. Investigate and draw 3 Intelligence cards instead of 2.

A-IC

Foreign Minister

Back Channel. Open a private conversation with one Belvarian official.

A-FM

Belvaria

President

Executive Order. Cancel one action by a Belvarian official. Costs 1 Influence.

B-PR

Intelligence Chief

Deep Search. Investigate and draw 3 Intelligence cards instead of 2.

B-IC

Foreign Minister

Back Channel. Open a private conversation with one Arkanian official.

B-FM

Hidden allegiance

You are not necessarily who you appear to be.

Every official carries four layers of identity. Two are public. Two are secret. A Two-Face keeps their public country and their powers — and uses them to sabotage the government they appear to serve.

Public

Citizenship

The country you officially belong to.

Public

Role

Your institutional position and its power.

Secret

Allegiance

The country you actually serve: Loyal or Two-Face.

Secret

Objective

A personal goal that earns Influence at the end.

Server-authoritative

Every rule is enforced on the server. Your browser sends orders, never game state, and cannot change scores or cards.

Secrets stay secret

Other players' allegiances, hands and the Assassin's location are never sent to your browser — not hidden, simply absent.

Refresh-proof

No account needed. A private token in this browser holds your seat, so a refresh or dropped connection puts you straight back at the table.