Players accumulate Victory Points by sending agents to seize opportunities in different sectors or by developing new abilities.
Each turn, they place their agents face down, spy on their rivals, eliminate them, and exploit the powers they have acquired to strengthen their influence.
Each faction has a unique play style, from the discreet infiltration of the Secret Police to the military deployment of the Black Guard.
Interactions are at the heart of the game: negotiations, information sales, temporary alliances, and betrayals punctuate the struggle for power.
At the beginning of each turn, opportunities appear in the city, represented by cards. These cards allow you to form alliances with important groups, bribe influential people, exploit recent scientific discoveries, or make yourself noticed at important events.
Players take turns maneuvering to win these opportunities or gain influence markers in the city's neighborhoods.
The basic maneuver is to send a team of agents onto the game board. Henchmen, guards, emissaries... Players secretly place their tokens on the board. At the end of the turn, the player with the most emissaries in a sector can take an opportunity card or an influence marker first.
The second maneuver is to spy. The player can look at two face-down elements of the game: an opponent's token or a hidden Opportunity card.
The third maneuver is to commit an assassination.
The player designates an opponent's token and turns it over. If it is an Emissary, the assassination is successful and the player gains 3 power points. If it is a guard, the assassin is captured and must pay their opponent.
Power points are used in particular to unlock the special abilities of the factions, which are very asymmetrical.
The Others are an autonomous faction, opposed to all players. These monsters from the NOC universe are attempting to invade the city, and if the players fail to put their conflicts aside and unite against this evil force when the need arises, they all risk losing the game.
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