Homeland: The Game
Homeland: The Game Rulebook
Table of Contents
Table of Contents
Game Contents
- Threat Analysis Board
- 6 Turn Summary Cards
- 7 Agendas
- 30 Asset Cards
- 48 Case Lead Cards
- 18 Plastic Agents
- 18 Plastic Soldiers
- 45 Organization Cards
- 45 Plot Cards
- 120 Intel Cards
- 12 Agency Progress Tokens
- 12 Terrorist Progress Tokens
- Terrorist Marker
- 60 Agency Rep Tokens
- 60 Political Clout Tokens
Game Board
The game board has two areas: Threat Levels and Progress Tracks.
Threat Levels
The majority of the game board is devoted to five different Threat Levels: Low, Guarded, Elevated, Severe and Imminent.
Over the course of a game of Homeland, Terrorist Threats will be introduced and placed on different Threat Levels. Threats advance toward Imminent each Game Round.
The higher the level of a Threat, the sooner it will be resolved. Once a Threat reaches "Imminent", it will be resolved at the start of the next Game Round.
Progress Trackers
Along the right and left hand sides of the board are two Progress Tracks: one for the Terrorists and one for the Agency. There are 12 spaces on each Progress Track. When a Terrorist Threat is successful, tokens are added to the Terrorist Track. When a Threat is Neutralized, tokens are added to the Agency Track. When either Track is filled, the game ends. For full details on ending the game, see page 15.
Terrorist Threats
In Homeland, a "Threat" is a stack of a few different cards. Combined, they represent a possible terrorist attack the Agency must work to neutralize.
A face-up Organization Card shows which terrorist group is behind the Threat. A hidden, face down Plot Card details what type of attack they're planning.
On top of the Organization Card will be various Intel Cards, representing the events that transpire while investigating the Threat. A Case Lead Card from the player leading the investigation is placed on top of the Intel Cards.
Anatomy of a Threat (top to bottom): Case Lead, Intel Cards, Organization Card, Plot Card.
Tradecraft
Card Decks
There are four different decks of cards used in Homeland: Plots, Organization, Intel and Asset Cards. Plots, Organization and Intel Cards are used to create and investigate Threats. Assets are people you'll recruit to assist your work. Assets are described in detail on pg. 12-13.
Plot Cards
Plot Cards represent the schemes and murderous plans of terrorist organizations. Some Plots are more difficult to neutralize than others, with increasingly dire consequences. Each Plot Card has three important pieces of information on it: Complexity, Impact and Fallout.
Complexity Each Plot has a red "Complexity" number that represents how hard it will be to stop the Threat. The higher the Complexity of the Plot, the harder the Plot will be to neutralize. Plots' Complexity ranges from 3 to 9.
Impact If the Plot succeeds, the Impact of a Plot shows how damaging the consequences of the Plot are. Impact numbers range from 1 to 3.
If the Plot is successful, a number of tokens equal to the Impact of the Plot will be added to the Terrorists' Progress Track. If the Agency successfully neutralizes the Threat, then the Impact tokens will be added to the Agency's Progress Track. See page 7 for full details on resolving Threats.
Impact also determines how many tokens players receive when the Threat is resolved.
Fallout & Global Fallout Each Plot has either "Fallout" or "Global Fallout," a negative effect that will occur if the Terrorist Organization carries out their Plot successfully. For full details on Fallout, see pg. 9.
Burning Cards Sometimes a card or rule will call to "Burn" a card. When a card is Burned, it is removed from play and will not be used again this game.
If the Burned card was hidden when it was Burned, do not reveal the Burned card when removing them from play.
Organization Cards
Organizations are the various nefarious groups around the world trying to carry out terrorist activities. Each card has three key pieces of information about the Organization: Initial Threat Level, Sophistication and Advantage.
Initial Threat Level Each Organization Card's Initial Threat Level indicates where on the game board the Threat begins. Threats may start at any level.
Sophistication Every Organization card has a Red Sophistication number. This represents the resources and expertise of the Organization. The higher the number, the more sophisticated the Organization and the harder it is to stop them. Sophistication ranges from 0 to 4.
Advantage When a Threat is neutralized, the Case Lead earns the Advantage listed on the Plot. Advantages are one-time, additional bonuses, not ongoing effects.
Intel Cards
Intel Cards are played secretly to help or hinder Threats on the board. When a new Threat is added to the board, 1 random Intel Card is placed on the Threat to start. Players will then have an opportunity to play Intel cards from their hand to Threats on the board.
Intel Cards are also exchanged on players' turns for Political Clout or Agency Rep Tokens. The more Rep you have, the higher your reputation as an Analyst is within the agency. The more Clout you have, the more Political Influence you're able to bring to bear.
There are three types of Intel Cards: Blue, Red and Gold.
Blue (Agency) Intel Cards increase the chance that a Threat will be stopped and represent actions taken by the Agency to achieve their goals. The higher the blue number in the upper left of the card, the more effect they will have on the Threat. The number of either Agency Rep or Political Clout Tokens pictured in the lower right corner of the card is how many tokens you'll receive if you exchange that card on your turn.
Red (Terrorist) Intel Cards represent actions of the Terrorists or missteps by the Agency. They decrease the chances that a Threat will be stopped. The higher the red number in the upper left of the card, the more effect they have on a Threat. The number of either Agency or Clout Tokens pictured in the lower right corner of the card is how many tokens you'll receive if you exchange that card on your turn.
TIP As the Terrorist Mole, you'll sometimes want to turn in Red Intel Cards to throw the other players off your trail. If you only ever discard Blue Intel Cards, your true intentions will be revealed.
Gold (Situation) Intel Cards represent unexpected events that may occur in the course of an investigation. They may be either positive or negative, but they do not have a number that affects the outcome of a Threat.
Every Gold Intel Card has a special effect which takes place immediately when the card is revealed during Threat Analysis. Many of these have far-ranging ripple effects that may change the outcome of this Threat or other Threats on the board. The effect of Gold Intel Cards takes place whether or not the Threat is neutralized. For full details on Threat Analysis, see page 7.
Game Set Up
To start, each player receives 1 Agent, 1 Soldier, 1 Agency Rep Token, 1 Political Clout and 3 Intel Cards. Each player should also claim a Case Lead Card color.
Create the Initiative Deck
Create an Initiative Deck by shuffling together a Case Lead Card from each player. This stack of Case Lead Cards will be used to move the Terrorist Marker and determines which player takes the first turn each round.
Agendas
The number of players determines which combination of Agenda Cards are used, as shown in the chart below. There is always one more Agenda in the mix than players in the game.
Dealing Agendas Shuffle all the Agendas you're using and give each player a random Agenda.
It is very important the Agendas remain hidden the whole game!
Remember, there will always be one more Agenda Card than there are players. This extra card should be kept Hidden until after the game is over.
Note: Because there is always one more Agenda than players, it's possible to have a game without a Terrorist! Of course, you won't know whether that's the case until the very end of the game.
Loyal Agents (Agenda: 1 VP per Rep Token, plus Victory Points from all your Assets) Loyal Agents are working to keep America safe. To this end, they are trying to stop as many terrorist plots as possible. By increasing their reputation within the Agency, the most successful Loyal Agent will be in line to be appointed Director of the Agency!
TIP Loyal Agents are all working towards stopping the Terrorist Threats. If the Terrorists are allowed to win, all the Loyal Agents lose!
However, each Loyal Agent is ultimately trying to advance their own career.
Political Opportunist (Agenda: 1 VP per Clout Token, plus Victory Points from all your Assets) Political Opportunists are primarily interested in advancing their own personal power and influence. They take advantage of successful terrorist plots and a scared populace to gather political clout. Ultimately, with enough political power, they will be able to secure themselves a seat in Congress.
TIP Playing as the Opportunist is a balancing act. Successful Terrorist Plots increase your Political Clout. However, if the Terrorist Progress Track is filled, it doesn't matter how much Clout the Opportunist has: they've lost!
Agenda counts by player count:
| Number of Players | Loyal Agent | Political Opportunist | Terrorist Mole |
|---|---|---|---|
| 3 | 2 | 1 | 1 |
| 4 | 3 | 1 | 1 |
| 5 | 3 | 2 | 1 |
| 6 | 4 | 2 | 1 |
Terrorist Mole (Agenda: 2 VP per token on the Terrorist Track, plus Victory Points from all your Assets) Terrorist Moles are analysts who have been turned by a terrorist organization and are working from within the Agency to facilitate Terrorist plots. Moles are working to successfully carrying out as many terrorist plots as possible, while maintaining their cover.
CLASSIFIED
TIP At the end of the game, players will have a chance to Accuse someone of being the Terrorist Mole. If the Terrorist Mole is Accused by anyone, they have lost the game.
As the Terrorist Mole, you have two paths to victory. If you are able to fill the Terrorist Progress Track with successful Plots, you'll win.
Alternately, you can win by having the greatest number of Victory Points - but this is dependent on maintaining your cover. If you don't think you're going to win by filling up the Terrorist Progress Track, it's vitally important to try to masquerade as either a Political Opportunist or a Loyal Agent, so the other players don't suspect your true agenda!
Gameplay
Each game of Homeland consists of a number of Game Rounds. Each Game Round begins with a Terrorist Turn. After the Terrorist Turn, play begins with the player holding the Terrorist Marker, then passes to the left. Once every player has taken their turn, the Game Round ends and a new Game Round begins, starting with another Terrorist Turn.
Example: John, Sally, Liz and Pete are playing a four player game. After passing out Agendas, tokens and other Assets, they're ready to begin.
The first thing to happen after Set Up is a Terrorist Turn. After the first Terrorist Turn is complete, each player will take their turn (as detailed on pg. 11). Once all the players have completed their turns, the Game Round is over. A new Game Round begins, starting with another Terrorist Turn.
Note: When the game begins, the game board will be empty of Threats. Threats will be placed on the board at the end of the first (and every) Terrorist Turn.
The Terrorist Turn
The Terrorist Turn represents the actions of organizations around the world who are working to plan and execute terrorist attacks. Each Terrorist Turn consists of four steps:
- Move the Terrorist Marker
- Analyze Imminent Threats
- Advance Threats
- Reveal New Threats
1) Move the Terrorist Marker
The Terrorist Marker moves at the start of each Terrorist Turn.
Reveal the top card of the Initiative Deck. Give the Terrorist Marker to the player whose color was chosen; they will take the first player turn, after the Terrorists Turn.
Save the stack of Case Lead Cards: they will be used in future Game Rounds to determine who goes first. Once all the Case Lead Cards have been drawn and each player has had a chance to go first, reshuffle the stack.
Example: At the beginning of their first Terrorist Turn, one of Pete's Case Lead Cards is revealed, so he takes the Terrorist Marker. After the Terrorist Turn is over, Pete will take the first Player Turn.
2) Analyze Imminent Threats
After moving the Terrorist Marker, it's time to Analyze all the Imminent Threats. Threats will be resolved one at a time, starting with the left-most Imminent Threat.
Note: On the first Terrorist Turn, there will never be Imminent Threats to resolve, because the board begins empty of Threats. On the first turn, you can skip to (4) Reveal New Threats.
Analyzing a Threat To Analyze a Threat, place the Plot Card face-up on the Threat Analysis board. Overlap the Plot Card with the Organization Card, as shown to the right. Keep the Case Lead Card on top of the Organization Card, to show which Agent is responsible for the Case.
Give all the Intel Cards in the Threat a quick shuffle to hide the order in which they were played. Reveal the shuffled Intel Cards one at a time, placing red cards to the left and blue cards to the right of the Threat Analysis board.
If any Gold Intel Cards are revealed, apply their effects immediately.
Compare Red & Blue Totals Once the Intel Cards are divided and spread out, compare the red and blue totals. The Plot's Complexity, the Organization's Sophistication and the red Intel Cards all add to the red total. Each Agent deployed to the Case adds +1 to the total of the blue Intel Cards.
Example: The red side has a total of 16: 3 from cards, 4 from the Organization and 9 from the Plot. The blue side has a total of 17: 15 points from cards, plus 2 Agents, each of which is worth 1 point. Since Blue is greater than Red, the Threat is Neutralized!
Successful Plots: Red is Greater than or equal to Blue If the total of the red numbers are greater than or equal to the blue total, the Plot was successful; the terrorists were able to bring their plan to fruition:
- Add a number of Terrorist Progress Tokens to the Terrorist Progress Track equal to the Impact of the Plot.
- ALL players gain a number of Political Clout Tokens equal to the Impact of the Plot.
- Apply the Fallout or Global Fallout rule on the Plot Card. Fallout only applies to the Case Lead. Global Fallout applies to all players.
Neutralized Threats: Blue is Greater Than Red If the total of all the Blue numbers plus Agents is greater than the total of all the red numbers, the Threat has been Neutralized and the Agency gets to chalk up a victory:
- Add a number of Agency Progress Tokens to the Agency Progress Track equal to the Impact of the Plot.
- The Case Lead gains a number of Agency Rep Tokens equal to the Impact of the Plot.
- The Case Lead gains the Advantage listed on the Organization Card. Advantages are one-time bonuses, not ongoing effects.
Gold Intel Cards If any Gold Intel Cards are revealed during a Threat's Analysis, any rules on the card take effect immediately. Discard the Gold Intel Card after the Threat is fully Analyzed.
Example: A "Surprise Attack!" Gold Intel Card ("Immediately Reveal 1 new Threat at Severe.") is revealed during a Threat Analysis. 1 new Threat is put into play immediately. If the new Threat starts at Imminent, it will resolve this turn!
Special Fallout Rules
There are a variety of different effects that may take place if the Agency fails to Neutralize the Threat and the Plot is successful. You may have to lose tokens, Assets or suffer other penalties.
There are two types of effects: Fallout, which affects the Case Lead, and Global Fallout, which affects all players.
Burn an Asset When you're called on to "Burn an Asset", something has gone wrong in the course of the investigation such that one of your Assets has been killed or compromised. You must choose one of your Active (face-up) Assets to discard. In many cases, you'll have the option to discard one of your undeployed Soldiers instead.
Exposure! Exposure is another possible Fallout effect. Any time you're affected by Exposure, you must flip all your Deactivated Assets face up and place all the Intel Cards in your hand face-up on the table for other players to see. Once the exposed cards are played, any newly drawn cards are kept secret in your hand, as normal. You may have both Exposed cards on the table and hidden cards in your hand.
If you're playing with an increased hand size, it's likely your Exposed cards will stay face-up on the table for more than one round.
Official Reprimand: Fallout or Global Fallout may requires you to discard Clout or Rep Tokens. If you are unable to do so, you must choose one of your Case Lead Cards to remove from a Threat on the board. You've failed to protect yourself from the blow-back and your superiors are taking you off a case!
Example: Pete dropped the ball on one of his Cases (or did he?) and the terrorist Plot succeeds. The Fallout of the Plot requires him to discard a Rep Token, but he doesn't have any (very suspicious...). As a result, he must remove his Case Lead Card from one of the Threats he's claimed.
3) Threats Advance
After resolving all Imminent Threats, all Threats remaining on the board advance to the next level. Starting from the top, with Severe, advance all the Plots on the board one level. Advance the Threats starting at the left side of each Threat Level. Move each Threat straight ahead to the next higher Threat Level.
TIP You may want to designate a player to be the person to advance the Threats every turn, so you don't get confused about which Threats have been advanced and which Threats haven't.
Advancing Threats
- After all Imminent Threats are analyzed, the remaining Threats each move up a Threat Level.
- Starting from the top, move Severe Threats to Imminent, Elevated Threats to Severe, etc. The numbered arrows show the order in which the Threats should be moved.
- Gaps will be created by Drone Strikes. In this case, each Threat still moves straight up: do not shift Threats from one column to another.
4) Reveal New Threats
Each turn, you'll assemble and reveal a number of new Threats equal to the number of players.
Each new Threat consists of three cards. To create a new Threat, draw the top card of the Organization Deck and place 1 random, hidden Plot Card underneath the Organization. Then, place 1 random, hidden Intel Card from the Intel Deck on top.
Together, these three cards form the new Threat. Place each new Threat in the left-most open spot of the Threat Level indicated on the Organization card.
Example: In the graphic below, after the Threats advance, the first new Elevated Threat would be placed in the gap created by the Drone Strike.
If the Initial Threat Level for a Threat is full, place the new Threat in the left-most open spot in the next higher level. If a Threat should start at Imminent but the Imminent Threat Level is full, resolve the new Threat immediately, using only the single random Intel Card in the Threat.
Ending the Terrorists' Turn
After placing all the new Threats, the Terrorists' Turn is over. Each player now takes their turn, starting with the player with the Terrorist Marker.
Players' Turns
After the Terrorist Turn is complete, all players take their turns. The player holding the Terrorist Marker takes the first turn and then play passes to the left, until all players have taken a turn.
On your turn, there are two Required Actions you must take and a number of Optional Actions you may take.
Player Turn Summary
The two Required Actions you MUST do on your turn are:
- Claim Case Lead of a Threat
- Play 2 Intel Cards to Claimed Threats on the board.
The Optional Actions you may do at any time during your turn are:
- Exchange 1 Intel Card for Tokens
- Recruit an Asset, Soldier or Agent
- Deploy Soldiers
- Deploy Agents
- Activate Assets
- Utilize Assets
After you've completed all your actions, draw new Intel Cards to refill your hand back to your minimum hand size.
Unclaimed Threats Any Threat without a Case Lead is an Unclaimed Threat.
Required Actions
There are two required actions you must do on each of your turns: Claim Lead on a Case and Play Intel Cards to Threats.
Claim Case Lead on a Threat If there are any unclaimed Threats on the board at the start of your turn, you must Claim one of them, becoming the Lead Investigator on that Threat. To Claim a Case, place one of your Case Lead mini-cards on the left hand side of the Threat, on top of the Intel Card(s). That Threat is now Claimed and is considered one of your Cases. Your Case Lead Card will stay with the Threat until it is Analyzed.
If there are no unclaimed Threats on the board, you may not Claim Lead on a Case.
Play Intel Cards to Cases On your turn, you must play two Intel Cards from your hand to Cases, if you can.
The first Intel Card you play must be played to another player's Case. You may play your second Intel Card to any other Case, including one of your own.
To play an Intel Card, place it face down under the Threat's Case Lead Card. All the Intel Cards played to a Threat will contribute to the final resolution of that Threat. You may not play Intel Cards to unclaimed Threats.
Note: After playing Intel Cards, the Case Lead Card always stays face-up on top.
Example: On John's turn, he Claims a Threat, putting his purple Case Lead Card on top of the Intel Card already in the Threat. Next, he plays two Intel Cards. John plays the first Intel Card to one of Pete's Cases. He's tempted to play his second card to advance one of his own Cases, but decides to help out one of Sally's Imminent Threats instead.
Note: Playing Intel Cards from your hand to Threats is a single Action that you must take all at one time. You can't play a card to a Threat, take a different action, then play your 2nd card.
First Turn Protocol If you are the only player with Claimed Cases on the board, play one Intel Card to one of your Cases. Do not play two cards. This will always be true for the first player on the first turn of the game and may rarely occur at other times.
Playing Intel Cards Summary
- Play 2 Cards, if you can
- You may only play Cards to Claimed Cases
- You must play your first card to another player's Case
- You may not play 2 cards to the same Case
Optional Actions
The following are not required on your turn; you may do them at any time during your turn, in any order.
Exchange an Intel Card for Tokens On your turn, you may Exchange 1 Intel Card for the Political Clout or Agency Rep Tokens pictured on the Intel Card. You may only do this once per turn. Place the card you've exchanged face-up in the discard pile.
Note: People are watching every card you're exchanging! Discard too many high blue cards and people may Accuse you of being the Terrorist Mole!
Recruit one Agent, Soldier or Asset On your turn, you may choose to Recruit one Agent, Soldier or Asset. Recruiting an Asset costs 3 tokens. Recruiting an Agent or Soldier is free.
Note: You may only Recruit once per turn: for example, you may not recruit an Asset and a Soldier in the same turn.
Recruit an Agent Agents represent Agency personnel you may have at your disposal. You may send Agents into the field to infiltrate terrorist organizations, revealing details of their nefarious plots and increasing the chances the Threat will be Neutralized. Savvy use of Agents is critical to making sure Threats don't become headlines.
Recruit a Soldier Soldiers represent your ability as a top analyst to deploy Special Forces when needed, allowing you to recon the current state of the Threat. Special Forces' valuable reconnaissance also provides the information required for a player to call for a Drone Strike.
Undeployed Soldiers are often used to protect Assets. Many Plots' Fallout reads "Discard a Soldier or Burn an Asset," allowing you to discard one of your undeployed Soldiers instead of Burning a valuable Asset Card.
Recruit an Asset Assets represent the people you have enlisted to help in your investigations. Assets are recruited from all walks of life: elected officials, turned enemy combatants, escorts and military personnel are just some of the people you may recruit.
Assets give you a wide variety of abilities. Each Asset also adds Victory Points to your final total, making them a key part of winning the game.
The cost to recruit an Asset is 3 tokens. This can be any combination of Clout and Rep tokens.
Choosing your Asset Draw the top two cards of the Asset Deck. You may keep either card. Place the other card face-up in the Asset deck discard pile.
Place your newly recruited Asset face down in front of you. Face down Asset Cards are considered "Deactivated". Face Up Asset Cards are considered "Active".
Deploy Soldiers On your turn, you may deploy Soldiers to a Threat. You may deploy any number of your Soldiers, but they must all be deployed to the same Threat. You may deploy Soldiers to claimed or unclaimed Threats.
Reconning a Threat When you deploy a Soldier to a Threat, you may look at all the Intel Cards of the Threat. If you choose to look at the Intel Cards, add 1 additional, hidden, random Intel Card from the Intel Deck to the Threat, after you look at the existing Intel Cards.
Once there are 2 Soldiers deployed to a Threat, enough recon has been gathered to make that Threat eligible for a Drone Strike.
Deploy Agents On your turn, you may deploy Agents to a Threat. You may deploy any number of your Agents, but they must all be deployed to the same Threat. You may deploy Agents to claimed or unclaimed Threats.
When you deploy an Agent to a Threat, you may look at the hidden Plot Card of that Threat. Do not show it to other players. Additionally, each deployed Agent adds 1 to the Blue Intel total of that Threat, during Threat Analysis.
Note: On your turn, you may deploy Agents and Soldiers to the same Case, in any order.
Activate Assets On your turn, you must decide whether or not you want to Activate (flip face-up) any of your Deactivated (face-down) Assets. Assets begin play Deactivated. Only Activated Assets are in harm's way. Deactivated Assets are protected from being Burned or taken.
Utilize Assets On your turn, you may use the special rules of any of your Active Assets. You may recruit an Asset, Activate it and Utilize it all on the same turn, if you wish. Most Asset special abilities will be Utilized on your turn, unless they say otherwise.
"Burn to" Abilities Some Assets' abilities are preceded by "Burn to..." These are usually powerful or unique abilities that you may only use once per game.
When an Asset is Burned to use their ability, remove the Asset from play: the card will not be used again for the rest of the game.
Drone Strike Special Ability Some Assets have the "Drone Strike" Special Ability, in addition to other Special Rules they may have. Calling in a Drone Strike allows you to wipe a Threat completely off the board, without having to resolve it normally.
When you have an Active Asset with the Drone Strike ability, you may Burn any Threat with at least 2 Soldiers deployed to it. When you Burn a Threat with a Drone Strike, remove all the cards in the Threat from play, without revealing them to any player. The position occupied by the Burned Threat is left open. Any Soldiers or Agents on the Threat are discarded.
Example: John has "David Estes," an Asset with the Drone Strike ability. A Threat has appeared at the Severe Level. Sally has already reconned the Threat with a Soldier and warned everyone that it's full of Red Intel Cards. On his turn, John also deploys a Soldier to the Threat and looks at the Intel Cards: Sally wasn't lying! With 2 Soldiers on the Threat, John decides to call in a Drone Strike, Burning all the cards in the Threat.
Note: After a Threat is Burned by a Drone Strike, do not move any remaining Threats to fill the space created by the Drone Strike.
Ending Your Turn
Once you've finished taking all your Actions, draw new Intel Cards to refill your hand back to your minimum hand size. Each player has a default minimum hand size of 3.
Refilling your hand marks the end of your turn. Play then passes to the player to your left.
Increasing Minimum Hand Size Some Assets have the ability "+1 Hand Size". These Assets each increase your minimum Hand Size by one. Their effects are cumulative: your minimum hand size is increased by 1 for each Asset you have with that ability.
Example: John has 2 Assets with the "+1 Hand Size" ability, making his minimum Hand Size 5. He starts his turn with 6 cards in his hand, having gotten some bonus cards the previous turn. He plays 2 Intel Cards to Threats and turns in 1 card for tokens, leaving him with 3 cards in his hand. At the end of his turn, John draws 2 new Intel Cards, bringing himself back up to 5 cards in hand.
Ending a Game Round
Once each Player has taken a turn and play has come back around to the Terrorist Marker, the Game Round is over and a new round begins, starting with another Terrorist Turn.
Winning the Game
Ending the Game
The game ends immediately when either the Agency or Terrorist Progress Track is full.
Terrorist Victory
The moment the Terrorist Progress Track is full, the person with the Terrorist Mole Agenda wins the game! Despite all the efforts of the other analysts, they weren't able to stem the tide of global terrorism.
In the case of a Terrorist Victory, Victory Points are irrelevant: everyone else has lost!
It's possible for there to be a Terrorist Victory without a Terrorist Mole in the game! Perhaps the Political Opportunists were a bit overzealous, perhaps the Loyal Agents were thinking too much of their own careers. Regardless of the reason, if the Terrorist Track is filled, anyone playing as a Loyal Agent or Political Opportunist has lost.
Agency Victory
If the Agency Track is full, the Terrorists have been stopped (for now), and it's time to see if you've successfully figured out who is working for the enemy.
Accusations
During Accusations, everyone has the opportunity to Accuse one other player of being the Terrorist Mole. First, every player puts their Case Lead Cards on the table. Each player takes 1 card from everyone else.
Once you have a card from all the other players, you may make an Accusation by placing the card of the player you suspect face down on the table.
If you're not sure who is the Terrorist Mole or if you suspect there isn't a Mole, you may choose not to make an accusation. If you don't want to make an Accusation, place your own Case Lead Card face down on the table. When the cards are revealed, this indicates you haven't made an Accusation.
Once everyone has placed a Case Lead Card face down on the table, reveal your Accusations.
After Accusations have been revealed, all players reveal their Agenda Cards. If the Terrorist Mole receives any Accusations at all, they've lost. Their fellow, Loyal Agents have figured them out!
- Any player who correctly Accuses the Mole receives +6 VP.
- Any player who falsely Accuses a player of being the Terrorist Mole gets -3 VP.
Tally Victory Points
After making Accusations, everyone tallies their Victory Points to see who's won. Each player receives VPs as stated on their Agenda card:
- Loyal Agents receive 1 VP for each of their Agency Rep Tokens
- Political Opportunists receive 1 VP for each of their Political Clout Tokens
- Terrorist Mole receives 2 VP for each token on the Terrorist Progress Track
In addition to the VPs from their Agenda, each player adds the VPs listed on all their Assets. You receive VPs from both your Active and Deactivated Assets.
Each player also adds any positive or negative points they've received from correct (+6 VP) or false (-3 VP) Accusations.
The player with the highest VP total wins the game.
Note: If the Terrorist player isn't Accused by anyone, it's possible for them to still win the game, even though they didn't successfully fill the Terrorist Track. They've managed to maintain their cover while rising in the ranks of the Agency. Biding their time, they will surely create even greater chaos in the future!
If the Terrorist Mole is accused by anyone, there's no need for them to tally their Victory Points!
Tied Victory Points
In case of a tie, there is an Agenda Hierarchy:
- Loyal Agent
- Political Opportunist
- Terrorist Mole
Example: A Loyal Agent and a Political Opportunist both finish the game with 19 Victory Points. The Loyal Agent wins the game!
If two or more players with the same Agenda are tied for highest VPs, those players share the victory.
Game Etiquette
Table talk is absolutely encouraged and necessary in Homeland: try to get other players to help your Threats, convincing other players to use their Agents and Soldiers to your benefit.
Homeland is more fun when that table talk doesn't include specific numbers, such as the hidden difficulty of a Threat or which cards you've played to the table. For example, after playing an Agent to a case, "Whoa, that threat's a really bad one" is preferable to "That threat's difficulty is 7." Keeping things vague adds to the subtlety and subterfuge that are an agent's bread and butter.
Remember, you're not allowed to show other players hidden cards.
Asset Discussion
Nicholas Brody (Rescued POW, 5 VP) — Take 1 Clout on your turn. Burn during Threat Analysis to add 5 to the red or blue total of a Threat.
Nicholas Brody allows you to dramatically affect the resolution of a Threat. After adding up the red and blue totals, you may decide to use Brody.
When Burning an Asset Card to use its ability, the card is removed from the game: once Nicholas Brody is used, he won't be used again.
Aileen Morgan and Lynne Reed have similar abilities, with lower effects on Threat Resolution.
Example: Sally is the Terrorist Mole and has Brody face-up in front of her. With 9 tokens on the Terrorist Progress Track, she needs a 3 Impact Threat to be successful to win the game. During Threat Analysis, she sees her chance: she Burns Brody to add 5 to the red total of a 3 Impact Threat and wins the game!
Elizabeth Gaines (Affluent Politico, 3 VP) — After you refill your hand at the end of your turn, you may discard all your Intel cards and refill your hand again.
Elizabeth Gaines's unique ability allows you to discard all the Intel Cards in your hand, after you refill your hand at the end of your turn. When using her ability, you must discard ALL the Intel Cards in your hand; you can't pick and choose.
If any of your cards are Exposed when you use her ability, you must discard all your Exposed cards too.
If your minimum hand size is increased above 3, you'll then draw a number of cards equal to your minimum hand size. Elizabeth Gaines's ability is very powerful when combined with Assets that increase your Minimum Hand Size.
Her ability is used at the very end of your turn, while refilling your hand. You may not take any other Actions after refilling your hand.
Jessica Brody (Congressman's Wife, 3 VP) — When you Exchange an Intel Card for any Clout, take an extra Clout. Burn to take Nicholas Brody from another player or the discard pile.
Jessica Brody is an example of an Asset with a passive ability that takes effect when you do something else. Jessica Brody, and other Assets with similar abilities, must be Active for this ability to take effect.
Special Abilities like Jessica's are a good reason to Recruit an Asset before playing any of your Intel Cards. If you Recruit Jessica first, you may then Activate her and use her ability immediately.
Jessica Brody also has the ability to take Nicholas Brody from another player. This must be done on your turn. If you think Nicholas Brody is going to wreak havoc during Threat Analysis, you'll need to take control of him during your turn. Captain Mike Faber and Mira Berenson have similar abilities.
Appendix
Carrie Mathison (Agency Analyst, 3 VP) — +1 to all your Cases. When you deploy an Agent to a Threat, you may also look at all the Intel Cards of that Threat.
Carrie Mathison has two passive abilities that take effect when you do something else.
Her first ability adds 1 to the blue total of all your Cases (i.e., all the Cases which you have Claimed with one of your Case Lead cards). This bonus is in addition to any other blue or red bonuses from other Assets.
Carrie's second ability allows you to gather complete information about a Threat when you deploy an Agent: looking at the hidden Plot and Intel Cards. When you look at a Threat with Carrie's ability, do not add a random Intel Card to the Threat.
Example: Liz has Carrie and deploys an Agent to one of her Cases, allowing her to look at both the hidden Plot Card (as normal) and all the Intel Cards. She does the math and now knows she needs to add another 3 points worth of blue cards to the Threat to Neutralize it.
Virgil (Independent Security Contractor, 2 VP) — +1 Hand Size. You are not affected by Exposure.
Virgil, along with a number of other Assets, increases your Minimum Hand Size.
When you Activate Virgil, you don't get to draw another card immediately, but you probably will when you refill your hand at the end of your turn.
Example: Sally starts her turn with 3 Cards in her hand and the default minimum hand size of 3. She plays 2 cards to Cases, then Recruits and activates Virgil. At this point, she has 1 card in hand and a minimum hand size of 4. Sally decides not to exchange a card for tokens. At the end of her turn, she draws 3 new cards, refilling her hand to 4: her new minimum hand size.
If you have more than one Asset with the "+1 Hand Size" ability, the effects are cumulative.
Example, cont: On Sally's next turn, she recruits Pittman, increasing her minimum hand size to 5.
Peter Quinn (Agency Analyst, 1 VP) — Once per Terrorist Turn, during Threat Analysis, you may discard 1 undeployed Agent to Burn a red or blue Intel Card of your choice from a Threat.
During Threat Analysis, Quinn is able to discard 1 undeployed Agent to Burn a single Red or Blue Intel Card from a Threat, after the red and blue cards have been revealed and tallied. You may not use Quinn to Burn a Gold Intel Card.
Example: John is playing as a Loyal Agent and has Peter Quinn Active in front of him during Threat Analysis. An Impact 3 Threat is about to be Analyzed. The Intel Cards are shuffled, revealed and totaled - and the red total is 1 higher than the blue!
At this point, John decides to discard an undeployed Agent to Burn a Red "2" Intel Card, neutralizing the Case.
Unlike most Assets, Quinn's special ability is not used during your turn, but is used during Threat Analysis. As noted on the card, you may only use Quinn's ability once per Terrorist Turn, not once per Threat being Analyzed.
Credits
Game Design: Sean Sweigart, Aaron Dill Design Director: John Kovaleski Graphic Design: Katie Dillon Producers: Peter Simunovich, John-Paul Brisigotti 3D Design: Charles Woods
Playtesting: Jason Buyaki, Cheryl Delaney, Jason Delaney, Mark Honeycutt, Sally Honeycutt, Leonard Landrey, Stuart Lapwood, Jeff Lindsay, Ray O'Connor, Phil Petry, Peter Przekop, Tim Vojta, Lizzie Willick
Thanks to all the Battlefront staff for their contributions!
Acknowledgements: 20th Century Fox: Judy Huang, Maria Romo
Game Design © Gale Force Nine 2015. Homeland TM & © 2015 Twentieth Century Fox Film Corporation. All Rights Reserved. Gale Force Nine is a Battlefront Group Company.