In addition to the people who make all the major decisions for a team (the players), each clan has a network of officials, underlings, and experts that help maintain the day-to-day operation and management of the clan and its territories. These are a clan’s agents: specialists who can perform a number of actions that may either benefit your allies or wreak havoc on your enemies.
Once purchased (see Expenses, for more details), an agent remains under the control of a team for the rest of the game (or until the agent’s death). Anyone on a team can submit agent orders and resolve their actions. To give an agent orders, you must first fill out an Agent Order which Intelligence Control will collect. Agents can perform one of the following actions in a specific province— belonging to a friend or foe—each turn:
Gather Intelligence: Low chance of agent death. The agent attempts to set up a network of spies in an enemy team’s capital. If successful, a member of Intelligence Control will deliver a report to your team at the end of the turn. There is always a chance that the spy will be discovered.
Counter Agent: Low chance of agent death (unless a conflict occurs). The agent devotes himself to guarding against any enemy agents working within a specific province. Your agent will only engage one enemy agent per turn, so if you’re beset by enemies, more than one may be necessary.
Instigate Revolt: High chance of agent death. The agent attempts to spark a rebellion in a specific province. If successful, province happiness will decrease, and a rebel army proportionate to the size of the selected province will attempt to establish control.
Pacify Populace: Low chance of agent death. The agent attempts to quell unrest in a specific province. If successful, province happiness will increase, and any active rebellions in the province may have their size reduced by 10%.
Smuggle Goods: High chance of agent death. The agent attempts to establish a smuggling ring, looting the businesses in a team’s capital or port and stealing some of their trade income.
Other Action: Variable chance of agent death. The agent attempts to complete an action of your own devising (e.g. stealing mail), but control will only allow reasonably achievable actions.
After all agent orders are submitted, Intelligence Control resolves all uncontested agent actions at the relevant clan tables and calls up team representatives to deal with conflicts. In any agent action, players have the opportunity to use up to two Action Cards to affect their odds before any dice are rolled. When two agents clash, there is a chance that one of the agents will be killed. Each faction is limited in the maximum number of agents it can control at any one time:
Samurai Clans: 2 | Sohei Sects: 3 | The Bakufu: 5
Every turn at the Intelligence Control table, there will be a silent auction for the services of the shadowy Ninja guilds, trained saboteurs and assassins who operate on behalf of the highest bidders. Players are welcome at any time during the Preparation and Action Phases to drop off a bid for Ninja services.
At the end of the Action Phase, Intelligence Control will determine the winners of the auction and distribute rewards. Ninja services might include free intelligence reports, special Action Cards, and even assassination missions. The selection of available services changes each turn.