◉ Intelligence · faction guide

Know the choice before it is revealed.

Intelligence pursues hidden Missions, accumulates Intel, studies opposing battle choices, and turns operational progress into a secret route to victory.

Victory
Run the Gauntlet or complete a Special Operation
System
Intel and Operation Progress
Leaders
Ranger · Spymaster

At the table

How Intelligence plays.

Intelligence rewards planning several turns ahead. Your opponent can see that a Mission exists, but not what it requires; meanwhile Intel lets you look into the hidden decisions that normally define Gauntlet’s battles.

Work toward hidden objectives

Begin one face-down Mission, satisfy its requirement through normal play, then spend a later Action Opportunity to complete it.

Control information

Surveillance lets you inspect a face-down opposing battle card. Interference can remove that choice and force a replacement.

Prepare the operation

Completed Missions produce both Intel and Operation Progress, opening the window for a decisive Special Operation.

Signature system

The mechanics that define the faction.

01

Missions

Six Intelligence cards carry Mission requirements. Completed normal Missions grant 1 Operation Progress and Intel equal to the card’s value.

02

Surveillance and Interference

Spend Intel to look at an opponent’s hidden battle choice, then spend more to remove it from the battle before play continues.

03

Special Operations

Once Operation Progress exceeds the opponent’s controlled Territories, prepare a face-down Special Operation, satisfy its requirement, and pay its Intel cost to win.

Victory

How Intelligence wins.

Run the Gauntlet

Information advantages and Mission rewards can support the normal territorial route.

Special Operation

Complete enough Missions to make an operation ready, keep that readiness while the opponent contests Territory control, satisfy the hidden requirement, and pay the final Intel cost.

Faction Leaders

Two ways to lead.

Each Leader uses the same faction card pool and core system, but pushes it toward a different tactical identity.

Ranger leader artwork

Territory effects, reconnaissance, and field operations

Ranger

“Know the land before the battle begins.”

The Ranger spends Intel to prevent a printed Territory effect from disrupting movement or an operation for the rest of the turn.

Leader ability

Fieldcraft: once per turn, spend 1 Intel to ignore a Territory’s printed effect when it would affect you, your movement, or a battle involving you.

Spymaster leader artwork

Mission tempo and operational coordination

Spymaster

“Information never rests. Momentum is the weapon.”

The Spymaster keeps the mission cycle moving, beginning another normal Mission as soon as one is completed.

Leader ability

Mission Control: once per turn, after completing a normal Mission, immediately start another eligible Mission from hand without using an Action Opportunity.

Archetype and setting

An institution—and a method of power.

Intelligence represents scouts, surveyors, agents, analysts, dispatch networks, and the offices that coordinate them across institutional boundaries. The Ranger reads the field; the Spymaster moves the network.

Visual and archetypal influences: Frontier reconnaissance, survey instruments, long rifles, maps, cipher wheels, coded letters, sealed dispatches, covert networks, dead drops, and operational planning.

Gauntlet’s setting is still being developed. The six factions are institutions within a broadly shared civilization, not fixed nations or isolated cultures.

Take the next step

Put Intelligence on the table.