CLASSIFIED // OPERATION JUNTA
Deception-Heavy · TIER 1

THE
JUNTA

Five generals. One coup plotter. One loyal aide.

// You can win solo only by launching a successful coup. But every coup attempt also wins for the Plotter — so every ally is also a parasite.

PERSONNEL FILE
FORM 7-A

ACTIVE COMBATANTS

5–7★ OPT 6
ETA: 20–35 min
57 OPERATIVES
SECTOR 02 // BRIEFING
FILE 02 — THE PREMISE
// PINNED 0700 HRS //

A military council. Generals draft soldiers, build influence, and try to either seize power or expose the plot. One player is the Coup Plotter aligned with whoever launches a successful coup. Another is the Loyal Aide, racing to expose them before the bullets fly.

CRITICAL TENSION:You can win solo only by launching a successful coup. But every coup attempt also wins for the Plotter — so every ally is also a parasite.
SECTOR 03 // PERSONNEL
DECLASSIFIED PERSONNEL DOSSIERS

The Roles

CLEARED
ID-001
General

General

×3-5

Wants to be the one who launches a successful Coup. Will lie about resources to gather strength.

RESTRICTED
ID-002
Coup Plotter
COVERT

Coup Plotter

×1

Wants ANY Coup to succeed (including their own). Aligned interests with multiple players makes them hard to identify.

RESTRICTED
ID-003
Loyal Aide
COVERT

Loyal Aide

×1

Reports to an absent dictator. Must expose the Plotter via Investigate before any Coup launches.

SECTOR 04 // OPERATIONAL TEMPO
OPERATIONAL TIMELINE

How a Round Plays

I
PHASE

Take Resource

Claim a resource type — Soldiers, Intel, or Funds. Your hand is hidden; the claim may be a lie.

STEP 01
II
PHASE

Optional Action

Recruit, Bribe, Investigate, or Coup. Each is publicly announced and can be challenged.

STEP 02
III
PHASE

Challenge

Anyone may challenge a claim. Wrong challenge: lose 2 influence. Correct: liar loses 2.

STEP 03
IV
PHASE

Coup Attempt

Costs 7 Soldiers + 5 Funds (claimed publicly). If unchallenged or challenge fails, Coup succeeds.

STEP 04
SECTOR 05 // OBJECTIVES
INCOMING DISPATCHES

Win Conditions

TELEGRAMNO. 001
OBJECTIVE — Successful General

You launched the coup that worked. You rule.

// END OF MESSAGE — STOP //
TELEGRAMNO. 002
OBJECTIVE — Coup Plotter

ANY coup succeeds. Even if it wasn’t yours.

// END OF MESSAGE — STOP //
TELEGRAMNO. 003
OBJECTIVE — Loyal Aide

Plotter is exposed via Investigate before any Coup launches.

// END OF MESSAGE — STOP //
SECTOR 06 // INTELLIGENCE
FIELD MEMO

Designer Notes

The Plotter has aligned interests with multiple players, making them hard to identify. Generals are competing with each other AND covering for the Plotter without knowing it. The "claim before challenge" loop borrows from Coup but adds team dynamics.

BALANCE:Plotter ~30%, Aide ~25%, individual Generals ~9% each — General wins are rare but glorious.
✎  reviewed & cleared by command — F.O.
FIELD INTEL

Strategy

  • 01.
    Slow rolls win
    Generals who race to coup early are the easiest to call out.
  • 02.
    Investigate cheap claims
    If they're claiming Funds three turns straight, audit them.
  • 03.
    Aide must move late
    Investigate the suspect AFTER they show their hand, not before.
  • 04.
    Plotter plays kingmaker
    When two generals are racing, gently fund the weaker one.
↳ keep this on you, soldier.
SECTOR 07 // DEPLOYMENT
EYES ONLY // DEPLOYMENT ORDERS

Ready to Deploy?

> Pass-and-play with operatives in the same room, or open a remote command channel and brief allies across the globe.