Update: Shadow Network is live on Kickstarter and the campaign will run for 13 days. You may choose either the standard or the Deluxe pledge with extra wooden tokens. With the Black Talon pledge you can be portrayed as a handler and receive the game early.
There are two solo modes to choose from: the standard mode that pits you against the AI (with its own deck of cards), and the missions. The missions are a series of scenarios, the first of which you can check here.
Our preview post below was published on October 18.
Shadow Network is a 1-5 player worker placement game in which you play as a secret agent in the 1960s' Cold War era. It will launch on Kickstarter on October 20.
Shadow Network is a competitive game: the player with the most influence wins. At the start of the game, you will receive 1 handler and 2 contract cards with clues that you will trace on the world map. On each round, black market tokens will be placed in specific cities. You start with 4 agent meeples: 2 will be placed on the rotary telephone ('on call') on your player board, and 2 on the 'agents wages due' spot.
On your turn, you will send an agent in one of the cities on the board and gain the intel tokens shown on that space. Then, your agent will leak information by placing tokens in any city of the group mentioned in that spot (e.g. a green token in any city of the A group). If the city you are in has a black market, you can pay with your influence tokens to gain information, or buy a new agent (move a meeple from the 'wages due' spot to the 'on call' spot), or buy a new contract card or a new handler. The intel tokens you gained can then be converted into a classified folder-briefcase and earn you influence. When you collect the briefcases required by a contract, you complete it and gain the associated influence points at the end of the game. Solo mode rules are expected when the campaign goes live.