Patterns in the Shadows: Designing the Spheres of Agency

In Agency, the heart of every move, every faction, and every agent begins with a simple but powerful concept: the spheres.

From the start, we knew we didn’t want these spheres to just be mechanical elements or gameplay shorthand. We wanted them to represent different philosophies, core approaches to espionage that defined how agents conducted operations in the field. Our goal was to tie theme and gameplay so tightly together that the identity of a spy wasn’t just mechanical, but ultimately narrative. The kind of agent you played told a story about how they approached their mission and why they did it that way.

From Philosophy to Pattern

The sphere system began as a thought experiment in design constraints. We wanted to limit ourselves to a small number of elements, but each had to embody a complete, robust mindset within the world of spycraft. After extensive iteration (and a few discarded prototypes we’ll explore in a future article), we arrived at five core spheres:

  • Infrastructure – for agents who rely on logistics, tools, and preparation.

  • Incursion – for those who apply force, disruption, and confrontation.

  • Infiltration – for the stealthy, the covert, the unseen.

  • Intelligence – for those who seek to gather, analyze, and exploit information.

  • Influence – for manipulators, deal-makers, and political players.

(See our prior article on the basics of the spheres). Each sphere stands alone thematically and mechanically. But the true beauty of the system emerged when we began combining them. But, how best to properly mix and match 5 different elements to bring out the true nature of a spy?

Combinatorics and Character

Well, we ultimately picked 3. Three different spheres, when added together creates something, magical. And, anyone who enjoys math knows there’s a limited number of ways to select three distinct items from a set of five. The formula:

C(n, r) = n! / r!(n – r)!.

When computed, the above formula gives us exactly ten unique combinations of three spheres from an original set of five unique elements. That was perfect. Why? Because Agency thrives on patterns. We didn’t want an overwhelming number of roles, but we wanted enough variety that each role could feel distinct and recognizable.

These ten combinations became our agent types, ten archetypes that reflect the full spectrum of espionage worldviews in the game. Every agent in Agency draws their identity from a unique blend of three spheres, and the two they lack are just as important to their DNA.

We'll introduce each of the agent types in a follow-up article. But for now, let’s zoom in on one of the most beloved roles in the field, a figure familiar to fans of both spy fiction and epic mythology: the Troubleshooter.

Case Study: The Troubleshooter

The Troubleshooter is forged from the combination of:

  • Incursion (Red): They take action, and they’re not afraid to get physical.

  • Intelligence (Blue): They plan ahead, gather information, and adapt.

  • Influence (Green): They talk their way out as easily as they shoot their way in.

Together, these spheres create a bold, clever, and assertive agent, someone who doesn’t wait for orders and doesn’t hide in the shadows. They’re direct, decisive, and adaptable.

Just as importantly, the Troubleshooter lacks the spheres of Infrastructure (Yellow) and Infiltration (Purple). That absence shapes their personality:

  • Without Infrastructure, the Troubleshooter doesn’t rely on external logistics or support. They’re self-reliant.

  • Without Infiltration, they don’t hide behind shadows or subtlety. They act in the open.

It’s no surprise, then, that this agent archetype reminds us of two classic fictional figures: James Bond and Odysseus.

Bond is a master of improvisation, suave, informed, and always packing a punch. Odysseus, the cunning Greek hero, is equally skilled in both diplomacy and deception, but never hesitates to draw a sword when the situation calls for it. Both act boldly. Both survive by their wits, their charm, and their willingness to act alone.

That’s the spirit of the Troubleshooter, and that’s the magic of the sphere system. It doesn’t just assign traits. It builds personas.

Spheres as Spycraft DNA

By grounding each agent in a combination of spheres, we allow flavor and function to emerge simultaneously. The mechanics of the game, deck construction, card access, tactical play, follow naturally from an agent’s sphere profile. But the story behind each role, the feel of playing it, the psychology of the character, that comes from the combination.

The Troubleshooter gathers intelligence, applies pressure, and brings decisive force. These agents don’t emerge from templates. They arise from the geometry of the philosophy behind the spheres.

The Next Chapter

In future blog posts, we’ll explore all ten agent types in more detail, their spheres, their flavor, and their role on the board. You’ll see how each one captures a unique outlook on espionage, and how those worldviews interact to create a game of cat and mouse, sabotage and subterfuge.

Until then, we invite you to consider this:

If you had to choose just three traits to define your field persona…what three would you prefer? Answering that question, we can also tell you: What kind of agent you would become!

Want to talk spheres, agents, or game theory? Join our Playtest and connect with other operatives in the field!

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Trouble in Tarragona Part I: A Spy Story from the World of Agency