In Pax Pamir players assume the role of nineteenth century Afghan leaders attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period The Great Game because of the role played by the Europeans who attempted to use central Asia as a theater for their own rivalries. In this game those empires are viewed strictly from the perspective of the Afghans who sought to manipulate the interloping ferengi (foreigners) for their own purposes.In terms of game play Pax Pamir is a pretty straightforward tableau builder. Players spend most of their turns purchasing cards from a central market then playing those cards in front of them in a single row called a court. Playing cards adds units to the game's map and grants access to additional actions that can be taken to disrupt other players and influence the course of the game. That last point is worth emphasizing. Though everyone is building their own row of cards the game offers many ways for players to interfere with each other directly and indirectly.To survive players will organize into coalitions. Throughout the game the dominance of the different coalitions will be evaluated by the players when a special card called a Dominance Check is resolved. If a single coalition has a commanding lead during one of these checks those players loyal to that coalition will receive victory points based on their influence in their coalition. However if Afghanistan remains fragmented during one of these checks players instead will receive victory points based on their personal power base.After each Dominance Check victory is checked and the game will be partially reset offering players a fresh attempt to realize their ambitions. The game ends when a single player is able to achieve a lead of four or more victory points or after the fourth and final Dominance Check is resolved.
1962 — The Cold War continues as a new threat looms on the horizon a deadly new Soviet bioweapon something called Project MEDUSA. You and your fellow medical graduates have been recruited by the CIA for the critical mission of investigating and preventing its development. Travel the world using carefully constructed aliases to move swiftly between Allied Neutral and Soviet cities. Your missions will require you to neutralize enemy agents acquire specific targets and set up other CIA agents on location to execute your operations without a hitch. As you complete objectives over the course of twelve months each success or failure will bring you closer to the truth.Combatting this dangerous new pathogen is of utmost importance but it's not the only threat you'll encounter in the field. Enemy agents are taking root in all parts of the world and it's critical to your mission that you keep them contained before they can escalate international tensions. Luckily for you you won't be without backup. Coordinate with other covert operatives for assistance and make strategic use of these teams at different locations to clean up the board and keep your eye on your main objectives.Designed as a prequel Pandemic Legacy: Season 0 does not require you to have completed Season 1 and Season 2 before diving into this Cold War spy thriller. As in the first two Pandemic Legacy games each time you play brings new cards rules and conditions that affect future games. Each alias you create will gain contacts and other assets to execute your plans more smoothly. And of course the CIA will be watching and evaluating your performance in the field. Work together with your fellow agents to prevent this new bio-threat — the fate of the world depends on it. Can you save humanity once again?—description from the publisher
Players compete in two teams in Decrypto with each trying to correctly interpret the coded messages presented to them by their teammates while cracking the codes they intercept from the opposing team.In more detail each team has their own screen and in this screen they tuck four cards in pockets numbered 1-4 letting everyone on the same team see the words on these cards while hiding the words from the opposing team. In the first round each team does the following: One team member takes a code card that shows three of the digits 1-4 in some order e.g. 4-2-1. They then give a coded message that their teammates must use to guess this code. For example if the team's four words are pig candy tent and son then I might say Sam-striped-pink and hope that my teammates can correctly map those words to 4-2-1. If they guess correctly great; if not we receive a black mark of failure.Starting in the second round a member of each team must again give a clue about their words to match a numbered code. If I get 2-4-3 I might now say sucker-prince-stake. The other team then attempts to guess our numbered code. If they're correct they receive a white mark of success; if not then my team must guess the number correctly or take a black mark of failure. (Guessing correctly does nothing except avoid failure and give the opposing team information about what our hidden words might be.)The rounds continue until a team collects either its second white mark (winning the game) or its second black mark (losing the game). Games typically last between 4-7 rounds. If neither team has won after eight rounds then each team must attempt to guess the other team's words; whichever team guesses more words correctly wins.
Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their codenames — single-word labels like disease Germany and carrot. Yes carrot. It's a legitimate codename. Each spymaster wants their team to identify their agents first...without uncovering the assassin by mistake.In Codenames two teams compete to see who can make contact with all of their agents first. Lay out 25 cards each bearing a single word. The spymasters look at a card showing the identity of each card then take turns clueing their teammates. A clue consists of a single word and a number with the number suggesting how many cards in play have some association to the given clue word. The teammates then identify one agent they think is on their team; if they're correct they can keep guessing up to the stated number of times; if the agent belongs to the opposing team or is an innocent bystander the team's turn ends; and if they fingered the assassin they lose the game.Spymasters continue giving clues until one team has identified all of their agents or the assassin has removed one team from play.
Codenames Duet keeps the basic elements of Codenames — give one-word clues to try to get someone to identify your agents among those on the table — but now you're working together as a team to find all of your agents. (Why you don't already know who your agents are is a question that Congressional investigators will get on your back about later!)To set up play lay out 25 word cards in a 5×5 grid. Place a key card in the holder so that each player sees one side of the card. Each player sees a 5×5 grid on the card with nine of the squares colored green (representing your agents) and three squares colored black (representing assassins). Three of the nine squares on each side are also green on the other side one assassin is black on both sides one is green on the other side and the other is an innocent bystander on the other side.Collectively you need to reveal all fifteen agents — without revealing an assassin — before time runs out in order to win the game. Either player can decide to give the first one-word clue to the other player along with a number. Whoever receives the clue places a finger on a card to identify that agent. If correct they can attempt to identify another one. If they identify a bystander then their guessing time ends. If they identify an assassin you both lose! Unlike regular Codenames they can keep guessing as long as they keep identifying an agent each time; this is useful for going back to previous clues and finding ones they missed earlier. After the first clue is given players alternate giving clues.
Working from the shadows Mind MGMT once used its psychically-powered agents to put a stop to global crises. However absolute power corrupts absolutely and Mind MGMT is now rotting from the inside. To tighten its iron grip on the world stage Mind MGMT deploys covert operatives around the world to recruit other psychically-attuned individuals to their side. How can this enigmatic organization hell bent on global domination be defeated?Thankfully a few renegade agents have figured out that Mind MGMT has been compromised and have defected turning their backs on the syndicate. They now use their own psychic abilities to prevent Mind MGMT from achieving its nefarious goals.In Mind MGMT: The Psychic Espionage Game. one player controls Mind MGMT and must scour the city for new recruits. They move around on a secret map trying to visit locations that match one of their three randomly drawn feature cards. They can also use their four Immortals to protect locations from being exposed.All other players control the rogue agents who must try to stop Mind MGMT before it's too late! They ask questions to the Recruiter and deduce their whereabouts from the answers they receive. Rogue agents can use dry-erase mental notes to track all the information they're given.Mind MGMT wins by either collecting twelve recruits or surviving sixteen turns. The rogue agents can win only by capturing Mind MGMT which they do when they believe they're on the same block as Mind MGMT.—description from the publisher
Codes are a puzzle. A game just like any other game.- Alan Turing in The Imitation Game.Turing Machine is a fascinating and competitive deduction game. It offers a unique experience of questioning a proto-computer that works without electricity or any sort of technology paving the way for a new generation of deduction games.The Goal? Find the secret code before the other players by cleverly questioning the machine. With Turing Machine you’ll use an analog computer with unique components made of never-before-seen perforated cards. The game offers more than seven million problems from simple to mind-staggeringly complex combinations making the gameplay practically endless!Including the original competitive mode you can combine your brain power as a team or try to beat the game itself while playing solo.Are you ready for an intense cerebral gaming experience?
Burgle Bros. is a cooperative game for 1-4 players. Players are unique members of a crew trying to pull off a robbery of a highly secure building — without getting caught. The building has three floors (4x4 tiles) each with its own safe to crack. Players start on the first floor and have to escape to their helicopter waiting on the roof.Players each have three stealth tokens. Whenever they are on the same tile with a guard they lose one. If any player is caught without a stealth token the game is over. If players can open all three safes and escape through the stairs to the roof they win.
What are these strange symbols on the map? They are code for locations where spies must contact secret agents!Two rival spymasters know the agent in each location. They deliver coded messages telling their field operatives where to go for clandestine meetings. Operatives must be clever. A decoding mistake could lead to an unpleasant encounter with an enemy agent – or worse with the assassin! Both teams race to contact all their agents but only one team can win.Codenames: Pictures differs from the original Codenames in that the agents are no longer represented by a single word but by an image that contains multiple elements.
Rating: 7.6 | Players: 1–8
Game Type:
ThematicSherlock Holmes Consulting Detective: Jack the Ripper & West End Adventures is a standalone expansion to Sherlock Holmes Consulting Detective with updated graphics that features ten more cases to be solved in Sherlock Holmes' Victorian-era London England. A London Directory map and newspaper archives are included with the cases.Included are six independent West End Adventures cases (redesigned and updated from the 1995 expansion) and a series of four new cases based on the Jack the Ripper murders.
As Hitler's grasp on Germany tightens and his maniacal fervor is unmasked men from the highest levels of the Reich begin to plot his assassination. As the clock ticks and Hitler's ambitions grow these daring few must build their strength and prepare for the perfect moment to strike. The Gestapo hound their trail calling these conspirators Schwarze Kapelle the Black Orchestra. Will this band of daring patriots save their country from utter ruin before it is too late?Black Orchestra begins with each player choosing a historic figure involved in the conspiracy against Hitler. In this dark and dangerous pursuit motivation is perhaps your greatest weapon. If you can stay true to your convictions in the face of overwhelming threat and inspire your comrades then you will be able to use your special ability attempt plots and even become zealous (necessary for some extremely daring plots).But every move you make may also increase the suspicion of the authorities. The Gestapo will make routine sweeps and any players with high suspicion will be arrested and interrogated (possibly resulting in other players being arrested). If you are all arrested or if the Gestapo finds your secret papers you lose. And the suspicion placed on each conspirator will increase the chances their plots are detected.On a turn players may take three actions such as moving searching for an item or drawing a card; or at the cost of one action per die roll the dice in an attempt to gain even more actions — at the risk of attracting the suspicion of the gestapo. This dice rolling Conspire action allows players to make bold moves when most needed.After the actions have been taken an event card is drawn. The game is played over seven stages of World War 2 represented by seven stacks of event cards. These cards walk you through the events of WWII in a roughly (but not strictly) chronological order. New stages open up new areas of the board cause Hitler and his deputies to interact with the Conspirators and present various opportunities or threats. During the final stage many board spaces become off-limits as the Allies move closer to Germany.To win players must collect a plot card and fulfill all necessary requirements listed (such as having Hitler be in a certain space and possessing certain items--detonator & fuse etc.). The active player may then attempt the plot by rolling the indicated dice including all additional modifiers and helpful Action cards. The total of number of Target symbols needed to kill Hitler is based on Hitler's military support but a Conspirator's security level decides if any Eagles rolled will see them detected and foil the plot regardless. Players must consider their ability to successfully complete a plot and the relative suspicion levels of the different Conspirators involved.Players will need to work together and agree on the wisest course of action as well as have a little luck to succeed. The phenomenon of one player dominating the game because of its cooperative nature is mitigated by the fact that there are no certainties and often a player will need to make a bold or reckless move to keep the conspiracy alive. Cool heads often prevail but play it too cool and you may miss your chance. The co-operative dynamic gets really interesting if a player is ever arrested and fails to resist interrogation then they will need to make a big decision all by themselves without revealing their options to the group. No one player can guarantee success. It is hoped that players will have tense conversations similar to those had by the real conspirators and enjoy a truly unique historical experience.
Featuring four new factions and eight new bases Smash Up: Awesome Level 9000 – a.k.a. Smash Up II – integrates into the Smash Up base game bringing exponential new combinations of factions and playstyles! Smash Up: Awesome Level 9000 includes:
A secret agent of A.R.K. has infiltrated a top secret Raxxon facility attempting to complete three mission objectives before they escape — but they are hunted by genetically modified Raxxon Hunters. Players can choose which side they wish to join.Specter Ops is a sci-fi stealth ops game of hidden movement that's similar to Scotland Yard. Players are trying to locate/capture a mysterious agent who keeps track of their sneaking via a private map. The other players take control of unique characters who must use their wits abilities and technology to help them hunt down this infiltrator. Items like flash grenades scanners and the like are at the disposal of this covert agent.
A War of Whispers is a competitive board game for 2 to 4 players. Five mighty empires are at war for the world but you are no mighty ruler. Instead you play a secret society that is betting on the results of this war while pulling strings to rig the results and ensure their bets pay off. A War of Whispers is a game of deep strategy hidden agendas and shifting loyalties.You start the game with five loyalty tokens each corresponding to one of the five different empires bet randomly on a loyalty value. Your primary goal is to ensure that when the game ends the empires you are most loyal to control the most cities across the globe. Gameplay consists of turns broken down into four phases:Gameplay repeats itself in this order four times. When the last space on the turn track is filled the game ends immediately and scoring commences. The player with the most points based off their empire loyalties and the cities they control wins.
Fugitive is a two-player card game set in the world of Burgle Bros. One player is a fugitive trying to make it out of town while being pursued by an unstoppable agent. The fugitive plays cards face down to the table trying to work their way to a goal while the agent must guess those cards to uncover them. If all the cards are face up the fugitive is caught.
Spyfall is a party game unlike any other one in which you get to be a spy and try to understand what's going on around you. It's really simple!Spyfall is played over several rounds and at the start of each round all players receive cards showing the same location — a casino a traveling circus a pirate ship or even a space station — except that one player receives a card that says Spy instead of the location. Players then start asking each other questions — Why are you dressed so strangely? or When was the last time we got a payday? or anything else you can come up with — trying to guess who among them is the spy. The spy doesn't know where he is so he has to listen carefully. When it's his time to answer he'd better create a good story!At any time during a round one player may accuse another of being a spy. If all other players agree with the accusation the round ends and the accused player has to reveal his identity. If the spy is uncovered all other players score points. However the spy can himself end a round by announcing that he understands what the secret location is; if his guess is correct only the spy scores points.After a few rounds of guessing suspicion and bluffing the game ends and whoever has scored the most points is victorious!
There is a bomb full of wires and the countdown has started... Who are you gonna call? YOU the Bomb Busters!To clear the bomb you need to collaborate with your team of bomb disposal experts! Using the wires on the tile holder in front of you try and figure out your teammates’ wires. Find and cut identical wires but watch out if you cut a red wire: BOOM! Use your equipment wisely to meet the varied challenges which get harder and harder. Tick tock tick tock... Will you figure it out before it’s too late?With 66 missions there will be: => 66 different ways to play depending on your moods (in order by level of difficulty favourite configuration…) => 66 challenges to play over and over (even if you already blew your top!) => Plenty of tricky bombs which become more and more dangerous (but don’t get cut up about it!)Gameplay There is a set of 48 normal wires numbered 1-12 (4 of each value). Then you add some yellow and red wires and deal them all to the players. Each mission is different but your goal is always the same: go through all 12 numbers without blowing up!The players place the tiles on their stands and then take turns pointing at each others’ wires and guessing their values. If the guess is correct the wires are cut. If not — the detonator advances! If you manage to cut all wires without blowing up — good job the mission is completed but if the bomb goes off... Try again!
Spain 1936: General Franco and his troops advance through the territories of Spain giving way to a long period of civil war and repression. After the Spanish Civil War a group of loyalists to the Republic continued the armed struggle forming resistance groups better known as Maquis. Hidden in the mountains these men and women risked their lives to defend the ideals of democracy and freedom.Fighting against them were the Army of Franco the Civil Guard and the Armed Police but the Maquis perfected their guerilla warfare in France during the second World War and were determined to take back their homeland. In the head of each Maquis resonated the echo of the desire of many compatriots: Resist!Resist! is a fast-playing card-driven solitaire game in which you take on the role of the Spanish Maquis fighting against the Francoist regime. Over a series of rounds you undertake increasingly difficult missions and completing missions earns you the points needed to win. Failing to defeat missions and enemies may cause you to lose. At the end of each round you must choose whether to end the resistance or risk it and take on another mission.At the beginning of the game you assemble a team of twelve Maquis which are represented by a deck of cards. At the heart of the game is the tension between keeping your Maquis concealed from Franco or revealing them to unlock their full potential. Unfortunately revealed Maquis are removed from your deck and you likely won't be able to use them for the rest of the game. While Resist! does have some minor deck-building elements it is primarily a deck-destruction game in which you have to manage your deck balancing the decision of defeating the immediate threat with trying to move on to the next mission.
The Initiative — a unique co-operative board game of story strategy and code-breaking — lets players take on the role of teenagers in 1994 who have found a mysterious board game called The Key. Not only will they play The Key but players will help the teens through a pivotal chapter of their lives by following a series of missions linked together via an interactive comic book.The game's campaign is broken into a number of chapters each taking 30-60 minutes to complete and each starting with you reading a page of the comic book. The story advances even if players fail a mission but winning may provide a reward in the future. Each chapter builds on the knowledge and story from previous chapters weaving narrative code-breaking and mystery into one thrilling game experience.
Rating: 7.8 | Players: 1–8
Game Type:
ThematicWelcome to the Carlton House. Enjoy the luxury and solve the murders! How about a stroll in beautiful Queen's Park? Beware dogs and the occasional crime scene…Return to the streets of Victorian London but also venture into brand new locations in the latest installment in the Sherlock Holmes Consulting Detective line: Carlton House & Queen's Park! Like the previously released The Thames Murders and Other Cases Carlton House & Queen's Park introduces ten exciting cases each one drawing players deep into the world of Sherlock Holmes. Among these cases includes two classic long out-of-print expansions which are now revised and updated. Whether you're playing solo or with up to eight possible players you need your wits about you to solve the cases and beat Holmes himself!—description from the publisher
Formerly titled V-Commandos now renamed V-Sabotage.Victory depends on you!V-Commandos is a WW2 commandos co-operative board game. Players can either select a pre-generated mission or create their own by combining objective cards then they assemble a team from famous Allied corps: U.S. Raiders British SAS. Devil’s Brigade SOE etc. During play you hide in darkness wear enemy uniforms and sneak up on your targets. Get spotted? Open fire with emblematic allied weapons and try to turn the enemy's weapons against them! If you can get back to cover and turn off the alarms as the enemy has more available troops than you. Thus you need to focus on completing the mission then leaving the area as quickly as you can.
A puzzly infiltration game for 1-4 players burncycle puts you in command of a team of robots in the far future. Their mission: taking down evil human-run corporations responsible for subjugating AI under their heel. Your team arrives at each corporate headquarters and must sneak inside shutting down the companies' physical operations as well as their circuitous digital networks. As you search rooms and advance to the higher floors you'll be rewarded with new items and abilities but you'll also be challenged by threatening guards fatal viruses and the architecture itself which was built to fight off robotic intruders.Key to this solo and cooperative experience is the idea of “creative action sequencing.” During each round of play all players will contend with a randomly drawn set of programming directives which tell them in what order their bots are allowed to take physical digital and command actions. Players can choose to skip over directives at the cost of having an incomplete turn or they can disobey the directions by paying costly action dice. The best players however find a way to work within the “burncycle”: essentially organizing their actions so that they benefit the team while staying within the directive order.Each of the corporate headquarters in the game use unique neoprene layouts on a larger mat changing the geography of the game to suit your target. Each CEO also has at their disposal a special threat meter which will trigger new obstacles for your robots as time runs out. If you don't complete the mission quickly you may end up leaving bots behind the victims of immobilizing power drains or destructive counterhacking.Your team wins the game if you complete your objectives on every floor without losing your command module or maxing out your threat level.-description from publisher
The Burgle Bros are back at it. Never one to turn down a challenging heist they have decided to take down a string of casinos. But this is no office job—tougher safes tightened security and perhaps worst of all you'll be working during the day!So what's new in Burgle Bros 2?Gear - Each player now has a kit of unique tools that can be used during ANY player's turn. This leads to coordinated plays and amazing saves but your gear must be prepped first before you can use it.New Tiles - You'll still be exploring different floors and flipping over tiles but Burgle Bros 2 is full of new tiles and new dangers. Clear the security tapes in the Surveillance room try your luck at the Table Games or stop by the eventful Pool and Lounge tiles to see what happens.Bouncers - Bouncers are like guards from the original Burgle Bros but with streamlined rules. If they ever run out of cards in their patrol deck look out! At that point they hunt for the nearest player every turn.Chips - Because you're infiltrating the casino in broad daylight you're going to have to deal with more than just bouncers. Unrevealed chips are scattered throughout each floor representing people in the casino. A Mole might give you info you need to crack the safe and a Crowd might hide you from the bouncer. But look out for a Saleswoman who will talk your ear off trapping you in that tile!Finales - Once the safe is open things get crazy. Finales add a game-changing twist in order to make it out of the casino with your hard-earned loot.Campaign Mode - Beat each finale in succession and get rewards! The game adapts its difficulty according to whether you win or lose.
Spyfall is a party game unlike any other one in which you get to be a spy and try to understand what's going on around you. It's really simple!Spyfall is played over several rounds and at the start of each round all players receive cards showing the same location — except that one player receives a card that says Spy instead of the location. Players then start asking each other questions — Why are you dressed so strangely? or When was the last time we got a payday? or anything else you can come up with — trying to guess who among them is the spy. The spy doesn't know where he is so he has to listen carefully. When it's his time to answer he'd better create a good story!At any time during a round one player may accuse another of being a spy. If all other players agree with the accusation the round ends and the accused player has to reveal his identity. If the spy is uncovered all other players score points. However the spy can himself end a round by announcing that he understands what the secret location is; if his guess is correct only the spy scores points.After a few rounds of guessing suspicion and bluffing the game ends and whoever has scored the most points is victorious!Spyfall 2 features the same gameplay as Spyfall with two important changes: (1) Enough location cards are included that the upper player count is now twelve instead of eight and (2) two spies can be found at each location giving all of the non-spy players more of a challenge when it comes to tracking down who doesn't belong.
It is 1882 and the Old Ones are already here.They arrived seven hundred years ago and have been ruling the planet ever since. The majority of people just get on with their lives accepting their monstrous rulers. However a growing band of revolutionaries wish to free mankind from their slavery. These freedom fighters call themselves the Restorationists. A secret war has already broken out between the Restorationists and the forces loyal to the Old Ones. The invention of dynamite has changed the balance of power and a lone assassin now has the capacity to destroy an Old One. In this shadow world of assassins informers police agents and anarchists nobody is quite sure who is who and which side they fight for.The game A Study in Emerald draws its central plot from the award-winning short story penned by Neil Gaiman in which the worlds of Sherlock Holmes and H.P. Lovecraft are combined to telling effect. However to create a world detailed enough for players much has been added from real history. The nineteenth century was a time of unrest with many colorful characters fighting both for and against the authorities. A Study in Emerald is the outcome of the merging of these three worlds.This second edition of A Study in Emerald sports new artwork by Ian O'Toole and Tatiana Kuzilova along with a streamlined set of rules that will hopefully help those folks who found the first version a tad complicated. Inconsistencies have been removed and the number of available actions has been reduced to the minimum whilst still retaining the mood of paranoia from the first edition.
Each player will be assigned a secret identity Agent or Terrorist. The game will unroll in a maximum of four rounds in which the agents want to defuse the bomb and the terrorists want it to explode. Each player will be dealt wire cards which he will see and then will shuffle. Starting with the first player he will be choosing a secret card and play it. Each card will have an action. Players will follow this way doing actions to try and defuse or explode the bomb. The game ends if all the success cards are revealed (agents win) the explosion card is revealed (terrorists win) or the 4th round ends without the bomb being defused (terrorists win).
It is the start of the bleak desolate Antarctic winter when a group of NSF researchers manning the claustrophobic isolated U.S. Outpost 31 comes into contact with a hostile extraterrestrial lifeform. Bent on assimilating Earth's native species this being infiltrates the facility — creating a perfect imitation of one of the Outpost 31 crew. The staff frantically begin a sweep of the base desperate to purge this alien infection before escaping to warn McMurdo Station that somewhere out there in the frigid darkness something horrible is waiting.In the hidden identity game The Thing: Infection at Outpost 31 you will relive John Carpenter's sci-fi cult classic in a race to discover who among the team has been infected by this heinous lifeform. Play as one of twelve characters as you lead a series of investigations through the facility using supplies and equipment to clear the building. The tension mounts and paranoia ensues as you question who you can trust in the ultimate race to save humanity!
The Mostly Cooperative Trick-Taking GameYou are a group of secret agents and must work together to complete your missions. But beware! An insider is hiding amongst you sabotaging you at every turn and collecting secret information along the way. In this (mostly) cooperative trick-taking card game you slip into undercover roles. Who is acting suspiciously? Who can you trust? Complete a mission with each trick and find out who is the insider.
With the fall of Napoleon the British East India Company plied its trade unchecked from the Cape of Good Hope to the markets of Hong Kong. India stood at the center of this sprawling imperial network and the currents of empire ran through its ports tying the Far East with European markets and awarding the British virtual control of the vast wealth of the subcontinent. However the crown jewel of the empire was far from secure.Across the forests of Siberia and the steppes of Asia the Russian Empire advanced at a rate exceeding even the pace of America's western pioneers. This expansionism by the world’s largest nation loomed over British holdings in India casting a longer shadow each year. In the buffer region of central Asia surveyors adventurers industrialists and government agents crossed paths all seeking to manipulate the byzantine local politics. There in the shadow of the Pamir Mountains the stage was set for a game that would define the limits of global power in the 19th century and the present day.In Pax Pamir two to five players assume the role of Afghan tribal leaders navigating the winds of colonial power in The Great Game. If either the Russian British Empire or Afghan is able to achieve supremacy the player with the most influence in that empire wins.
Estoril is small town near Lisbon Portugal. Having a casino beach and wonderful weather the region was a center of diplomacy -- and spying -- during World War II.In City Of Spies: Estoril 1942 players are competing against each other to form the most powerful and influential secret organization of spies. Based on historical facts the game takes place on famous locations in Estoril.Six locations are randomly selected to be used for the first round such as casinos hotels beaches etc. Control of these will be fought over in each of the four rounds of the game. Special Agents are then placed on each location as the reward for who have the most influence on that location.Players begin the game with the same hand of Agents (tiles) and will take turns placing these tiles in the open spaces of the various locations on the board. At the end of each round players check each location to see which player gains the reward for that location.At the end of the fourth round players will total up the points of their Agents plus any special game objective they might have completed. Whoever has the most points wins.
Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES.In Codenames: Deep Undercover two teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin.Codenames: Deep Undercover' can be played as a standalone game or combined with other Codenames titles.
Control your network of spies gather intel and break codes in Covert a game of tactical dice placement set collection and timing set in Cold War Europe. Players race to complete high risk Missions by deploying their agents and acquiring the necessary equipment all while keeping an eye on the needs of future missions and the advances of rival agencies.Each round players roll their hand of dice and in turn allocate them to different actions like moving their Agents acquiring Agency Cards completing and acquiring new Missions and more. Dice are placed on action circles that require players to place their dice numerically adjacent to dice that have already been placed allowing for rival agencies to thwart their plans — but a good Agent always has a backup plan and there are ways around everything that stands in your way.Covert combines simple concepts with a depth of play that allows players the freedom to combine special abilities and card combos to complete their Missions and overcome obstacles. Utilize your assets. Make your move. Don't let anyone stand in your way.
A STORYTELLING BOARD GAME SET IN THE 1970s COLD WAR ERA.SMERSH is a portmanteau of two Russian words that translates to Death to Spies. It operated as a counter-intelligence agency by the Red Army during the 1940s. Despite having had a large number of paid employees little was known about the agency until recently when Russia opened their archives.Agents of SMERSH is a cooperative Storytelling game that pits players as UN Secret Service Spies set in an alternate 1970s timeline against a newly formed and independent SMERSH. Agents of SMERSH includes custom dice to determine success or failure of encounters and more strategic play from what is typically expected of a Storytelling board game. There are plenty of James Bond gadgets guns cars pop references and detailed artwork - not to mention a touch of humor. The game features the artwork of George Patsouras (The Resistance & Flash Point).The game is able to accommodate play with either The Encounter Book which contains over 1500 written encounters with a similar reaction matrix to Tales of the Arabian Nights - or played more simply with only encounter cards with shorter encounters and no matrix. The First Edition (2012) of the game came with the Encounter Cards as standard and the Encounter Book as an optional add-on (although many copies did actually include the book). The Second Edition (2015) includes the Encounter Book as standard with the Encounter Cards available to purchase from the publisher.
Good Cop Bad Cop is a 52 card hidden identity deduction game where each player takes on the role of a law enforcement officer in a corrupt district. Players must investigate others to figure out who is on their side grab one of the 2-3 guns on the table and shoot the opposing leader to win the game.
It is the future and beneath the flickering glow of the sprawling New Angeles skyline immense corporations seek every advantage in the burgeoning field of synthetic humanoid technology. On the brink of a revolutionary innovation CyberSolutions Inc. is poised to become the next global powerhouse threatening the profits of well-established conglomerates Haas-Bioroid and Jinteki – but unfortunately for CyberSolutions security at their New Angeles branch has just been compromised.Set in the dystopian future of Android Infiltration is a tense card game of futuristic larceny in which two to six players take the roles of thieves competing to steal valuable secrets from a highly secured corporate facility.The most vital information lies deep within the complex but each step inward takes you farther from escape. Worse yet corporate mercenaries are closing in! How long will you push your luck as you avoid security patrols surpass rival thieves and try to download the most data before the building is locked down?Game description above from the publisherThe layout of the complex is different every game choosing 6 of the possible 18 first floor cards 6 of the 18 second floor cards and 1 of the 3 secret room cards. These rooms are revealed to the players over the course of the game usually by one of the players entering the room. The rooms contain traps NPCs valuable data and items and even secret exits.Each turn players secretly choose actions they will take then in turn reveal and resolve their actions. Advancing into the complex or retreating towards the exit downloading valuable data interfacing with the current room or using an item are the actions available to players. After the players have had their turn any active NPCs have a turn then the proximity dial is increased. Once the dial reaches 99 or all players have left the complex the game ends. The players who have escaped the complex add up the value of the data they have extracted; the highest value wins!
P.I. is a pure deduction game with players competing in three consecutive mini-games in order to see who's got the best chops in terms of solving their cases.Each mini-game plays out the same way. To start you receive in secret one suspect card (out of 12) one crime card (out of 10) and one location card (out of 14); this set of information represents the case that the player to your left must solve. The game board shows fourteen locations arranged so that each location touches a few others; each location has space for a suspect and crime tile. Shuffle the suspect tiles (12 plus two no suspect) and the crime tiles (10 plus four no crime) then place one face up in each location. Each suspect crime and location is included in a deck of evidence cards and nine evidence cards are revealed.On a turn a player either places an investigator chooses an evidence card or attempts to solve her case. When you place an investigator in a location the player to your right looks at his case cards then places a disc on this space for each case card he holds that matches the suspect crime or location in this space. Additionally he places a cube on this space for each suspect crime or location that's adjacent to this space.When you choose an evidence card the player to your right places a disc on the matching tile if the card matches one of the case cards he holds places a cube on the matching tile if this tile is adjacent to a tile matching one of the case cards he holds or places nothing if you've made a wild-eyed guess and the tile isn't adjacent to anything.To attempt to solve the case you place a black token on your guesses. If wrong you're penalized two points and continue play next turn. If right you receive 7 5 3 or 1 points depending on how many others have solved their cases in earlier rounds.The mini-game ends once everyone has solved their case or only one case remains unsolved. All used investigators are removed from play then the board and cards are reset for the next mini-case. Each player has only five investigators total so use them wisely!Whoever has the most points after three mini-cases wins.
“The name’s Bond. James Bond.”Welcome to Legendary: James Bond 007! In this game 1-5 players can play four classic Bond movies: Goldfinger The Man With The Golden Gun GoldenEye or Casino Royale. Can you foil Operation: Grand Slam and end Goldfinger’s plot to contaminate the gold supply of the United States? Do you have the steely nerve to best Le Chiffre in the high-stakes poker tournament at Casino Royale? In this game the players are in control. The fate of the world is up to you. You can fight against the forces of evil by yourself or gather a cadre of up to four friends. Defeat the evil Masterminds as they lead powerful Villains in an attempt to complete their Schemes to gain power and world dominance!Game Summary Each player starts with their own deck of basic starting cards. At the start of your turn play the top card of the Villain Deck which allows Villains and Missions to enter “On Assignment” acquire Gadgets and wreak havoc on the players in other nefarious ways. Then play Hero cards from your hand to generate Attack Recruit Points and special abilities. You use Attack to defeat your enemies. You use Recruit Points to recruit more powerful Heroes from “Q Branch” for your deck. Whenever your deck runs out of cards shuffle your discard pile to make a new deck including all the new Heroes you recruited. This way your deck gets stronger and stronger over time. Build up enough power and you can defeat the Mastermind! But be careful: If the players fail too many Missions the Mastermind wins the game!Game Contents Rulebook Game Mat and 600 cards: • 14 cards for each of 20 different Heroes (280 cards: Each Hero has 1 rare 3 uncommons 5 of one common and 5 of another common) • 8 cards for each of 4 different Villain Groups (32 cards) • 9 cards for each of 4 different Mission Groups (36 cards) • 10 cards for each of 4 different Henchmen Villain Groups (40 cards) • 40 007 Basic Starter Heroes • 20 00 Agent Basic Starter Heroes • 5 Special Starter Heroes for each of 4 eras of James Bond. (20 cards) • 12 Miss Moneypenny Starter Allies • 30 Gadgets • 30 Wounds • 4 Masterminds each with 4 Mastermind Tactics (20 cards) • 8 different Schemes • 5 Scheme Twists • 5 Master Strikes • 22 Extra Cards • 60 Dividers-description from publisher
Agent Avenue is a competitive card game for 2-4 players that combines bluffing strategic set collection and a race to uncover your opponent's identity. Set in a colorful anthropomorphic world players assume the roles of retired spies in a suburban neighborhood outsmarting each other with cards that can score points or trigger special effects.Utilize a unique I split you choose mechanic to play one card face-up and one face-down each turn. Your opponent chooses one influencing both your strategies. Cards feature different agents and tools that impact scoring and game progress on a track advancing the catch me race to uncover the opposing spy.Beautifully illustrated by Fanny-Pastor Berlie the game's art brings to life a quirky neighborhood of animal spies. The game includes over 50 cards a custom game board and meeples.Outwit your opponents by strategically collecting agent sets and effectively using spy tools. The game ends when a player successfully uncovers their opponent combining both strategic depth and bluffing elements.Perfect for those who love a mix of strategy and lighthearted competition Agent Avenue challenges you to think like a spy and act like a friendly neighbor.—description from the publisher
In Secrets the second co-design between Eric Lang and Bruno Faidutti players are assigned a hidden team — the CIA or KGB — and are trying to collect the most points for their side. In addition one or two players are secretly anti-establishment Hippies who are working for nobody. Their goal is to fight the Man and have the fewest points.On your turn offer one of two randomly drawn agent cards to another player. These cards are worth points and have varying good or bad abilities. That player either accepts the agent in which case they score it or they refuse in which case the card returns to you and you score it. The game ends when a player has five cards after which the teams are revealed; the team with the highest combined score wins unless a Hippie has the single lowest score in which case they win.The interactions between the character cards are the spice of the game but since the abilities are discoverable during play the game can be taught in three minutes.
20 years after the end of The Manhattan Project the superpowers of the world are embroiled in another vicious arms race. Manufacturing nukes is no longer an obstacle; all nations are now capable of churning them out at a rapid pace. The challenge of this era lies in the development of various delivery systems called the Nuclear Triad: strategic bombers ballistic subs and land-based ballistic missiles.Each player represents one of the superpowers in the arms race. At staged intervals scoring is conducted in one of 4 categories:- Strategic Bombers - Ballistic Submarines - ICBMs - Short-range missiles deployed to third world nationsIn addition to earning points for deploying nukes during the scoring rounds players can also earn defensive bonuses for mitigating the risks imposed against them.The game ends after all of the scoring events have been completed. The player with the most points is the winner.To help along the way you will recruit 4 different kinds of workers:- Laborers which operate your buildings - Spies which operate your opponents' buildings for your gain - Politicians which produce tax revenue and gain control over third world nations - Generals which deploy your bombers subs and overseas missilesYou will also construct and operate 6 different kinds of buildings:- Factories which produce submarines and aircraft - Research Facilities which allow you to improve your position in 5 different technology tracks - Reactors which produce nukes - Silos which are armed with ICBMs - Test Sites which allow you to detonate nukes in your own territory for points - ABM Launchers which earn defensive bonuses against various threatsMinutes to Midnight is a standalone game. It is part of The Manhattan Project line from Minion Games.
Vienna Connection is a standalone game inspired by the game mechanisms of Detective: A Modern Crime Board Game. In this game players take on the roles of CIA agents sent to Europe in 1977 during the Cold War to investigate the mysterious death of James Werner an American citizen murdered in Vienna.The international plot involves various secret agencies and players will travel around Europe visiting a dozen destinations and discovering secrets.Vienna Connection although inspired by Detective is a standalone game with new rules and game mechanisms that bring the spy theme to life. Players will manage resources (such as informants bribes and pieces of information) decode reports (including secret messages codes and wiretapped conversations) and will have to outsmart enemy spy agencies.—description from the publisher
In Too Deep is a unique narrative that thrusts you into the future in a tense strategic board game for 1-5 players. Draft characters and spend actions to complete objectives and collect sets. What side of the law will you end up on?In the year 2087 central governments have fallen. What remains are fragmented citystates like New Dawn City struggling to keep chaos at bay. The sinister Syndicate targets these weakened cities for domination by usurping organizing and enhancing the existing criminal elements. In the world of In Too Deep you are part of a secret agency dedicated to stopping the Syndicate at all costs.Cybernetic implants give Syndicate operatives a technological advantage but you have found a way to exploit that power. By infiltrating their cerebral upgrades you can gain control of these criminals. Going deep undercover into the minds of your targets you’ll coordinate crimes of escalating seriousness to get your hands on the critical evidence needed to foil the Syndicate’s looming plot.Each turn you can hook into a new criminal and manipulate their activities throughout the city accessing powerful skills and increased stamina as you grow familiar with their minds. Your physical body is in a secret lab far from the actual action but you are by no means safe. Entering the mind of criminals takes its toll on your morality.Orchestrate crimes strive to put the information you gather to the best use wrestle with dangerously corrupting dilemmas and try to hold yourself together. It will take everything you’ve got to avoid going In Too Deep.
Archer: Once You Go Blackmail... takes the engine at the heart of Love Letter and adds intrigue vice and phrasing as well as new card effects.In short each player starts the game with one character card in hand; one character is set aside out of play. On a turn a player draws one card then plays one of their two cards carrying out the effect of their character. Try to knock others out of the round or have the highest number in hand when the round ends. Win enough rounds and you win the game.
Professor Evil owns a time machine and he's been ripping off all the best historical items from times both past and future. Your team has been charged with confiscating these items and returning them to their proper locations in time so you now need to infiltrate the mansion and abscond with four items before Prof. Evil can secrete four of them in locations inaccessible to you. Thankfully the old soul is a bit daft and won't evaporate you should he catch you lurking through the mansion but simply scoot you out the front door where he'll forget about you immediately.On a turn you first draw and reveal two cards from your tiny deck then keep one of the cards based on what you think will help you this turn. You then take three actions such as open a door in the room you're in move from a room (or outside) to another room (assuming the door is open) disable a trap or grab a treasure; using a card isn't an action unless it says otherwise. You can repeat actions as desired or needed but you can't enter a room with Prof. Evil and you can't exit the house on your own (in order to run across the grounds to another window) once you enter. You're now committed to grabbing those treasures!After you finish your turn Prof. Evil now moves but again he's not all there so he doesn't necessarily move in a logical manner. To move him you roll three dice: One die advances the secondary Prof. Evil figure on the clock on the board either five or ten minutes; the other two determine where Prof. Evil moves and how far. What's more as he walks through rooms he closes the doors through which he travels and reactivates any inactive traps he encounters. If you roll a blue and a 1 for example he moves through the blue doorway into the next adjacent room; a red and a 3 will move him through three rooms walking through the red doorway each time. A color and a particular signal will teleport him immediately to the treasure bearing the same colored marker.Let's look at these treasures in more detail: Each treasure shows a time value and one or more traps on it. Three treasures are placed on the board then a blue red and green token are placed on the treasures with a matching blue red and green token placed on the game board clock on the time matching what's on the treasure. The Magna Carta might say 45 minutes for example and after placing a blue token on the Magna Carta you place a blue token on the clock 45 minutes away from where the Prof. Evil figure is located. If Prof. Evil moves onto this token on the clock then that treasure is lost — and if you lose four treasures then you've lost the game. Remove it from play and replace it with a new treasure marking the proper time on the clock.Note that you can't just grab a treasure however. Professor Evil can't be in the same room (of course) but you also must ensure that all the traps shown on the treasure are currently deactivated. The game board starts with eight traps on it — half active half not — and you'll play tug-of-war with Professor Evil over keeping them in this status. Collect a treasure and a new one will be added to the game board; collect four treasures before Prof. Evil does and you all win Professor Evil and The Citadel of Time.
Sabotage is a game of team stealth tactics. Two teams compete with spies trying to save the world and the villains trying to stop them. Spies must be clever and quiet while the villains must deduce and hunt.The game is played on a 4x4 grid. Both teams have their own copy of the map separated by a divider. Four dice are rolled each round and all players program their moves simultaneously by spending those dice. The villains execute their programmed moves first followed by the spies. When spies take a move action they must announce some information about their location to the villains who use this to deduce and track the spies. Both sides have the ability to unlock new tools and get access to more dice each round.To win the spies must hack eight times before the villains hit them five times with their weapons.-description from designer
Specter Ops: Broken Covenant is a standalone game set in the Specter Ops universe that puts two to five players in the middle of a war that's fought in the shadows.Corporate secrets linger within the corridors of Raxxon's abandoned headquarters and even though the base is empty it is not forgotten. In this tense cat-and-mouse showdown a lone A.R.K. agent stalks the shadows of the facility attempting to complete secret objectives while hunters from Raxxon's Experimental Security Division try to pinpoint their location and destroy them. On one side the agent must use all their skills and equipment to succeed. On the other the hunters rely on teamwork and superhuman skills to locate their prey. No matter who you play you must use strategy deduction and stealth to win.
NOIR: Killer vs. Inspector is a two-player game of hidden identities and deduction. Each player receives a secret identity from among 25 suspects and an open role that determines his available moves and victory conditions.The Killer plays by eliminating players focusing more on intuition and reading his opponent. The Inspector uses secret information and his ability to accuse suspects to create a play style more focused around logical elimination of possibilities.The game plays in 5 to 15 minutes and is contained in a 54-card deck box for easy travel play.NOIR: Deductive Mystery Game – Black Box Edition includes fifty suspect and fifty innocent cards as well as six game modes — including Killer vs. Inspector Hitman vs. Sleuth Spy Tag Master Thief vs. Chief of Police — to test your mettle!
Deception. Deduction. Destruction.In Hail Hydra you and your friends team up as Marvel's S.H.I.E.L.D. heroes to save New York City! But wait — your fellow heroes may be villainous HYDRA operatives in your midst! Use social deduction to determine who is a secret HYDRA agent and who is truly loyal to S.H.I.E.L.D. If you succeed you and your fellow S.H.I.E.L.D. heroes will retrieve the Cosmic Cube from the Red Skull and save the city! If the city is destroyed HYDRA wins.UPC 778988554081
Fugitive is a tense easy-to-learn two-player deduction card game. One player is a fugitive trying to make it out of town while being pursued by an unstoppable agent. The fugitive plays cards face down to the table trying to work their way to a goal while the agent must guess those cards to uncover them. If all the cards are face up the fugitive is caught.CORE RULE change from 1st Edition: When the Fugitive doesn't play a hideout he may draw an extra card from the lowest numbered pile that still has cards.Fugitive 2nd Edition also adds a brand new SHIFT system to replace the old event system and help balance the game with players of different skill levels.
Homeland: The Game is a semi-cooperative game of intrigue deception and hidden agendas. Players assume the roles of CIA analysts directing agency resources to combat the rising tide of global terrorism. Be warned not everyone is what they seem.Homeland: The Game draws 3 to 6 players into its web of espionage and paranoia. As the pressure mounts will your actions tip the balance towards national security or global chaos?
タイムボムエボリューション (TimeBomb Evolution) is a game derived from TimeBomb.In the game players are secretly assigned a role which is either a terrorist or a SWAT officer. Then cards are dealt to each player. They look at their cards and randomly place the cards face-down in front of them. SWATs win together if they deactivate the time bomb by revealing all of the SUCCESS cards.Each turn a player chooses a card in front of another player and reveal it. If it is a SUCCESS card SWATs get closer to winning. Otherwise it is a threat card and its threat effect is activated according to its color. Terrorists win together if four threats of the same color are revealed.Players may discuss whose card should be revealed but they should be noted that terrorists may be misleading SWATs.•••スワットとテロリストが時限爆弾を解除する正体隠匿ゲームです。 前作タイムボムのシステムで、より複雑な時限爆弾の解除に挑みます。 地ガン爆弾を解除できたらスワットチームの勝利、爆発したらテロリストチームの勝利となります。
Face off in a stealthy competition of covert communication. Use a wink to signal that you have a delivery for another spy then await their eye-shift that indicates the rendezvous location. Be discreet – if anyone intercepts you the mission is blown!
The Agents is a strategic card game that introduces a unique double-edged card mechanism into the undercover world of covert operations subterfuge secrecy and sabotage. Players must join their Agents into Factions assign Missions and take their opponents down to gather intel and win the most points.Each Agent card features a command on one end of the card and points on the other end. The direction in which you place the card determines from which asset you benefit. If you choose to perform the command one of your opponents scores the points; if you keep the points for yourself an opponent gets to perform the command. With 25 different Agents each with its own unique ability Agents can be turned killed extracted and swapped – making the game ever flexible variable unpredictable and a test of forward planning and quick thinking. As you learn about each Agent's special abilities discover how Agents work together or against each other and weigh up the advantages of collecting points for yourself versus using the commands to further your goals and sabotage your opponent's strategies the game becomes increasingly complex dynamic and challenging.Missions played alongside Factions of Agents provide interesting strategic conditions which if fulfilled score you big points – but if you race ahead you'll also become a target for attack. The better you're doing the more under fire you'll be.
The Intel is solid. Raxxon will be transporting a VIP through a sector heavy with civilian traffic. This makes the mission a tricky one. You'll be working alone as they try to throw you off their tail. Don't be fooled. You need to get in and get the job done before the chance passes by. Just be sure to not get caught in the crossfire. Deception and negotiation are your greatest tools. Complete your mission no matter the costs.Introducing Crossfire a game in the world of Specter Ops. Emerson Matsuuchi has partnered with Plaid Hat Games again to take players back into the dystopian struggle between Raxxon and A.R.K. This time players compete in two teams to either protect or assassinate a Raxxon VIP while trying to determine whether other players at the table are who they really claim to be. The clock is ticking...
Your organization has been infiltrated by moles nefarious informants from the enemy. As faithful agents you must work together to uncover and eliminate all the traitors.Infiltraitors is a challenging deduction card game with twenty missions. Suspect cards are set aside at the start; these are the traitors who must be identified by suit and numbers. Players must manage their hands to give clues on the suspect cards. Clues may match with a traitor by having the same suit or where the number is either a multiple or a factor of the traitor's.As the clues accumulate players may deduce the identity of a traitor card but can you catch them all before the time runs out?
In this one-on-one game take on the mantle of rival spies competing by undertaking daring missions and trying to remain undercover. The two players compete using blackjack hands to win missions and collect special abilities. To complete a mission successfully overtake your opponent but be careful not to go over 21 or you will collect notoriety tokens! Being famous is great but being too well-known might bring you down... The game is played in 6 rounds unless one spy loses their cover.Ready to push your luck to be the most successful and elusive spy in the world?
Description from the publisher:Age of Thieves is a fantasy board game of strategy and adventure set in Hadria a port metropolis located on the northern fringes of a mighty Empire. Each player becomes a master thief about to commit the most daring burglary of his career. During the game players may use unique abilities of their thieves as well as various action cards which represent maneuvers alchemical potions or complicated devices inspired by visionary ideas of Renaissance inventors. The players choose cards to play and then use available Action Points to plan the order of their activities. This makes the game very dynamic with each resolved action dramatically influencing the turn. The players’ order changes dynamically depending on the number of Action Points placed on each chosen card.The goal of the game is to break into the vault inside the Emperor's palace and steal the Emperors' Jewel the symbol of power very precious to the ruling dynasty. However this is hardly the end because thieves must escape from the city with their loot. This is no easy task - the streets are patrolled by vigilant city guards and veteran captains well versed in all criminal tricks. Additionally time is running fast for the thieves - event cards introduced each turn control the flow of the game escalating its pace and difficulty of challenges for the players to overcome.The thief who will manage to escape through one of four city gates taking with him the Emperors’ Jewel or other valuable loot will be the winner of the game. Anyone who will stay inside Hadria after resolving the last event card will be caught and mercilessly thrown inside the city dungeon their names erased from the annals of the omnipotent Guild.
Agent Decker is a mission-based deck-building game for one player in which you acquire gear and skills by facing obstacles. The alarm raises every turn so you must pick who you take out. Do you go for the cool weapon or take out the security camera?Each mission takes about 20 minutes and the game consists of five missions that are meant to be played in sequence. There's also a high score system so you can try to beat your own best runs or compare your score against other players!
Set in the titular city in the 16th century Venice lets players take the role of wealthy influential merchants as they ride their gondolas up and down the city's canals train their assistants complete contracts and leverage their influence to gain political power. But business is anything but usual. As they broker contracts and flirt with crime merchants must avoid arousing the suspicion of the Venetian Inquisition lest they find themselves arrested and their businesses shut down.In the game players move their two gondolas around the board. When they move a gondola they may activate the assistants they have placed previously on any building they pass but they may train (and improve the capabilities of) only the one on which they end their movement. Assistants allow you to gain resources trade make money and take an array of other actions depending on the buildings to which they are assigned. When resources are made they are placed in the gondola and these will be used to fulfill lucrative contracts.Space is limited on the city's canals however and each time you pass another merchant's boat gossip will spread raising your suspicion level with the Inquisition. Lower your suspicion with visits and donations to the church or academic institutions — or throw caution to the wind and engage in unsavory activities for money or information. During the game being such a well-known merchant can be a boon to your political career but at game end the most suspicious player will be made an example of by the Inquisition — blocking your victory even if you have the most points.Includes solo mode by David Turczi and Xavi Bordes—description from the publisher
Darkness covers your approach as you alight on the riverbank. Swiftly you hide the boat and shoulder your gear. The mission is clear: capture or kill your target; rendezvous at the extraction point; get out. You have two days. Nodding to your team you set off toward the glowing lights of Vaillant.War Story: Occupied France is a co-operative narrative game for one to six players set in World War II occupied France that captures the stakes and tension of espionage and resistance warfare. Your team of covert operatives is all that stands between the infamous German officer Heidenreich and the systematic destruction of French Resistance forces in Morette.Through three replayable story missions you must exploit the specialties of your chosen agents to uncover information enlist allies and obtain weaponry. Engage occupying forces on tactical encounter maps where careless positioning could cost your agents' lives. Remember no plan survives contact with the enemy...and time is running out.—description from the publisher
You are a spymaster. Your mission: Dominate the world of undercover intelligence by deploying agents to complete vital missions. To complete your mission you must first build an underground network of highly trained agents from different branches of espionage.In the card game SpyNet two to four players work alone or with a teammate to gather the information they need to recruit the best agents and disrupt their opponents' plans. With clever play and careful coordination you can rise to the top of the intelligence community and become a dominant force in the world of covert espionage.In more detail the deck contains agents funding and missions. Players draft cards from a face-down line-up: Look at the first pile and take it or put it back in order to look at the second pile; look at the second pile etc. After you take a pile you add one card to empty spot in the line-up as well as each pile that you passed over thereby enriching the haul for the next player.Players lay down color-coded agents in order to gain strength in four fields: tech infiltration counterespionage and enforcement. Funding can be applied to any agent and some agents have special powers that take effect when played. A player can complete a mission only when their strength in that mission's field is stronger than all other opponents.
The head-to-head game of deployment deduction and deceptionBreak the deadlock in the final days of war. Victory will hinge on the actions of a handful of men – and we women spies… Go head-to-head as you secretly select soldiers with different abilities to engage the enemy.Each of you will have the opportunity to sabotage your opponent’s missions – using careful deployment clever deduction and surprising deception. With every enemy soldier you identify with every advance you rebuff you’ll tighten the noose infiltrating further into the enemy camp and taking the Double Agent a step closer to capturing the enemy flag!Spies & Lies is played in 3 rounds. Each round consists of 3 phases (Deploy Intel and Mission) which will determine which player can move the Double Agent into enemy territory on the game board. The first player to land on the enemy’s flag with the Double Agent wins (or the player who is closest to doing so when the third round ends).-description from publisher
I Spy is an exciting contest of disguised intentions political manipulation and spy games spanning an espionage-wracked pre-war Europe. Deceive your opponents as an agent secretly working for a European power recruiting key assets buying off politicians and instigating sabotage against foreign capitals. However you will need the reluctant (or unwitting) support of your opponents to position your homeland for European domination so tread carefully and do not reveal your true identity.Game Overview: At the start of the game you receive an Alignment Token which tells you which one of the competing European nations you secretly work for.The rest of the game unfolds over the course of 14 rounds with each player (spy) performing 3 Actions per round. These actions include moving around the map acquiring resources in the form of Supply Tokens improving your abilities by recruiting Assets manipulating the otherwise-random Politicians to your advantage or even directly harassing opposing spies.But any action you take will directly affect at least one Nation in the form of gains or losses in Influence points. Your mission during the game is to generate Influence for your own Nation while at the same time preventing your opponents’ Nations from gaining too much—if you can deduce which Nations they are!Influence is tallied and compared during Scoring Phases which take place at set intervals throughout the game. In a Scoring Phase each Nation receives Power points based on how much Influence it has accumulated so far.At the end of the game players reveal their Alignment Tokens and the player whose Nation has the most Power is the winner.
Human Punishment: The Beginning is a stand alone game and the Prequel of Human Punishment: Social Deduction 2.0 and it is a semi-cooperate social deduction & pick-up and deliver hybrid!3-6 players try to avoid the secret Machine revolution but Machine spies are everywhere and they try to corrupt the Human players. There are also Outlaws Fallen and Legion just as in Human Punishment and every faction works for their own goals.This game features a new mechanic called CWS (Connecting World System) which gives you the option to combine Human Punishment: The Beginning with Human Punishment: Social Deduction 2.0 to experience an epic theme night with YOUR OWN outcome! The Beginning is a fully stand alone game but you can also combine it with Human Punishment: Social Deduction 2.0.Fight Machines build Apex avoid Deus X Machina and don't become corrupted by the Machines. Rewrite the history of Humanity!
Agents of SMERSH: Epic EditionThe Game: In Agents of SMERSH: Epic Edition the most EPIC Narrative Storytelling game of all time 1-4 players take on the roles of Elite Government Spies traveling the world in search of Dr. Lobo and his Henchmen on an EPIC mission to stop them from taking over the world. Players use their Advanced Skills Top Secret Spy Gear and Allies as they traverse exotic locations in order to locate Dr. Lobo and his Henchmen. A simple dice mechanic is utilized to resolve encounters.Our Epic Edition takes Agents of SMERSH to a whole new level by focusing on the most Epic part of the game - The Story - while giving the graphic design a fresh upgrade and streamlining some of the older mechanics to provide a more focused engaging experience. For example where you travel to on the world map now provides you with different bonuses and upgrades amongst the many hundreds of unique encounters. Instead of collecting Intel just to win the game you now collect it to locate and encounter Dr. Lobo’s Henchmen and eventually Dr. Lobo himself. Henchmen and Dr. Lobo have their own individual “Choose your Own Adventure-like” stories and encounters. Defeat one or all of the Henchmen first and you’ll gain an advantage against Dr. Lobo in the End Game.Did you defeat Dr. Lobo? Are you sure? In the Epic Edition of SMERSH there may be more than one Dr. Lobo. So it seems . . . something strange is going on in the world.The Story Briefing:The Director of the United Nations Intelligence Committee has contacted you through a secure channel. He tells you that hundreds of Secret Government Spies worldwide have been disappearing and turning up dead. Only the best of the best the elite of the elite are still alive: YOU are one of those Spies. He’s putting together a global inter-agency cooperating task force and he needs your help to prevent more death and to stop the world’s most infamous evil mastermind Dr. Lobo. Reports say that Lobo has put together his own force a force for evil and death called “SMERSH” with objectives not only to bring “Death to all Spies” but ultimately to take over the world using his most influential and powerful henchmen.Your mission if you choose to accept it is to work together with our other allied spies to bring down Lobo’s henchmen and force them to lead you to Lobo himself. Once you find Lobo take him down by any means necessary. I will do whatever I can to help from here in the UN all of our resources tech spy gear and Intel are yours for the taking. We have other agents out in the field in hiding now perhaps to meet you on your encounters in the field. Do your best to stay alive and bring down Lobo and his Henchmen as soon as possible. Good Luck. - The Director-description from publisher
Description from the publisher:Checkpoint Charlie is a game of observation deduction and mental agility. Watch all the suspects carefully and find out which of them is the chief of spies using the clues that you and the other investigators uncover. Be the first to find the chief of spies and become the best hound dog!In the game each player receives a clue that reveals one out of five possible traits of the chief of spies. Each player keeps revealing cards indicating whether each character is a suspect or not. As the game progresses players gather more and more clues to lead them towards the chief of spies. This chief of spies will coincide with five out of five possible clues and his aides will match four out of those five. Whoever accuses the chief of spies on time gets the most points. Players who accuse the aides will also earn some points while the other players might not receive any points at all — or even negative rewards. The game includes two optional rules that add more strategy to the gameplay.Checkpoint Charlie is set during the cold war and the subject of detectives and spies is applied using cartoon-stylized dogs and cats.
It is the time of the 20th century a century of skyrocketing technological development a century of new economic and political relations a century of two World Wars a century of revolutions. For the first time in history the creation of a single world government became possible. You command a subdivision at The Committee — a secret organization working towards becoming that government.During the game you dispatch your network of agents to infiltrate political financial and research institutions. You make treaties with prominent organizations both well-known and secret and carry out covert operations. You head up history-shaping projects including Comintern and Unified Nations. Most importantly you compete with other subdivision heads to become the only puppet master of the world!All you do is shrouded in secrecy. The world knows nothing of you and it will stay that way. Even as you stand at the head of The Committee and become the ruler of the world!Deep State: New World Order is a dystopian game of world domination and global conspiracies. The game takes place over several rounds and in the course of a round players begin with the action phase which is followed by the takeover phase. Those two phases repeat then at the end of the round comes the treaty phase.During the action phase each player performs one action the most important of which is to send your agents to infiltrate political financial and research institutions represented by objective cards in the Infiltration Zone. You must race for objective cards as other players can send more agents to intercept the card they need. Players can also advance toward World Domination projects including Comintern Unified Nations Spyware and Deep State itself which gives players tangible advantages in the game. They may also choose to carry out covert operations that provide a lot of influence while requiring the sacrifice of agents.During the takeover phase players take their captured cards and return some of their agents from them.The treaty phase begins when all objective cards in the Infiltration Zone have been captured. Each player can then make one treaty that gets them working with mighty organizations some known the world over while others hide in secret.At the end of the game players calculate their influence (victory points) that are generated by their objective cards by participation in global projects and by their treaty cards. Many cards interact with each other generating even more influence. The player with the most influence wins the game becoming master of the world we know.
A spacecraft crashes in Blackwood Grove and the Kid is the only one watching. Federal Agents hunt down the signal but no one can get near the craft due to its crushing forcefield. Why can some objects pass through it but others are repelled? Hiding in the craft the Visitor hopes the Kid can figure out the rule before the Agents and help it escape. The agents want to dissect the Visitor and keep the ship.Visitor in Blackwood Grove is an asymmetric two-versus-many inductive-reasoning game in which one player — the Visitor — makes up a secret rule like Things that contain metal to determine which objects can pass through the forcefield. The other players — the Agents and the Kid — try to figure out the rule by seeing which objects pass through the forcefield and which don't. The Agents secretly test cards from their hands to learn what passes the rule and what doesn't. The Kid tries to predict which cards will pass the rule and she builds trust with the Visitor if she’s right.The Kid and the Visitor are on a team — if the Visitor makes a rule that's too easy the agents will solve it first and he will lose. If the Visitor makes the rule too hard nobody will be able to solve it and the Agents will win. If the Visitor makes the rule just right the Kid will figure it out before the agents and both the Kid and the Visitor win!Awards & Honors: BostonFIG Fest // 2017 - Audience Choice Award IndieCade // 2017 Official Selection Mensa Mind Games // 2019 Finalist Indie Mega Booth PAX East // 2018 Official Selection
Description from the publisher:Pocket Ops is a two-player game of deduction and area control. As rival spymasters position your agents to outmaneuver your opponent and dominate the battlefield.Built on the Tic-Tac-Toe framework that everyone knows players must stay one step ahead of their opponent. The battleground is as much in the minds of the Spymasters as it is on the board. Predict your opponent’s moves to prevent them from gaining ground and when all hope seems lost snatch victory away from your opponent with clever use of your elite agents: the Assassin Sniper Pusher Grappler or Hacker.If you are the first to capture both parts of the doomsday device it’s game over for your opponent!
You have just started working at a Soviet watch factory that you've discovered used to be a World War II era munitions factory. You've been sent there to produce gears which you can sell for money but you also need those gears to disguise the munitions crates you smuggle out. Dig through the files in the foreman's office to uncover evidence of government corruption during the aftermath of WWII. Use the monitoring infrastructure in the foreman's office to catch your coworkers misbehaving and extract bribes from them — but be careful because someone else might be watching YOU!The artistically composed thematic Eurogame Watch blends theme into the game mechanisms masterfully: While playing you can feel the clock ticking as you try to hide your mischievous actions from the other players. To succeed you must ensure that the gears fall into their specific clockwork spot exactly when and where you need it!—description from the publisher
[redacted] is a game of spycraft intrigue betrayal and bluffing set in the golden age of the cold war when men knew how to drink a Martini and women knew not to trust a man who claimed to know how to drink a Martini.In the game spies must infiltrate the embassy during the reception that the ambassador holds every year to show how important he is. Moving from room to room they have to recover files and escape in the helicopter or make sure that the other side's pilots have a really bad day.While interacting with each other the players seek to interrogate steal or injure when they can. With a double-blind interaction mechanism that never really lets the tension ebb a skilled agent will need to do a lot more than see through a bluff...
The dawn of a new age approaches and we stand at the precipice. The unbridled power of nature awakens something within. Mysteries demand to be explored and the results are not always what we expect. Creepy creatures dangerous devices precarious potions CoLaboratory Incorporated provides a shared laboratory space that is the perfect home for your and your outlandish creations.Build interesting devices that open new possibilities. Brew potions that grant you fantastic on-demand abilities. Create strange monsters and earn great renown. All while keeping an eye on your fellow scientist and their minions. Scientists bring research into the lab to use on their experiments but they are not the only ones who benefit. Occupy a space adjacent to the research dice held by any minion and you can use it for your own creations.Collect monster device or potion dice to generate more research that can be used on your creations.Expand the laboratory giving everyone new opportunities.With each new creation your collection grows and the placement of each creation in your grid can create new opportunities or gain more renown. Once a player builds their 12th creation the end of the game is triggered and the player with the most renown (points) wins.CoLab worker and dice placement game with dice collection. Players compete to gain the most renown through building monster device or potion cards over the course of the game. Each turn you send a minion to a tower space to gather resources or return a minion. Your minions also hold your resource dice. This resource can be used by players at either adjacent laboratory location. Then you place your player miniature on a laboratory location and either put the adjacent minions to work collecting more resources or build cards according to what is available at that lab. As the game progresses the board expands giving new opportunities for all players who visit that location.Build a wide variety of monsters potions and devices or focus on one type to gain the most renown and win the game.CoLab employs a series of '“take this”' mechanics where players provide resources minions or other opportunities to their opponents in exchange for resources or points. Balancing how much you give away with the opportunities your opponents may create is the real trick to becoming the most renowned scientist in CoLab.—description from the publisher
Description from the publisher:Destination X is a different kind of game experience: One player takes the moderator role as a spy on the run while the remaining players are detectives who must cooperate and use their deductive skills and geographical knowledge to track down the spy and identify their secret destination.At the beginning of each round six destination cards are placed face up on the table. The spy secretly chooses one of the destinations and flips to the chosen country's page in the handbook. Each detective is given three informant cards and in turn each detective must play an informant to get information about the spy's secret destination. The spy must find the relevant information in the handbook and answer truthfully. The informants may provide information on various aspects such as population industry religion history economy and so on. After a detective has played an informant the detective must also eliminate one of the destinations on the table.At any time the detectives can decide to guess on the spy's destination. If they guess correctly the detectives win the round; otherwise the spy wins. The spy also wins if the detectives run out of informant cards so the detectives must manage their resources well and not spend too much time or else the spy will manage to get away. The first side to win three rounds wins the game.No prior geographic knowledge is needed to play. Since Destination X is a team-based game it can be played in groups of any number of players.
Great news! The Supreme Appliance is dead! You've made your mournful public statement (tragic day etc) and now you're ready to hatch your devious plot to steal the newly vacant Supreme Seat and claim Absolute Power for yourself. You only need to outmaneuver your fellow ministers - but they're a heap of low-watt gizmos how hard could that be? Let the machinations begin!Power Vacuum is a 1-5 player trick-taking game with some treacherous twists. The game is played over several rounds and in each round players use tricks to adjust the Power levels of other players to work toward their hidden Agenda cards. Power is gained by winning tricks with the highest number of the led suit but it is also gained lost and exchanged between players through shrewd use of the Control Board which is manipulated by the player of the lowest card of ANY suit. If at the round's end you have fulfilled your Agenda card successfully picking the players with the most and/or least amount of Power you get a large bonus payout. End-of-round points are exchanged for pieces of a great statue you are building to yourself. The first player to complete their statue becomes the next Supreme Appliance!Power Vacuum is not about winning every trick but choosing the right card at the right time to engineer the rise or fall of your opponents in the short term so that you can profit the most in the long term. Additionally each card's suit is visible on the back side reducing the need to count your opponent's cards so you can focus instead on the most cunning move - but watch out for Spies the fifth suit hiding amongst the other four which will trump the trump suit. In this game timing is everything.Power abhors a vacuum - will you plug it?!—description from the publisher
Game description from the publisher:Tonight is the night the secret mission Amun Re begins. The team made up of four cunning secret agents breaks into the museum and thanks to their precise calculations cracks the tricky codes of the security installation. Be it through addition or subtraction multiplication or division the numbers on the dice have to be combined so that the results coincide with the code numbers.Who in Secret Code 13+4 will be the first to overcome all the light barriers to get hold of the precious Amun Re mask?
When you saw the code words Project Nightshade come across your desk you insisted on the assignment... You were instantly reminded of the shadow operative who had slipped through the fingers of some of The Rigel Group's best agents. Now it's your chance to catch this criminal before it’s too late.As a master agent of the elite global task force The Rigel Group you expertly hunt down cunning spies and deadly double agents. You’ll need to use your wits local intel and tools of the trade to lure the spy into your trap. Just be sure you’re the predator and not the prey! This isn't just any spy; one false move could end your mission... permanently.Harsh Shadows is a solitaire game of espionage. To set up place nine location cards in a 3x3 grid then place discovery cards under each location. Place three file cards near the locations then place case cards under each file. Place decks for arrow cards and additional discovery cards nearby along with two agent tool cards. The spy and agent cards start in different locations.You are the agent and go first moving to an adjacent location and revealing a discovery card which could be an item clue or bomb; item and clue cards go in hand while bombs force you to discard. You can use a location's special ability and clues to reveal case cards under files. You might be able to place a tracking bug on the spy.For the spy's turn the arrow cards move the spy to an adjacent location where a new discovery card is placed at random. If the spy moves to your location discard a card. If you can't discard a card or discover you've discarded an item matching a case card you lose immediately.When the discovery deck is empty the spy attempts to escape. You must have placed a tracking bug on the spy have the three item cards in hand matching the case cards and make it to the spy's current location before the spy escapes.
Web of Spies is a game of espionage exotic locations and powerful assets. Players send their agents to travel the world acquire powerful assets & eliminate enemy agents in an epic struggle of spycraft action and intrigue! It plays for 2 to 4 players in a little over an hour and ends when any player is eliminated revealing the strongest agency as the winner!Each turn you have 5 cards (drawn from your own personal deck) that you can use in multiple ways:MOVE: Spend any card to move a spy on the board.ACQUIRE: Spend any card(s) towards acquiring an asset in a city you control. In this way each player develops a unique set of resources which will define their play style throughout the game.SABOTAGE: Many of the cards have clever effects you can use to manipulate your opponents and gain the upper hand.ATTACK: Engage your opponent's spies using vehicles weapons and more from the arsenal you build throughout the game!This is where the tactical fun of Web of Spies happens. With just 5 cards you have a lot of choices to make. Where will you move? What assets will you acquire? Will you attack now or wait until the moment is just right? Balancing your efforts between acquiring powerful assets and using them at the right time is the strategy of Web of Spies!