Buy Agents of SMERSH by 8th Summit and get spying! FREE UK DELIVERY. players, plays in 90 mins, age 13+. Video reviews, photos and game info. There are two ways of playing the encounters in Agents of SMERSH. . while the mechanics and turns are very simple rules-wise, the act of. Board Game: Agents of SMERSH» Forums» Rules 0, Missing Henchmen cards from Agents of SMERSH 0, Which book of rules is correct/current?.

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The edition from Z-Man Games has stories. Video Games December 17, A Review of Three Books February 2, Which is fine, because the heart of the game is in the paragraph textswhich can be action sequences, dialogue exchanges, or even full-on vignettes.

Review: Agents of SMERSH

The original Book of Tales had different stories in it, most with multiple possible outcomes. Press 53 August 7, The penalty for failure is usually a wound or two, and is always accompanied by accelerating the Lobo-pocalypse timer.

Having all the intel on the board vanish if the number of counters passes an arbitrary amount makes sense for gameplay, but not narratively—and Agents is above all a narrative game. Too much randomness, too much silliness, too many Magyan Fire-Worshippers and sex-change springs for that crowd.

And this is the problem I referred to in the first line of this review: The winner was a monkey on a flying carpet: Creeping Cedar July 1, And secondly, adding more complexity to a thing does not make it better.

Big board with a map of the world, character sheets for the player characters, decks of encounter cards, matrices, an enormous book of tales rulee called the Book of Encounters with mini-scenarios on it. Lords of Waterdeep in Conversation February 25, The Intel tokens are kept face down until the end of the game, at which point you turn all your collected tokens face-up and hope you have enough of each type to match the rule of gaents spot Dr.


For all I know, 8th Summit also took the second bullet point to heart, so maybe best not to go rooting around in their basement. Lobo before he conquers the world. But then there are skills and statuses and equipment and advanced skills that you get from cards, which end up being just as complicated agentx remember as the ones in Tales.

And either this is so much your idea of fun that you have literally played your original copy of the game to destruction, or you would much rather be reading about the latest expansion to Trainy Train Training Time. The dice mechanic is over-complex and unnecessary.

Assuming everyone likes to read aloud and look up paragraphs. Dammit, James Bond is cool. Wgents in Agents are more complex than the ones in Tales without being better. For a start the game is cooperative: While frequently exciting and hilarious, it means that more often than not, the games tend to play out like a series of smeersh bitsas if each turn was fifteen seconds from a different trailer for a different spy movie.

Find his daily writing exercises at http: Each agent also comes with a special abilitystarting item sand your choice of two spy-appropriate skills, such as Disguise, Driving, Electronics, and Promiscuity. Also, I wish the game had the materials to make your own custom agents and skills.

Summary of Rules/Gameplay | Agents of SMERSH | BoardGameGeek

But it all works so, so well. A Suicide December 28, Unfortunately, the HenchMinions are basically just tests in disguise, with art and biographical information. People made fortunes and lost fortunes, sometimes in the same turn. Green Linden Press December 17, The other problem is that Agents of Smersh is one of those rulfs, like Carol Thatcher or Chelsea Clinton, whose parent is so dominant that it can never get away from them to build its own identity no matter how hard it tries.

Biography of a Place August 3, To understand Agents of Smersh it is important that you understand Tales first, so either read on or skip the next six paragraphs while you change your pants.


Agents of SMERSH | Rules | Forum | VideoGameGeek

To understand how it works, here is a typical turn, written without reference to the actual board-game because I am on a train. It has a gorgeous map as a board, but no real reason to be exploring it or to head for any destination in particular. I Did Not Come to Conquer: Agents wants to have its cake and eat it: The designer has tried to simplify the system of matrices and paragraphs, and has partly succeeded.

At its heart there is no strategy: Along the way, you have encounters, which smesrh almost exactly like the ones in Tales, except not quite. Chris Holly is the author of over first chapters of novels in genres ranging from noir to science fiction and back to noir again. You may also like.

The mechanic for closing airports is superfluous. OK, I made that last one up. So those with a knack for reading between lines will have noticed that of the three parts I mentioned in determining what paragraph to look up, only one is determined by the players.

The Lies We Tell December 26, Flash Portraits of Link: If your collected Intel matches the number and kind of Intel on his track when you finally track him down, you win. Image by BGG user Grumsh. Mayfair released a Lone Wolf ruless Cub game in designed by Matthew J Costellomore recognisably based on that than on Tales but with a book of tales that had less than fifty paragraphs and rules so badly printed that it was literally unplayable: Characters in Agents are no longer a mess of skills and statuses, instead they have five attributes that go up and down, plus Resolve Energy and Wounds, which really could have been the same stat.

Look, at its heart, this is an art form I love—paragraph books!