Post by masterdecoy on Oct 26, 2009 16:45:24 GMT 10
Opening thoughts:
Another of fantasy flights silver line range, Cold War is actually a stand alone card game rather than a board game, however I still feel that it suits the board game section better than the dedicated card game section.
With that in mind, FFG has done it yet again, As I am finding out more and more, These simple games have intense player interaction. And a screw over your opponent factor off the chart.
Exactly the kind of game we like.
Game Overview:
Each player takes control of either the CIA or the KGB, both sides are exactly the same, so unless you have a fetish for one side or the other, it wont matter who you choose.
Each side has 6 different spies at their disposal, each with a unique special ability that will either affect scoring, or do something useful in the following round.
An objective card is flipped over at the beginning of each round which will set the scene over what the powers are fighting over. The objective card will also set the parameters for this round, deciding the target number, as well as how many cards will be played, and of course, how many points the victor will score.
Then each player secretly picks one of his remaining spies (I.E Not dead, and not on leave) to send on the mission. This should be decided on, how important the objective is, what you think your opponent will choose, and of course, what happened in the last round.
After spies have been selected, the current losing player decides which player will draw first. Players then take turns drawing from the group’s deck and using their already recruited group’s abilities, or passing in order to try and get their influence level as close to the target number without going over. The amount of cards each player may have active at once is limited by the objectives “Population limit” (generally 3, 4 or 5 cards each).
Once both players have passed consecutively, the players then total up their influence and the closest without going over the target number wins this round. If a player went over the number, their spy is killed as a penalty. Then players reveal their spies and follow the instructions printed out on their spies agenda, this will be different for the 6 different spies, and vary depending on who won the objective.
Agendas vary from swapping who won the objective, getting bonus points, killing the opponent’s spies, to stacking next mission’s group’s deck. So picking the right spy is crucial, and what makes this game so great. Picking the master spy for example (who swaps who gets the objective), when your opponent has pick his assassin (who kills your opponents spy when you win) is possibly the worst outcome for you. You will lose either way.
Play then begins again with the next round, the spy you used last round is sent on leave, so you can’t use the same spy twice in a row. And your opponent knows this, so if you use your master spy (who you will want to lose on purpose with, as he swaps who gets the objective) this time, your opponent knows the next mission you will have to try and win, no matter what.
Component Overview:
The box comes with 2 large decks of spies (card size, not amount of cards), and 2 decks for the objectives and groups (both these decks are magic the gathering sized, so slips will be easy to fit)
It also comes with 2 score cards, and colored glass beads to keep track as well as 3 poker chips each with CIA, KGB or Balance on them.
Everything in this box is completely useless except the cards, and is only there for show, and possibly to justify the price tag.
I would have also preferred that the score cards be the same size as the spy cards, and not be double sided, and there is no excuse as to why this wasn’t done in the first place.
Apart from that the spy cards are gorgeous, the group cards are all themed appropriately, colorful and easy to read. The objective cards are also themed well and functional.
Closing thoughts:
This game has a lot of strategy involved, as well as a decent amount of luck. Careful use of your groups can mitigate the luck factor. Many times a player has been in what seemed to be a hopeless situation, only to come back and win, Careful use of your spies, bluffing your opponent into drawing just one more card, or to use that groups ability so it is wasted, Makes moments in this game very tense.
Much deliberation, counting cards, and a good poker face will be advantageous in this game, Which may unfortunately make more experienced players too hard to beat for new players, however, using the experienced players overconfidence can be a winning asset in itself.
All in all the theme of this game is outstanding, however, I can honestly say the price tag is probably more than double what it should be for the components. Given that however, the game is defiantly worth the time.
Components: 3/5
Game play: 4/5
Replay Potential: 5/5
Theme: 5/5
Price: 1/5
Overall: 3/5
PM me if you would like to arrange a demo game
Another of fantasy flights silver line range, Cold War is actually a stand alone card game rather than a board game, however I still feel that it suits the board game section better than the dedicated card game section.
With that in mind, FFG has done it yet again, As I am finding out more and more, These simple games have intense player interaction. And a screw over your opponent factor off the chart.
Exactly the kind of game we like.
Game Overview:
Each player takes control of either the CIA or the KGB, both sides are exactly the same, so unless you have a fetish for one side or the other, it wont matter who you choose.
Each side has 6 different spies at their disposal, each with a unique special ability that will either affect scoring, or do something useful in the following round.
An objective card is flipped over at the beginning of each round which will set the scene over what the powers are fighting over. The objective card will also set the parameters for this round, deciding the target number, as well as how many cards will be played, and of course, how many points the victor will score.
Then each player secretly picks one of his remaining spies (I.E Not dead, and not on leave) to send on the mission. This should be decided on, how important the objective is, what you think your opponent will choose, and of course, what happened in the last round.
After spies have been selected, the current losing player decides which player will draw first. Players then take turns drawing from the group’s deck and using their already recruited group’s abilities, or passing in order to try and get their influence level as close to the target number without going over. The amount of cards each player may have active at once is limited by the objectives “Population limit” (generally 3, 4 or 5 cards each).
Once both players have passed consecutively, the players then total up their influence and the closest without going over the target number wins this round. If a player went over the number, their spy is killed as a penalty. Then players reveal their spies and follow the instructions printed out on their spies agenda, this will be different for the 6 different spies, and vary depending on who won the objective.
Agendas vary from swapping who won the objective, getting bonus points, killing the opponent’s spies, to stacking next mission’s group’s deck. So picking the right spy is crucial, and what makes this game so great. Picking the master spy for example (who swaps who gets the objective), when your opponent has pick his assassin (who kills your opponents spy when you win) is possibly the worst outcome for you. You will lose either way.
Play then begins again with the next round, the spy you used last round is sent on leave, so you can’t use the same spy twice in a row. And your opponent knows this, so if you use your master spy (who you will want to lose on purpose with, as he swaps who gets the objective) this time, your opponent knows the next mission you will have to try and win, no matter what.
Component Overview:
The box comes with 2 large decks of spies (card size, not amount of cards), and 2 decks for the objectives and groups (both these decks are magic the gathering sized, so slips will be easy to fit)
It also comes with 2 score cards, and colored glass beads to keep track as well as 3 poker chips each with CIA, KGB or Balance on them.
Everything in this box is completely useless except the cards, and is only there for show, and possibly to justify the price tag.
I would have also preferred that the score cards be the same size as the spy cards, and not be double sided, and there is no excuse as to why this wasn’t done in the first place.
Apart from that the spy cards are gorgeous, the group cards are all themed appropriately, colorful and easy to read. The objective cards are also themed well and functional.
Closing thoughts:
This game has a lot of strategy involved, as well as a decent amount of luck. Careful use of your groups can mitigate the luck factor. Many times a player has been in what seemed to be a hopeless situation, only to come back and win, Careful use of your spies, bluffing your opponent into drawing just one more card, or to use that groups ability so it is wasted, Makes moments in this game very tense.
Much deliberation, counting cards, and a good poker face will be advantageous in this game, Which may unfortunately make more experienced players too hard to beat for new players, however, using the experienced players overconfidence can be a winning asset in itself.
All in all the theme of this game is outstanding, however, I can honestly say the price tag is probably more than double what it should be for the components. Given that however, the game is defiantly worth the time.
Components: 3/5
Game play: 4/5
Replay Potential: 5/5
Theme: 5/5
Price: 1/5
Overall: 3/5
PM me if you would like to arrange a demo game