The Hotness
Games|People|Company
Dominion: Dark Ages
Fantastiqa
Mage Knight: Board Game
Total War
Descent: Journeys in the Dark (Second Edition)
Eclipse
Mice and Mystics
Dungeon Fighter
Collapsible D: The Final Minutes of the Titanic
Lords of Waterdeep
Agricola: All Creatures Big and Small
Libertalia
Android: Netrunner
Virgin Queen
The Lord of the Rings: Nazgul
A Game of Thrones: The Board Game (Second Edition)
Dominion
Star Wars: X-Wing Miniatures Game
Infiltration
The Lord of the Rings: The Card Game
Among the Stars
Twilight Struggle
The Swarm
Agricola
1989: Dawn of Freedom
Goa
7 Wonders
Glory to Rome
Arkham Horror
Village
Ora et Labora
Battles of Westeros: House Baratheon Army Expansion
Through the Ages: A Story of Civilization
Thunder Road
Trajan
Zombicide
The Castles of Burgundy
7 Wonders: Cities
Ace of Spies
War of the Ring
Skyline
Space Alert
Sherlock Holmes Consulting Detective
City of Horror
Race for the Galaxy
Dungeon Command: Sting of Lolth
Twilight Imperium (third edition)
Kingdom Builder
Le Havre
Battlestar Galactica
Recommend
125 
 Thumb up
 Thumb up
31 Posts
1 , 2  Next »   | 

Agents of SMERSH» Forums » Reviews

Subject: Agents of SMERSH or How I had Fun Saving the World with True Spy Flare rss

Your Tags: Add tags
Popular Tags: [View All]
Richard Launius
United States
Johns Creek
Georgia
designer
Avatar
mbmbmbmbmb

I do not do many reviews of games, but this is a game that I would like to share my thoughts on as I have had the pleasure of playing Agents of SMERSH three times now and look forward to playing again. To be totally up front with you, the designer is a friend of mine – so I have included the following disclaimer:

Disclaimer: I am a friend of Jason Maxwell, the designer of Agents of SMERSH, and as such have play tested several of his designs over the years (as he has mine). For some of you this relationship may discredit my comments, but I assure you that while I might not speak negatively of a friend’s project, I would certainly not openly support a project I did not believe to be good.

Ok, with that out of the way let’s talk about Agents of SMERSH. As most of you know, I like games that weave a story and create an adventure world for players where the events and situations in the game become memorable later and Agents of SMERSH does this very well. The time period is fun, going back into 60’s reminiscent of Matt Helm or In like Flint movies (yes I am showing my age). The idea that you work for the United Nations as a Spy is closer to the old Secret Agent Man shows, but the main thing it does is let the characters come from various countries and cultures in way that I think enriched the game, the story aspect and my imagination.

The basis of the game is that the player characters (all spies working for the UN) are working together to uncover the secret Headquarters of a mad scientist in SMERSH bent on creating some global disaster that will benefit him and the SMERSH Organization. So, as Intel pops up around the globe, you hunt down Intel and can either add it to the Intel pool (facedown) representing clues about the evil plot of SMERSH you have learned, or turn it into a clue about the scientist’s Headquarters which results in a Location token being placed on the board. Here in is a nice mechanic to the game. You need both, Intel tokens in the Intel Pool and Location Clues. So, decisions are constantly being made both collectively and independently.

Along with hunting down Intel, each spy has location cards that if they have encounters at these locations (2 locations) they gain an upgrade. So, the players have what I consider personal quests that advance their skills, or gain them cool spy stuff or a contact or ally and they must balance pursuing these with the larger goal of gaining Intel and or investigating location clues. Personally I like this balance as it removes much of the single leader instructing other players as what they should do as there are many possibilities and options on each players turn.

The heart of the game is the story aspect, the cards or book that drives the encounter system. One of the things that I personally really like is that while each spy has set skills that bring automatic successes for some stories, they always have some chance of success with the dice system. Players will always roll a basic dice, but depending on the skill level may draw 1 or more dice from a bag. Each die is different, with varying levels of success and if you feel you need better dice than your skill provides you may spend your highly valuable Resolve to gain extra dice (or re-roll dice). But Resolve is a limited skill and not easily regained, so it has to be used wisely. Each encounter becomes part of the spy’s personal story and creates both images of high action as seen in moves to those with good imaginations and moments of laughter and entertainment for the group throughout play. The key to making the stories come to life is to read them out loud (and if you have a good person that does voices make that person the key narrator of the encounters) and then do the skill rolls. This is not a game in which you look at a card or book and just say do you have Seduction Skill – if not you need to roll a success of 1 for Persuasion – no this is a game in which the encounter is read with flare and the skill rolls become secondary to the story.

Ultimately, the Spies will have to fight the Henchmen as they investigate the clues to the secret Headquarters of the evil scientist, and they will need to discover the right number before the scientist’s plot is complete. When (and if) they do discover the final location they reveal Intel from the Intel Pool and need to match the current Intel icons on the Scientist’s Plot track to win. So, even if you know where the final clue to his Headquarters is located, you may still need more Intel in your pool, or want to reveal some Intel to ensure that you have what is needed to win. This is a nice balancing mechanic and drives a lot of strategic decisions for the players.

As stated at the beginning, I really like this game. It presents a high action spy world to players that like me enjoy the spy & adventure theme, like a story aspect in their games, and prefers cooperative play. There are also some neat mechanics that work well with the game as a whole. In the end Agents of SMERSH achieves what I think is most important in a game – it is fun to play.

So, if you like cooperative play, like the ability to play solitaire as well as with a group, like adventure games and the stories they weave, enjoy a world rich in theme (especially the 1960s spy world as depicted in movies and TV shows of the time), and solid mechanics that work very cleanly - you will most certainly enjoy Agents of SMERSH. As for me, it is simply the best spy adventure game I have played – truly unique, and a heck of a lot of fun.


82 
 Thumb up
 tip
 Thumb up
Jack
United States
Cumberland
Rhode Island
Avatar
mbmbmbmbmb
I normally detest co-ops because of the "alpha" player effect. If this game doesn't have that, then that is nothing but a big plus.
2 
 Thumb up
 tip
 Thumb up
Tim Buckley
United States
Seattle
Washington
Avatar
mbmbmbmbmb
Thanks for the review; I've had my eye on this on KS since it started but hadn't taken the plunge yet. I have one question to ask for clarification:

You mentioned the ability to play solitaire. Does this really work well (and still remain fun) as a solo-play game?

Thanks again!
4 
 Thumb up
 tip
 Thumb up
Jack
United States
Cumberland
Rhode Island
Avatar
mbmbmbmbmb
Tavin425 wrote:
Thanks for the review; I've had my eye on this on KS since it started but hadn't taken the plunge yet. I have one question to ask for clarification:

You mentioned the ability to play solitaire. Does this really work well (and still remain fun) as a solo-play game?

Thanks again!


Do it. It looks awesome. The idea is awesome. It will be...uh...awesome.
3 
 Thumb up
 tip
 Thumb up
Richard Launius
United States
Johns Creek
Georgia
designer
Avatar
mbmbmbmbmb

You mentioned the ability to play solitaire. Does this really work well (and still remain fun) as a solo-play game?

Yes - I think the game will play well solitaire (although I prefer it with other players). I do think I would play with more than 1 Spy character, probably at least 2 to improve my ability to travel over the globe more effectively, but it could be done with one Spy. Of course, I prefer multiple investigators in Arkham Horror when playing solitaire and multiple heroes in Defenders of the Realm. I think solitaire for this game would be a similar experience.

Thanks for you question and interest. Richard
9 
 Thumb up
 tip
 Thumb up
Canada
Ottawa
ON
Avatar
mbmbmbmbmb
Thanks for the review.

Do the encounters and responses run the gamut between George Smiley and James Bond, or are they something else entirely?
1 
 Thumb up
 tip
 Thumb up
Tim
United States
San Antonio
Texas
flag msg tools
Avatar
mbmbmbmbmb
Quote:
This is not a game in which you look at a card or book and just say do you have Seduction Skill – if not you need to roll a success of 1 for Persuasion – no this is a game in which the encounter is read with flare and the skill rolls become secondary to the story.


This is where you hit the nail on the head. Great review. Very much looking forward to the publication of this game.
3 
 Thumb up
 tip
 Thumb up
Edward Kendrick
United Kingdom
Redditch
Worcs
aaxiom wrote:

One niggle... It is unique. Qualifying that aspect of this title is unnecessary.


Well, maybe not. It might have been allegedly unique.
5 
 Thumb up
 tip
 Thumb up
Anders Pedersen
Denmark
Copenhagen N.
Avatar
mbmbmbmbmb
This is exactly the kind of review I have been looking for.
I am not a fan of the Tales of Arabian Nights game. While I like the storytelling aspect, I do not feel there is much of a game underneath and that hurts my immersion in the game world.
With Agents of SMERSH, it looks like there is enough stuff to consider outside the written encounters, to make the story believable and your actions feel like they matter.
I am really looking forward to this title!
3 
 Thumb up
 tip
 Thumb up
Richard Launius
United States
Johns Creek
Georgia
designer
Avatar
mbmbmbmbmb

Do the encounters and responses run the gamut between George Smiley and James Bond, or are they something else entirely?

The encounters are so broad of a range that they cover almost every classic spy situation. There are stake outs, casinos with beautiful and mysterious people, big thugs, car chases, rooftop fights, breaking into buildings, meetings at street cafe's and dark alleys - most with a serious story line, but every now and then you get a more humorous encounter - like being abducted by a UFO. The game has a little of everything, but not in such a way that play becomes bogged down. Player turns are pretty quick, interesting and entertaining, and the pressure builds based upon the player's decisions and their success or failures along the way.

You can play a lot of games (with the book - not sure if you are only using the cards) and not duplicate many encounters which is nice.

7 
 Thumb up
 tip
 Thumb up
Big Head Zach
United States
Atlanta
Georgia
flag msg tools
Avatar
mbmbmbmbmb
Oooh ooh! Is there an encounter where you must try to stay alive after being poisoned?
4 
 Thumb up
 tip
 Thumb up
EDWARD MAXWELL
United States
LAWRENCEVILLE
Georgia
designer
Avatar
mbmbmbmbmb
bhz1 wrote:
Oooh ooh! Is there an encounter where you must try to stay alive after being poisoned?


I will answer this for Richard. There are multiple poison encounters. And some test your endurance with poison yes.
4 
 Thumb up
 tip
 Thumb up
♫ Eric Herman ♫
United States
West Richland
Washington
designer
I like elephants. I like how they swing through trees.
Avatar
mbmbmbmbmb
Thanks for the review, Richard. I don't know how I had missed this before. Looks terrific. I'll definitely be getting in on the Kickstarter project, but I would like some better clarification on the difference between having the encounter book or just using the cards. If I understand correctly, there isn't any gameplay difference, but the encounters in the book are fleshed out a little more in terms of narrative. Is that right?
2 
 Thumb up
 tip
 Thumb up
  • Last edited Fri Feb 10, 2012 12:21 am (Total Number of Edits: 1)
  • Posted Fri Feb 10, 2012 12:20 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • QuickReply
    •  
    • QuickQuote
    •  
    • Reply
    •  
    • Quote
ioticus
United States
Harrisonburg
Virginia
mbmbmbmbmb
Since there are 1,500 encounters in the book, how could the cards give you an equivalent number of encounters, since there are only about 300 cards in the game? Unless there are at least 5 encounters on each card?
1 
 Thumb up
 tip
 Thumb up
EDWARD MAXWELL
United States
LAWRENCEVILLE
Georgia
designer
Avatar
mbmbmbmbmb
There are two sets of Encounter Decks now. One set will be the base set Encounter Game Deck and the other is the Encounter Book Deck. When using the Encounter Book Deck you will choose a reaction to a situation and this will route you to a specific encounter in the book.

There is no reaction matrix with the other deck - Encounter Game Cards. You just draw an encounter card from the corresponding location deck (Africa, Asia, etc), and you read directly from the card. You may combine both Encounter decks (Encounter Game Deck and Encounter Book Deck) for more varied play. The base set Encounter Game Cards were made specifically for players who don't like to read from an Encounter Book.

Also the Book gives you a lot more encounters (over 1500) whereas the Encounter Game Deck will only have 200-300 encounters total. So if you are repeating cards after several plays with the base set cards, you can start reading from the Book. Hope that helps.
3 
 Thumb up
 tip
 Thumb up
Canada
Ottawa
ON
Avatar
mbmbmbmbmb
You've posted Encounter Game Deck cards, but as of yet no Encounter Book Deck cards, right? Perhaps some examples will help.
1 
 Thumb up
 tip
 Thumb up
Joshua Patterson
United States
Chattanooga
TN - Tennessee
Avatar
mbmbmbmbmb
Can we get an Archer lookalike in the game?
4 
 Thumb up
 tip
 Thumb up
Big Head Zach
United States
Atlanta
Georgia
flag msg tools
Avatar
mbmbmbmbmb
I am predicting a flood of various spy show/film fanspansions. I already put in my hope for a Venture Bros. one.
4 
 Thumb up
0.01
 tip
 Thumb up
Keith Malkowski
United States
Milwaukee
Wisconsin
Avatar
mbmbmb
My first priority would be the Avengers. Love the lead characters and they always had quirky Villians.
1 
 Thumb up
 tip
 Thumb up
Adam D.
United States
Suquamish
Washington
Avatar
mbmbmbmbmb
Good idea about the Venture Brothers. I shoulda gone for the extra Kisckstarter expense and forced them to get Hank, Dean and the rest of the gang in there
1 
 Thumb up
 tip
 Thumb up
Big Head Zach
United States
Atlanta
Georgia
flag msg tools
Avatar
mbmbmbmbmb
I can see it now...

"Agents of SPHINX (sphinx!)"
2 
 Thumb up
 tip
 Thumb up
Lance
United States
Moorhead
Minnesota
The coolest best thing I have ever done in my life is being a father
badge
Caleb, the best 6 month old little brother ever
Avatar
mbmbmbmbmb
Probably the game I am most excited to play in 2012.

Thanks for taking the time to review it Richard!

(And thanks for the really fun game Dragon Rampage!)
4 
 Thumb up
 tip
 Thumb up
Lee Fisher
United States
Downingtown
Pennsylvania
flag msg tools
Avatar
mbmbmbmbmb
UndeadViking wrote:
Probably the game I am most excited to play in 2012.

Thanks for taking the time to review it Richard!

(And thanks for the really fun game Dragon Rampage!)


OK someone get it to UndeadViking for video! (vid of dragon rampage soon?)
5 
 Thumb up
 tip
 Thumb up
Matt Bush
United States
Shrewsbury
Pennsylvania
mbmbmb
Richard,

Thank you for taking the time to provide this review. I've certainly had my eye on this game too

I am wondering if you could try comparing it to Tales of the Arabian Nights? The reason I ask is because I don't really like that game. While it can be fun with the right group of people, it is such a strong "the game is playing you" type of experience. Sure, you can pick a response, but it doesn't even seem to have an impact on what happens next. Plus, traveling around the board just seems silly because of how it is laid out. I don't really feel like my decisions impact what happens. I just choose responses and watch how it plays out. I wish I had more control.

Those comments aside, I LOVE Arkham Horror. It is one of my favorites (and while we are on the subject of your games Richard, Defenders is also fantastic)! I know that this game can "play you" too, but I really feel like I have decisions, and am constantly trying to do whatever I can to react to the game.

Does Agents of SMERSH allow for personal skill and meaningful planning in your opinion? My biggest concern is that it would turn out to be "Tales of the Arabian Nights" but with spies and pulp fiction. I really, really hope not. It looks pretty darn cool

Matt
5 
 Thumb up
 tip
 Thumb up
Richard Launius
United States
Johns Creek
Georgia
designer
Avatar
mbmbmbmbmb

I am wondering if you could try comparing Agents of SMERSH to Tales of the Arabian Nights?

While both Tales of Arabian Nights and Agents of SMERSH are both story telling games, the games are very different in how they play:

In Tales of Arabian Nights, the player is working to gain their Story & Destiny points in through a choose your own adventure style of play. The primary mechanic is the key word reaction to each encounter and you have the right skills or not when resolved.

In Agents of SMERSH, the game has a lot of interesting and thematic mechanics that enable your decisions to impact play more. First off, the mini-missions (your 2 locations to visit), while like Quests in Tales pay off in a way of your choosing - the increase of a base Skill, a New skill, or some gadget or ally/contact (random card driven as to whether you get a gadget or ally)that benefits you and sometimes the whole team. The fact that you are racing collectively as a team against the SMERSH organization to gain the Intel and Clues to the SMERSH base feels very different than working toward an individual set of Story or Destiny points. The Skill Rolls along with the use of Resolve give you more control over the outcome and the decisions as to what to do on the board and with Intel is a mechanic I found more interesting than just the story mechanic alone in Tales. The decisions on the board are more aligned with how Defenders of the Realm provides a number of different options to address each turn.

I think both are fun games to play, but between the control, the dice mechanic, the Intel Mechanic, the cooperative goals, and for me the theme - I much prefer Agents of SMERSH . Having said that, Tales of Arabian Nights will always remain in my collection, both the original and the beautiful remake from Z-Man Games.

So, while the game has some reminiscent feelings to Tales of Arabian Nights, like choosing a response when using the paragraph book - the mechanics and resolution are very different as is the feel of each turn. And the game can be tough - in my 3 plays we are 1 Win and 2 losses, taking a beating in the last game. Still, each game was very fun and I believe it was our decisions and execution that cost us victory in the 2 loses, not just random events. Sure, there are a lot of random things that occur, which I like because it makes each game and story feel different, but I believe the players have the ability to control that luck through and thus the outcome through the decisions they make. At least that is my take on it.

Thanks - Richard
15 
 Thumb up
 tip
 Thumb up
1 , 2  Next »   | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.