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Cold War: CIA vs KGB

Alan writes...

One thing that has surprised me since board games lured me in is the choice of themes. Growing up with Fighting Fantasy books and Games Workshop, I was used to two themes - fighting in the future, and fighting in a sort of medieval fantasy past. Orcs with axes, or Orcs with laser guns. That's not to say that they're without merit, of course; in particular, the maniacal religiosity of the Space Marines in Warhammer 40K is a particularly great unexpected touch that adds a lot to the game. But within gaming, I was expecting a world of sci-fi and fantasy, with perhaps the occasional historical battle. Of course, I was wrong. So far on this blog we've had intrepid explorers and medieval French towns. Time for some warfare. Except - again a pleasant surprise - we're not shooting at each other. Like the real cold war, it's a game of influence, bluff, and pushing your luck.

Cold War: CIA vs KGB is a Fantasy Flight game, and I've noticed that this seems to mean a quality product, certainly in terms of the components. Some may find that there are pieces here that are unnecessary and too flashy. There's a 'balance token', for instance, that's assigned to the player who is losing; that player gets to choose who goes first when taking cards. The balance token is a green poker chip with a shiny pair of scales pictured. It could be replaced with a rule that simply says: "The player with the least amount of points, or the player who lost the last round if it's a tie, chooses who will play first." But I like my little green token. As I like the rest of the components. All of the cards have evocative photos and are of a high quality, the larger agent cards look like mini personnel files, and there is a 'domination token', or shiny poker chip, for both sides. The game could have been done more cheaply, but I'm glad they've gone that extra mile. It looks and feels fantastic. I mean, look at this:

Quality, all over. Apart from one place. The rulebook.

The rulebook isn't awful. I mean, all of the rules are in there and it has examples and isn't riddled with typos or anything, but something's gone wrong when you're dividing a game into six phases and it's still confusing. There are at least three rulebook replacements as downloadable files on BoardGameGeek - that's not a good sign that the included rules are doing a good job. I'm not entirely sure of the problem, but I suspect that it's over-explained. There are also little unnecessary rules about shuffling - one player shuffles then the other cuts. Frankly, if you can't trust your opponent not to fiddle with the deck, get another opponent.

The game plays like a sort of 'advanced blackjack'. First, an objective is revealed - this is usually a country, but can be an event. It'll be worth some victory points, and has a 'stability value'. Players take turns drawing 'groups', eg police, artists, radio stations, in order to get as close as they can to this stability without going over. But each card belongs to a faction - military, economic, political, or media - that has a one-off special effect, such as stealing a group, or forcing your opponent to discard one. You win the 'influence struggle', you place your domination token. That's right, the victory points aren't yours yet. Each player then reveals his 'Agent X', one of six characters who may affect the outcome of the round. If the loser has the Master Spy, he takes the points. So if your opponent looks like they're trying to lose, watch out. Unless they're trying to make you think that. Or maybe they're trying to make you think that they're trying to think that. And so on.

Gillian: Now, I will warn you, bluffing is involved. Bluffing, of course, being a fancy word for 'bare-faced lying'. You don't know your partner's hand, and you don't know whether they are trying to win or deliberately lose. And to begin with, neither do they know this of you, but if you're rubbish at bluffing, they soon will. Nothing like the joy of winning a round only to find out that, with a turn of your partner's agent card, the points have been snatched away from you like the star prize on a gameshow.

Gillian was a terrible bluffer, at least in our first game. "Hmm, I think I'll pass, I don't want to risk civil disorder," she said, unconvincingly. Civil disorder is similar to 'going bust' - go over the stability number, and you lose the round, and your Agent X. I didn't believe her for a second, and sure enough, she had played the Master Spy. In subsequent games, however, her bluffing is much improved.

In short, then, an excellent game that can be used to teach your loved ones to effectively cheat and lie, with a great backdrop of paranoia and tension.

Cold War: CIA vs KGB at BoardGameGeek

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Posted by 2P Co-op 

Comments (5)

Sep 20, 2009
solove said...
Hi, Good work with the blog. We tend to play heavier games but some good 2 player games to look into are:
San Juan (2-4)
Ingenious (2-4)
Blokus Duo

A bit heavier but work very well from 2-5 players are Agricola & Le Havre. They look complicated but once you get started they're OK. Agricola is my 12 year old sons favourite game.

James

Sep 21, 2009
2P Co-op said...
Thanks for the comment. I've heard good things about Ingenius & San Juan, and I've played RftG which is apparently similar to the latter. Agricola certainly looks great, and I like the idea of solo play, too.

It would be good to have games that work well with more than 2, even though our focus is on that, so I'll definitely look into your suggestions. This hobby is a dangerous money sink at times, though... :)

- Alan

Sep 22, 2009
solove said...
There is a good web version of Ingenious with AI here: http://www.marquand.net/index.php?topic=ingenious

It should help you decide if it's for you.

Sep 22, 2009
Niteowl said...
Ah, I love games that have very little game mechanic over 'is he lying? Or not? Or is he lying that he's lying? Am I lying to myself that he's lying so that my lie will go over better? Fuck. Pass the cheetos.'.
Sep 23, 2009
2P Co-op said...
There's a good bit of that, yes, plus the poker chips give you something to fiddle with like you see people do in televised poker championships. Then you can narrow your eyes and call the other person's bluff, in a gruff voice if you wish. Can't beat that feeling.

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