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Undercover box art
Rich game profile

Undercover

The late 1960's: During the "Cold War", secret services pull the strings, and agents are sent around the world exchanging information at top secret meetings. Despite the fact that they represent one of the big powers of espionage, the players manipulate agents of all countries –...

Players

2-4

Time

20-40

Age

8+

Weight

2

Rating

5.87

Should this hit the table?

Quick read before the metadata.

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

Undercover has a high variability gameboard, with multiple paths to victory and random elements, providing fresh experiences each time. The game also offers expansions that add new content and gameplay elements. It has deep strategic possibilities and allows players to improve their tactics over time. The player interaction score is good, and the game scales well with different numbers of players. While it may take some time to learn, it offers a good balance between easiness and depth. Overall, Undercover has a high replayability score of 7.9.

Luck profile

Undercover has a moderate level of luck involved in the game. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Undercover strikes a good balance between luck and strategy.

Overview

What ABG knows about this game

The late 1960's: During the "Cold War", secret services pull the strings, and agents are sent around the world exchanging information at top secret meetings. Despite the fact that they represent one of the big powers of espionage, the players manipulate agents of all countries – only the ones of the direct opposite are out of their control. The aim of the game is to guide the agents in such a way that all countries get the same amount of information. Only this guarantees the global balance of power. However, agents tend to live a double life; aside from their official identity, they also work for another country – undercover. In Undercover, the countries are represented by the six colors of the color circle: Red, Orange, Yellow, Green, Blue and Purple. During the game, players place and replace the agents adjacently to others with matching colors — the same or one of the two neighbored colors on the color circle. Tiles can be flipped before being replaced, and later flipped again and again. Since the tiles show different colors on the sides - again two colors neighbored on the color wheel - there is a strong deduction element in the game (while younger kids rather will play it using their memory). For the highest score you need to score for all colors more or less equally. The player who coordinated the meetings of agents of all countries in the most clever way wins the game.

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Editions

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Edition Year Language Publisher / Region
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Credits

People and publishers

Designers

2
Daniel Danzer Doris Danzer

Artists

3
Klemens Franz Juan García González Andrea Kattnig

Publishers

1
Frosted Games

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