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Yes just keep playing. You don't want to get too many Status cards per game or you will not having anything left to look forward to. I bet you will have a game eventually where you get a lot. Thanks for your questions. I mean, I would if I ever let that happen. Thanks, Jason. I assumed it was only where the active player is. If the airport is red, it can't be closed.

No damage that I can see so far! I don't play games as often as I would like and I play less than usual lately due to our twins having arrived in July. When I have free time, often all I want to do is sleep!

Today, the sitter was here, the wife was off doing something else, so I had a date with Dr. I've been rereading Ian Fleming's books to set the mood for myself, it is amazing how amusing that they are in a modern context. I also wanted to give the game a try solo before introducing others. I chose an agent at random and ended up with the very mobile Calli Dagger with her Modified Car an important oversight later, as you will see and UN Transport tokens.

I also randomly chose Advanced Skills for the fun of it and ended up with Seduction and Deception. I thought about using the Ruse to automatically up a skill though I decided to hang on to it and the healing came in handy later. I also randomly raised two Henchman levels to 2 with Pierre and Fedor being the "benefactors". I played without Shadow and with the Book of Encounters. I don't know that I would ever use just the encounter cards though I can see mixing them with the book cards.

I did not record my string of encounters though I will say that they were a really fun and interesting mix. Like a good spy, there are a number of details to keep in mind though overall most things are straightforward.

For other Secret Missions, I chose to add some Resolve. I also got to meet The Small Man though was not able to call upon his services. Early on, I was able to use my V-1 to eliminate my first Villain card and therefore bring me back to Start on Lobo's track. A side note, I slid Lobo's mat under the side of the board to save table space.

With one player, there was a lot of space taken up on the table. With more players, I would imagine I'd need a dining room sized table. Also, out of the box, my board was in fine shape though would not lay flat. A few minutes with the weighty box helped this out. The fiasco above brought me back up to level 4 and I failed to notice the Intel Overflow limit a few times while off on Secret Missions so the leads went quiet.

I met and defeated Fedor thrice twice through Location and once through encounter and he was history with two Successes though I had one Fail. Alas, I didn't meet him again and I was not able to gain any more Intel from him.

This dead man told no tales. I defeated Darling and The Big Man once each on Locations to end my game with 8 intel one showing on level 7 of Lobo's track. I was concerned about another failure and gaining an automatic loss.

I ended up losing by one missing Atomic Intel. Earlier in the game, I accidentally flipped an Atomic Intel while I was putting it into the pool and I decided to mix it into the general Intel and redraw.

I ended up with a few encounters in each region and with all of the Henchmen except Pierre. Strategy-wise, I probably used my Resolve and my UN Transports too soon then found myself struggling to make rolls when I lost two Intel from the pool and rose up Lobo's track. I mistakenly shuffled the Status deck, not realizing that specific cards are drawn from it based on encounters so I reordered it for next time.

Even with this being the first game, once I completed a few turns and got the flow, things started to move along and I was done in about 75 minutes after getting everything set up. I've been looking forward to this coming out and the wait has been worth it. I understand the criticisms about the rulebook however I have also read rulebooks from large companies that are much more obfuscated. Jason's effort is herculean and I already wonder about expansion Villains. I can see Agents of Smersh getting a lot of play time, solo and cooperative.

The writing is a lot of fun, the components are excellent, and the gameplay is enjoyable. Overall, I really liked the game. However, it took a long time to figure out what the heck was going on. Let me explain: The Good : The game. If you like this kind of game and I do , it is very good. This is what counts the most, right? We had a blast playing once we actually figured out what we were doing. Well, actually, I'm not sure we ever figured out exactly what we were supposed to be doing correctly, but the mistakes we made didn't have a huge impact.

The Bad : I'm not sure what is going on with the contents of my box. Also, my book was supposed to be signed; it isn't. Or if it is, I can't find the signature. The shrink WAS removed from the box, though. The Ugly : The rule book is bag of hurt. Typos, ambiguities, and a general lack of explanations where explanations are needed. It's not laid out in a manner than makes sense and you have to jump all over the place to find what IS there.

The encounters book has typos as well. Even more telling is that the errata sheet that came with the game needs its own errata sheet, as it is in fact not the Tech tokens which are mis-colored but the double agent tokens.

For example, there is one point in the book where it says "it does matter" that I think should say "it does not matter". Which is correct? Hard to say. The Bad confusing and the Ugly irritating and avoidable don't outweigh the Good for me, which is that I really like the game. I suspect I'll like the game even more once I get my component situation straightened out and the rules clarified.

I did find this compact rules file and FAQ after our game which answered many of the questions we had and for which Robert F-C deserves a special commendation from the Director for posting. We were defeated by Lobo this time, but next time we shall prevail! Dracil wrote:. Yes, finally got mine! I'd ask Jason if he can provide you with it if you still haven't received it.

He'll need your email address if you message him on kickstarter since he apparently couldn't just copy-paste it there. What publishers did they use out of interest? If you want a variant that leaves the tokens alone initially but doesn't necessarily make the easier then I think it would be better to make the defeated Henchman token act like a "decoy" token.

Aaargh - I wish this dratted game would arrive so that I can have an informed opinion on these things! Check the inside cover or first page of the encounter book for a signature.

I agree, the typos and rulebook are minor annoyances for me and are vastly outweighed by the awesomeness of this game. Seems wierd people in Europe got thiers before Boston! Perhaps not a great observation about the USPS!

Keep at it: Dr. Lobo can be defeated!


Playing Detective: Agents of SMERSH

The other problem is that Agents of Smersh is one of those children, 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. What is Agents of Smersh? Agents of Smersh is Tales of the Arabian Nights given a rework and a re-skin. 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.


Review: Agents of SMERSH

Even in shows which present work that we are supposed to admire — doctors, firefighters, the police — there is corruption and conspiracy, which mean that the bosses can rarely be trusted. You might think that the stories about the most famous secret agent in the world would conform to this pattern. He is hard to please — and refuses sentimentality. Credit: Alamy. It is easy to forget that the James Bond novels and films are about work. They contain realistic signed and dated memos and appendices and they often begin with corridors and offices. But Bond is different from many of the spies and detectives who follow him from the late s onwards.


Agents of SMERSH

Luckily, 8th Summit took that third bullet point to heart, and the result is Agents of SMERSH , a board game that puts you and up to 3 or 4 of your friends in the role of erstwhile secret agents attempting to locate the nefarious Dr. Lobo before he conquers the world. Side Note: 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. Just saying. Each agent also comes with a special ability , starting item s , and your choice of two spy-appropriate skills, such as Disguise, Driving, Electronics, and Promiscuity. Side Note: OK, I made that last one up.

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