Designer: Jason
Maxwell
Artist: George Patsouras and Julia Semionova
Publisher: 8th Summit
Year: 2012
Players Count: 1-4
Ages: 13 +
Playing Time: 90
minutes
Mechanics:
Storytelling, Co-Op, Dice pool, Area movement
Agents of Smersh is an interesting title that has sat on my
shelf unplayed for a couple of years now as I completely forgot I owned it. In
fact, I was surprised to rediscover that I actually have a copy signed by the
designer of the game. I blame the Cult of the New which has its slimy tentacles
wrapped around me--I hardly have the time to revisit older games in my
collection. If it wasn't for the interest by one of the members of my gaming
group, I might have passed over this game yet again. Luckily for Smersh, it
happened to catch the eye of my gaming group who kept asking to play it over
and over. Unfortunately, I also seemed to have a group that was simply too
large for the game so we would end up playing something else. Finally, last
week, I only had a four player group so we sat down to play the long-awaited
Agents of Smersh.
Now Agents of Smersh is similar to one of my all-time
favorite games: Tales of the Arabian Nights. Both games are story telling games
that are more like the old Choose Your Own Adventures than an actual
board game. Both games use a large book of encounters as their primary mechanic
and part of the joy of the games is to see what random trouble finds your
character. It is inevitable than that the two games will be compared and most
people will ask how they stack up to one another. I will do my best to compare
and contrast the two games as I give you the Ripper's opinion on Agents of
Smersh.
How It Plays:
Agents of Smersh is a story telling game set in an alternate
history where Smersh, an acronym for a Russian counter intelligence agency, has
gone independent under the leadership of Dr. Lobo and is attempting your
standard evil genius/spy plots to take as much power as possible. Players will
be working together as secret agents for the UN to stop the nefarious plans of
Smersh before it's too late.
Each player will
receive a player board that contains all the stats of their characters, and the
game comes with five different characters all based on old 70's spy
stereotypes. On your board each character has five basic skills that will be
used to form your dice pool when you attempt a test and each character has
skills at different levels. You mark your current level with white cubes and
skills can increase over the course of the game. On the other side of your
player board will be another track which is your Will stat and these points can
be used throughout the game to help manage your dice pool when making test. You
also have some starting information for your character and each character has
some special ability listed that breaks the normal rules of the game. On the
bottom of your player board is the starting location for your character and
this is where you will place your character's cardboard cut out at the
beginning of the game.