Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Player-count sensitive
Light strategy
More strategic control
How it plays
How does it play?
Outbluff a rival retired spy by offering one agent face up and one face down, then racing your meeple around a suspicious suburban block.
Core mechanisms
Key systems that shape the decisions players make.
Set Collection
Gather related items that become more valuable when scored together.
Race
Compete to reach a destination, threshold, or objective before opponents.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
I Cut, You Choose
One player divides resources and another chooses which share to take.
Relative Movement
Movement depends on orientation or position relative to another object.
Track Movement
Advance pieces along a defined linear or branching track.
Read the full game description
Each turn, offer one agent face up and one face down; your rival chooses a card and leaves the other for you. Every agent moves the two meeples or triggers a tactical effect, often changing as matching agents accumulate. Codebreakers, Daredevils, Double Agents, and other specialists create alternative threats, traps, and sudden victories, while advanced support cards and a team variant add fresh ways to read the table.