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Black Ops: Tactical Espionage Wargaming box art

Black Ops: Tactical Espionage Wargaming

Players

2-6

Time

?-?

Age

?+

Weight

2.5

Rating

6.70

Fit

Teach 2.4

Teaching signal

Replay 3.9

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

The game has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to each other's actions. However, there is limited emphasis on cooperation.

Replay value

Black Ops: Tactical Espionage Wargaming has a high replayability score due to its strong variability in gameplay experiences, deep strategic possibilities, and adaptability to different player counts. The game offers a fresh and engaging experience each time it is played, with the potential for players to discover new tactics and strategies over time.

Luck profile

The final luck score for Black Ops: Tactical Espionage Wargaming is 7, indicating a moderate level of luck influence in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Black Ops is a skirmish wargame of tactical espionage combat for two or more players. It recreates on the tabletop the tension and excitement of modern action-thrillers such as the Bond and Bourne films, The Unit or Burn Notice TV shows, and the Splinter Cell and Modern Warfare series of video games. The fast-play rules use regular 6-sided dice and a card-driven activation system to keep all players in the thick of the action, while the mission generator provides a wide range of options for scenarios, from stealthy extraction or surveillance missions to more overt raids or assassinations. Stealth, combat and technical expertise all have a role to play, and players may select from a number of different character types – spies, mercenaries, criminals, hackers, special forces and many more – to recruit the best possible team for the job. Players may also choose to join a faction – powerful organizations, intelligence agencies, criminal syndicates, militaries or rebel groups, each with a stake in international affairs. By doing so, their team may receive certain benefits, but may also find itself limited at a crucial time. With the variety offered by the characters, factions and scenarios, no two games of Black Ops should ever be the same! Although the standard Black Ops setting is an ultra-modern world just a hair removed from our own, the rules are versatile and adaptable enough to suit OSS operations behind Nazi lines, Cold War-era infiltration missions in Moscow or Berlin, or sabotage runs against a rival corporation’s interests in a cyberpunk dystopia, and the rulebook will include a guide to running games in such settings.

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Credits

Designers

1
Guy Bowers

Artists

2
Dmitry Burmak Johan Egerkrans

Publishers

1
Osprey Publishing

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