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Shadow Network box art

Shadow Network

Players

1-5

Time

45-120

Age

14+

Weight

3

Rating

7.60

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation. Frequent attention to other players' actions required. Limited emphasis on cooperation.

Replay value

Shadow Network has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. While it may take some time to learn, the game offers fresh experiences each playthrough and encourages players to improve their strategies over time.

Luck profile

Shadow Network has a moderate level of luck involved in the game. Random elements such as dice rolls or card draws have a notable but not exclusive impact on the game outcome. Players have some ability to influence or mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome. Overall, Shadow Network offers a good balance between luck and player agency.

Overview

1960. Cold War is upon the world. In the dark shadows, agencies are gathering intelligence on financial institutions, political figures, military installations, and top-secret technology advancements. However, where one agency thinks they exclusive access on intel, leaks within the network cause information to spill around the world. Which agency will be able to gather enough intel on their high profile targets and at what costs? Who will have built the best Shadow Network? Shadow Network is a worker placement style game where players are deploying their agents around the globe collecting fragments of intel. These fragments are then promoted to an actionable state that can be used against a high profile target and earning player's influence — the currency in the game. As the players gather intel from a city, intel is also leaked to other cities thereby potentially helping other agencies. Additional agents can be deployed but at a cost. Furthermore, handlers can assist with exchanging intel thereby giving the agency the leg up. At end of four rounds of play, agencies will bribe their high profile targets for more influence. In the end the player with the most influence is the winner. -description from publisher

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Credits

Designers

1
Ralph Rosario

Artists

2
James Churchill Jason Washburn

Publishers

1
Talon Strikes Studios LLC

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