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Sleepers box art

Sleepers

Players

2

Time

?-?

Age

8+

Weight

?

Rating

7.83

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 2.8

Luck-sensitive

Table feel

Sleepers has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, the game does not require much cooperation among players.

Replay value

Sleepers has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and adaptability to different player counts. It offers a fresh and engaging experience each time it is played.

Luck profile

The final luck score for Sleepers is 5.67, indicating a moderate influence of luck on the game outcome. Random elements have a notable but not exclusive impact on the game, and players have some ability to 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.

Overview

In Sleepers, you are the leader of a resistance network operating in occupied France during World War II. Your primary mission is recruit a network of operatives working throughout the country; failing that, eliminating the other networks which are interfering with your own would allow you to build your network without interference. When first recruited, agents are face-down and inactive (sleeper agents); later in the game, they may be activated to perform some task (active agents). The unqualified term agents applies to both active and sleeper agents. Tiles in hand or the bag are merely tiles, bribes and blackmail material which can be used to recruit agents. EQUIPMENT 1 hexagonal board (61 hexes) 30 Agents for each player (different types) OBJECTIVE There are several ways to lose Sleepers: Morale: a player is eliminated once ten of their agents are killed (the enemy spymaster flees the country). Capture: a player is eliminated if they are surrounded by active militia (the enemy spymaster is captured). Attrition: a player is eliminated if they cannot move (no more tiles AND no sleeper agents). There are also several ways to win: Success: make a line of active agents joining any two opposite sides of the board (your network covers the whole country). Liberation: create a doomsday device by making a line of 5 active Scientists (you destroy Germany and free France). Elimination: eliminate all other players.

Editions

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Credits

Designers

1
Stephen Tavener

Artists

1
Néstor Romeral Andrés

Publishers

1
nestorgames

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