[microfilms] is a microgame set in the world of [redacted]. Using only 25 cards, players try to deduce each other?s identities and objectives. [microfilms] features some of the same mechanisms as [redacted], most notably the double-blind interrogation. The first spy to collect the right item and the correct information wins.
[redacted] is a game of spycraft, intrigue, betrayal, and bluffing set in the golden age of the cold war, when men knew how to drink a Martini, and women knew not to trust a man who claimed to know how to drink a Martini.
In the game, spies must infiltrate the embassy during the reception that the ambassador holds every year to show how important he is. Moving from room to room, they have to recover files and escape in the helicopter, or make sure that the other side's pilots have a really bad day.
While interacting with each other, the players seek to interrogate, steal or injure when they can. With a double-blind interaction mechanism that never really lets the tension ebb, a skilled agent will need to do a lot more than see through a bluff...
Money makes the world go round. It also helps secret agents pay their rent.
In [redacted]: Mercenaries, a whole new level of spycraft is necessary, not for the glory of the revolution or to defend fast food and reality TV, but to end your career with a nice chunk of change. With a variety of conflicting missions, players must use the skills they picked up during the base game of [redacted] to work together (or not) and complete assignments for their shadowy employers.
Changing loyalties, shifting objectives, conflicting assignments. Nothing ever stays the same, and players must balance short-term gain and long-term strategy to win, in this advanced expansion to [redacted].
In Town Center, players build a city ? in particular, the town center. They add cubes on their personal board and try to arrange them as best as possible in order to score the most victory points. Each cube represents a different type of module. Flats, shops, offices, generators, lifts, car parks, town hall can be built and stacked during the course of the game. Each module generates influence on adjacent land and on cubes directly below or above.
Each round, players will gain two cubes of different colors through a non-random mechanism, build them on their game board, then eventually stack them in order to make towers according to the building rules. If the players have done their job well, some modules will be able to evolve, becoming bigger in three dimensions. The last phase is an income phase in which players gain money from the shops and parking lots if they are supplied with electricity.
The bigger and higher your city is, the more victory points players will have at the end of the game, which lasts ten rounds ? but do not forget to provide electricity to all your flats, shops, and lifts to make them more efficient.
Town Center: London / Hong Kong is comprised of 4 double-sided player boards, with the all-new London expansion map on one side, and the also all-new Hong Kong expansion map on the other. There's also an A5-sized rulesheet/cover that explains the special rules of each map.
Both maps are something new and challenging (in fact, very challenging), as players will have to manage their budget (London), and their building plans (Hong Kong) very, very carefully.
Expertly designed by Alban Viard and beautifully illustrated by Todd Sanders, these highly thematic maps were developed to showcase just how deep this game can be, while taking advantage of each city's unique characteristics.