Agent Avenue
Designed by: Christian Kudahl,Laura Kudahl
In Agent Avenue two players – or two teams of two – are circling the ‘avenue’ in question – the board – trying to be the first one to catch the other up. So it’s a race of sorts, but although there’s no rolling of dice here, each turn still represents a gamble.
All players have a private hand of cards that give movement values. Let’s say you’re playing in teams – it works slightly differently with just two players – and it’s your turn. One of you must play a card face-up to the table, and then the other must play a card face-down beside it, with very limited communication between you as to what either will play. Then your opponents choose which one they want, and your team activates the other! The hidden card element means there’s bluff, double and triple bluff as you hope they’ll take the ‘worst’ card of the two options (note that the face-down card cannot be the same as the face-up one!)
Rolled into this tangible risk is the way the cards work. The taken cards are kept out on the table in front of the teams, and while they have one number value for the first one of a kind you take, the second card of the same type may be different. The Double Agent, for example, moves you back one space the first and third time you claim one, but the second one you get propels you forward a whopping six spaces. The Daredevil card moves you first 2, then 3 spaces for your second Daredevil, but if you get a third you instantly lose the game! And likewise a third Codebreaker will win you the game. Elsewise the game ends immediately the moment one team is caught, or you play until the cards run out at which point whomever is closest behind the other wins.
After each turn you refill your hand of cards, but each player also has four opportunities per game to refresh things by dumping a card face-down from the game and drawing a new one – helpful if you find yourself with multiples of the same thing. On the flipside of the board there is an ‘advanced’ version of play, where stopping at certain spots on the avenue triggers one of three available special powers, of which there are a few to choose from.
Sam says
A thoroughly enjoyable 20 minutes or so of agonising brinkmanship, combining the thrill of the race with the construction of your ‘team’ off spies, as your played cards grow in number in front of you. There’s nothing more satisfying than pulling off a colossal bluff and inflicting serious damage on the other side – and nothing worse than when it goes wrong. With two players the cards face up/face down thing still happens but with either side taking turns to be exposed/hidden, and the player who played the exposed card is the one who chooses.
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Take That!
You’re sort of in charge of your own destiny, and sort of not. Teams can discuss before making their choices in both playing and taking of cards, but the sting of being conned can be palpable.
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Fidget Factor!
Extremely low – but poker faces will be needed when the other side discusses their options
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Brain Burn!
Very very simple on the rules, Agent Avenue’s smouldering is much more about the reading of the table.
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Again Again!
It plays fast, wraps up quickly and if you’re gamers who like the bluffing here, there’s much to enjoy. Despite the cutesy animal cards though, this is more or less and abstract game and lovers of theme or story may feel that absence. But it’s been a hit with us.



