I am a fan of the tiny Silver Line games from Fantasy Flight (aside from Cold War, I also own Condottiere and Citadels), and kind of a history buff. So any game about the actual Cold War resonates with me. When I read a glowing review on <PERSON> website, it seemed like something worth taking a strike at, since I have been in the market for a solid two-player game. Not only did I enjoy the game a lot, but I was thrilled to discover that my fiance loves it too. It has become our two-player game of choice, and I recommend it highly.
Players play either the CIA or the KGB, and select agents to win influence in a certain country. Each country has a point value, and opponents jockey for position by using a mechanic that has been compared to blackjack; if you bust, your agent dies. Combine the push-your-luck element with the bluffing and character selection (to me reminiscent of Citadels), and you have a two-player game that is surprisingly tense and fun.
The Good News
Good Presentation Even though there isn't a great deal in terms of bits, the game looks good, has some durable cards, and in general, the components evoke the theme well. I give special note to the agent cards, printed on larger, thicker cardstock then the other cards. These cards are terrific, and I hope that Fantasy Flight will eventually use something similar for the character cards in Citadels, a game that desperately NEEDS some more durable character cards.
Balanced Characters Although this is hardly the brain-burning game many will seek, sticklers will be happy to know that the six agents each player has at the beginning are surprisingly useful. There's no dud in the group. I initially thought that the Analyst was the runt, but if you are lagging in the game, he's mighty handy to have around. In general, all six agents have their uses, although some may argue that the Master Spy and Director are overpowered. 366
They are frustrating, but considering that it's not that hard to get your agent killed, and the Assassin can take either one out, it kind of evens out.
Fun Bluffing Fans of bluffing mechanics would do well to check this one out. Trying to parse what your opponent is up to, and what agent they are using is surprisingly fun. I have lost many games by guessing incorrectly. That will frustrate some, but for me it is enjoyable, particularly when I know my opponent well, and we are both experienced at the game.
Card Combos Some may note that the numbered cards play a little like Magic, with players "tapping" cards to gain their abilities, and affecting your opponents situation by what you do. Even when you seem to have painted yourself into a corner, you probably have more options then you think.
The Bad News
A Lot of Luck This doesn't bother me, but it certainly will bother others. Essentially, if the cards don't go your way, you can go down in flames in a hurry. This seems par for the course with ANY card game, but I find that the luck is somewhat controllable, since it's not that hard to card-count, and there are a couple ways to see what agent your opponent is using, and to throw a wrench in their plans.
The "Event" Cards Again this doesn't bother me a bit, but some will balk at the "event" cards, which essentially involve a high card draw. This is irritating to some, but I love being able to use the analyst in these cases for a guaranteed victory. It's ALSO a great time to use your Director, since that'll up the point value of victory. Plus, there's no risk of getting them killed through causing civil disorder.
The Bottom Line
As I said earlier, the character selection mechanic reminds me of Citadels, only everyone starts with the same selection of characters. Still the double-guessing is similar, and the character your opponent selected can throw all your plans awry. Even though I actually think Citadels plays alright with two, this one leaves it in the dust, and the low price-point and sharp visuals make for a game that you should give a shot. 237