Agent Avenue

2024 · Bluff

Agent Avenue

Players portray retired spies living in a suburban animal neighborhood who try to unmask each other while scoring points. Each turn a player splits a pair of cards by choosing one to play face-up and one face-down; the opponent then chooses which card the active player keeps, creating a constant bluffing tension. Cards represent agents and spy tools that form sets for points, trigger special effects, and advance markers on a catch-me race track. The game ends when a player uncovers the opposing spy or when endgame scoring resolves, so players balance set collection, tactical card play, and deceptive choices to outmaneuver rivals.

Joueurs
2–4 idéal à 2
Temps de jeu
10–20 min
Âge
8+
Complexité
1,2 / 5
7,8 sur Ludoyaà partir de 14,83 €AnimauxEspions / agents secretsMouvement sur pisteCourseJe coupe, tu choisis

Sur les tables de Ludoya

Toutes les statistiques dans Ludoya
851
Parties enregistrées
316
Joueurs
9m 26s
Partie moyenne
129
Dans des collections
20
Dans des listes de souhaits
2
Précommandé

7,8/10

sur 43 avis Ludoya

  • Amusement8,0
  • Interaction9,4
  • Rejouabilité7,8
  • Originalité8,0
  • Esthétique7,4
  • Accessibilité10,0
  • Paige Forrest7,6

    I enjoy playing this one with various people to see how they select the hidden and revealed cards. Each of my kids has a different strategy.

  • Flink8,0

    Pretty cool and simple design with some clever I split you choose mechanism that offers quick and fun plays! Love the artwork!

  • beqs the 1st7,0

    A typical "just one more round" 2 player game. Comfy and fun gameplay. Might get a little repetetive on the long run. The mindgame "I split you choose" mechanism works really well.

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Questions de règles

Réponses tirées du livret par l'assistant de règles de Ludoya.

Do I have to play exactly two agent cards on my turn?

Yes — each turn's Step 1 requires you to play two agent cards (choose which ones to play from your hand). (Rulebook p5)

Do I always draw back up to four cards at the end of my turn?

Yes — after resolving your turn actions you draw up to four cards unless the optional discard/draw rule is in use; that optional rule and its limits are described separately. (Rulebook p5, p6)

If I recruit a black market card, can I use its effect immediately?

It depends — some black market cards have instant effects you apply immediately, while others are ongoing and are placed under your home to provide continuing abilities; see the distinction and placement rules. (Rulebook p11–12)

How do I move meeples — can I move any meeple or only with certain agent icons?

You move meeples by using the movement icons on recruited agents; recruit an agent with the required icon and then use that icon to move meeples as shown in the examples. (Rulebook p6–7)

When do you check for a win or loss, and what happens if cards run out?

Win/loss is checked at the end of a turn: having three Codebreakers wins the game and having three Daredevils loses it; running out of cards and tie-resolution procedures are covered in the endgame rules. (Rulebook p7–9)

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