Pocket Ops Designer: Brandon Beran Publisher: Grand Gamers Guild 2p | 15-30m | 8+ |
Disclaimer
So, how would you like to play a game of tic-tac-toe? Not really? Then how about a two player game of espionage where you use deduction and bluffing to strategically send spies to take control of key areas of an evil mastermind's base and steal a secret doomsday device and save the world? Yeah, I thought that would sound much better.
Pocket Ops is a two player game that takes tic-tac-toe and turns it into a real game with strategy, choice, and a chance at getting something other than a draw. It's on Kickstarter right now for only $14, including shipping, so check it out now, or read on to learn more.
Overview:
Pocket Op is basically tic-tac-toe with a twist. It is still played on a 3x3 grid and the object is to secure three cells in a row before your opponent. That's where the games depart ways, however. In Pocket Ops each player represents a different faction of spies, trying to infiltrate an evil mastermind's secret lair and steal the doomsday device and its power crystal. You must acquire both a crystal and the device before your opponent to win.Overview:
Pocket Ops was born from tic-tac-toe, but it's grown into much more! |
Setup of the game is super simple. Simply place the board, give each player a set of agent tokens and a set of cards, an place the doomsday device and power crystals to the side. Decide on a first player and you're ready for the first round.
Simple components and quick setup are great for a quick game like Pocket Ops. |
Taking turns, each player will place an agent onto one of the open spaces in the complex, but before he does the other player will have the opportunity to guess where the agent will be placed. Each player has a set of nine cards, each corresponding to one o the rooms in the complex. The guessing player will choose one of the cards to play face down. Then the active player will place the agent. Then the guesser will reveal the selected card and if it was correct the active player cannot place the agent. If the guess was wrong the agent can be placed, and if it was special agent the special ability is triggered.
Sorry for the blurry picture, this was taken on a camping trip. Pocket Ops is great to take anywhere! |
Pocket Ops is significantly better than tic-tac-toe just with the deduction, bluffing, and blocking mechanics, but the special agent abilities really add a lot, too. Each of the five that came with my prototype have great, unique abilities that really add some interest to the game. The Assassin can actually be placed on an occupied space, and will kill the agent it encroached on, if paced successfully. The Sniper will take out an opponent in an adjacent location. The Pusher will push every agent in a line, pushing any agents on the board off it. The Grappler will swap places with an adjacent opponent. The Hacker will let you play two cards on your next guess to block your opponent.
Pocket Ops plays for the best out of three rounds. All you need to do to win a round is get three agents in a row. In the event of a draw the second player wins. On first win you will collect the power crystal token and on the second win you'll collect the doomsday device. Whoever collects the doomsday device first is the winner!
The icons may change, but from left to right these are the Assassin, Pusher, Sniper, Grappler, and Hacker. |
Final Thoughts:
Pocket Ops is definitely an improvement over tic-tac-toe, with the only exception being that you can't play it on a fogged up window in the winter. That's a small trade off though. It's small size means that you can take it just about anywhere. It'll come in a box that's 10cm x 10cm x 3.5 cm (or about 4"x4"x1.375" for those of us who don't do metric). This is just a bit bigger than what I think I'd be comfortable with in a pocket, but it'll fit nicely in any smaller bag or purse (or a larger cargo pocket), so you'll be able to bring it to places like restaurants easily. It plays quickly, is easy to teach, has a great theme, looks good, and just generally hits all the right marks.
All that said, it is still just tic-tac-toe, so I'm not sure how much replay value it has. For me it was a novelty, and it's something I'll probably pull out occasionally when I know I'll need something fast for two players, but it's not really something I'll be pulling off the shelf often. Pocket Ops really does turn into a game of wits and it's very easy to find yourself in the role of Vizzini (the Sicilian from The Princess Bride), second guessing every single possible move and just hoping that you aren't the one to perish from iocane powder.
It was the perfect game to play while waiting for the Cubscouts to finish the station they were doing at our Cub-O-Ree. |
I think there are ways to alleviate this though, but it might extend the game a bit. The obvious way is to make a draw a tie and have it not count. But that could cause the game to greatly overstay its welcome. Another solution might be to allow power crystals to be won on a draw, but have the actual doomsday device require a legitimate win to acquire. Another possible solution, and the one I think I'll try to play with next time this hits the table, would be for a draw to go to the player with the most agents on the board. This wouldn't eliminate draws completely, since it's possible to have each player with four agents, but it would cut draws significantly and make it so player two has to actually play for a win or at least to block player one. This seems like an obvious solution, and is the first thing that everyone I played with suggested, but there is a chance it might make it too easy for player one to win without getting three in a row. At any rate, these issues are pretty minor for what is meant to be a pretty casual, fast two player game.
One other thing that I really like about Pocket Ops is the artwork. For such a small game it really pushes the theme and flavor. Each of the nine rooms of the evil mastermind's lair is identified with a letter, A through I, and each room has a name that starts with that letter. From the Armory to Innovation, Foundry to the Hangar, each room has both a thematic name and unique artwork depicting each room. With stretch goals each of the cards will have unique artwork to depict the rooms as well. The artwork is really top notch.
The mastermind's lair is awesome. I want a Germ Lab behind my Databanks! |
If you're looking for a quick, accessible two player game that incorporates some bluffing and deduction, Pocket Ops is a good fit. It's easy to teach, small enough to take just about anywhere, fun, and at only $14 won't break the bank. You can find Pocket Ops on Kickstarter through June 26th. It's already funded and working its way through stretch goals, so check it out today!
Preliminary Rating: 6/10
This review is of a prototype game. Components and rules are not final and are subject to change.
Want another opinion? Pocket Ops was also reviewed by Dane on the Everything Board Games Network! Check out his review here!
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