This is one of those games that will benefit immensely from player-made reference cards, because Rogue Agent is more interested in leveling up its sunglasses than it is in telling you why you’d want better sunglasses in the first place.Īnd some of these problems bleed into the game itself. It’s a great thing that there are so many options, since it lets you chart your own course to being baddest badass in the agency, but don’t expect the rulebook to click until you’ve played a couple times. Sure, there’s the straightforward stuff, like removing the threat tokens that appear across the city, but you can also arrest sets of criminals, have a bunch of informants, have a really cool car, turn in evidence back at HQ, or take out android traitors. There are multiple ways to gain influence (Rogue Agent’s codeword for “victory points”) and rather than display them all in one place for easy reading, they’re laid out haphazardly in every possible corner of the manual. Unfortunately, learning Rogue Agent is a pain. It’s fine and dandy to make a name for yourself by hauling in criminals, taking out assassins, and defusing the bombs that are scattered around the city, but the instant one of those bombs is primed to send an opposing agent to the hospital and kill one of his informants - well, excellent! Sorry, I just don’t have the time to defuse that one! But here’s the rub: your agents are kind of scummy, more interested in growing their own reputations than really saving Rain City. Rogue Agent is about the absurdly dangerous Rain City and the special agents tasked with cleaning it up, since the invincible police squad can only be arsed to patrol a single of the city’s districts at any given time. I’ll say this right up front: some of my concerns were completely and utterly well-founded.
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