Overview
Cold War: CIA vs KGB is a two-player card game where one player controls the CIA and the other the KGB. Each game turn represents one year of conflict, with a single country or event becoming the focus of a covert ideological clash. Players send undercover agents to infiltrate and manipulate local groups to gain the upper hand. The first player to accumulate 100 victory points wins.
Components
- 12 agent cards (6 CIA, 6 KGB)
- 21 objective cards (15 nations, 6 events)
- 24 group cards (6 military, 6 economic, 6 media, 6 political)
- 2 domination tokens (1 CIA blue, 1 KGB red)
- 1 balance token
- 2 score cards (1 CIA, 1 KGB)
- 2 score tokens
- 1 rulebook
Setup
- Shuffle objective cards; place facedown as the objective deck.
- Shuffle group cards; place facedown as the group deck.
- Each player takes their 6 agent cards facedown as their headquarters.
- Each player takes their domination token, score card, and score token.
- Assign the balance token randomly (one player hides it in a fist, the other guesses).
Turn Structure
Each game turn has six phases:
Phase 1: Briefing
- Determine the Objective: Flip the top objective card face up. This is the current objective.
- Assign the Balance Token: Player with lowest VP takes it; if tied, the player who lost last turn’s Cease-fire takes it. First turn: assigned randomly.
- Shuffle the Group Deck: Shuffle previous turn’s discards back into the group deck.
Phase 2: Planning
Each player secretly chooses one agent from their headquarters as their Agent X, placing it facedown. Agents on leave from last turn return to headquarters before selection.
Phase 3: Influence Struggle
The balance token holder decides who goes first. Players alternate taking one action:
- Recruit a Group: Draw the top group card and place it face up (must recruit if you have no groups).
- Activate a Group: Mobilize (turn sideways) one ready group to use its power.
- Pass: Do nothing.
Cannot recruit if it would exceed the objective’s population limit. Players try to accumulate Influence as close to the objective’s Stability score as possible without exceeding it.
Phase 4: Cease-fire
- Both players reveal their Agent X cards.
- If a player’s total Influence exceeds the objective’s Stability, that player has caused “civil disorder” and their Agent X is terminated (removed from game).
- If neither caused civil disorder, the player with the higher Influence wins. If tied, the player with the balance token wins.
- Apply each Agent X’s special agenda based on the outcome.
Phase 5: Debriefing
- The winner claims the objective card and scores its VP.
- If the winner’s Agent X has initiative, the winner also claims a “bonus objective” from the bottom of the objective deck.
- Discard all group cards in play to a discard pile.
- Return Agent X cards to headquarters (unless terminated).
Phase 6: Detente
Check if either player has reached 100 VP. If so, that player wins. If both reach 100 simultaneously, the one with more wins; if still tied, play another turn.
Actions
Group Factions and Powers
| Faction | Power |
|———|——-|
| Military | Destroy any other group card in play (either side); cannot destroy another military card |
| Economic | Look at top card of group deck; recruit it, discard it, or leave it |
| Media | Steal a group from opponent or give them one of yours (cannot exceed population/stability limits) |
| Political | Ready all your mobilized groups (turn them vertical again) |
Agent Abilities
Each agent has a unique agenda that triggers during the Cease-fire phase. Some agents are more effective when winning, others when losing:
- Director: Immediately claim the objective on the bottom of the objective deck
- Deputy Director: No special agenda effect
- Assassin: Terminate the opponent’s Agent X
- Master Spy: Swap the outcome (the loser wins and vice versa)
- Double Agent: Send opponent’s Agent X on leave; look at opponent’s Agent X before choosing yours next turn
- Analyst: Look at top 3 cards of group deck next turn and replace in any order
Scoring / Victory Conditions
- Each objective card has a VP value. The winner of the Influence Struggle claims it.
- Domination bonus: If you hold both your domination token and claim the objective, gain its VP.
- First player to reach 100 VP at the end of the Detente phase wins.
- If both reach 100 VP simultaneously, the higher total wins; if tied, play another turn.
Special Rules & Edge Cases
- Civil disorder: If your Influence total exceeds the Stability score, your Agent X is terminated (permanently removed from the game).
- Terminated agents cannot be chosen in future turns.
- Agents on leave skip one turn, then return to headquarters.
- A player with no groups must recruit (cannot pass or activate).
- The population limit on objective cards restricts the maximum number of groups a player may have.
- Event objectives have special abilities detailed on the cards.
- If the objective deck runs out, shuffle all discarded objectives into a new deck.
Player Reference
| Phase |
Action |
| 1. Briefing |
Reveal objective, assign balance token, shuffle groups |
| 2. Planning |
Secretly choose Agent X |
| 3. Influence Struggle |
Recruit, activate, or pass (alternating) |
| 4. Cease-fire |
Reveal agents, resolve civil disorder, determine winner, apply agendas |
| 5. Debriefing |
Winner claims objective, discard groups, return agents |
| 6. Detente |
Check for 100 VP victory |