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The designer has designated this game as 'not for sale' at the present time.

Deep Cover

A hidden identity game filled with crime, betrayal, and deceit.

Requirements

30-60
4-10
12+

Description

Deep Cover is currently going through a rework after the feedback from the Hidden Identity Challenge. It will be back up for sale soon.

A dark, dirty city.

Crime is rampant, and criminal gangs run the streets. The largest organized criminal association is on the cusp of having enough money to own the entire city. Just a couple more jobs and then there will be nothing that the law can do to stop them.

The law. The pinnacle of justice and a beacon of light in the dusty horizon. The last line of defense for a poor and helpless city. Aware of the impending danger in the city, they must stop them before it's too late and put an end to an era of darkness.

Trust no one but yourself. There's a Mole who will stop at nothing to bring the department down and ensure that the criminals run the city for good. Luckily enough, there's a man on the inside. An Undercover who will see to it that the criminals are crippled from within and lift the clouds that hang heavy over the people of the city.


Deep Cover pits a team of Criminals against a team of Law Enforcement in a battle of wits and tactics, deception and lies. Each team secretly has a player from the opposite team embedded deep within their ranks who's true objective is to destroy them from the inside out. In order to win, the Law Enforcement must collect enough evidence cards to put the Criminals away for good, or the Criminals must acquire enough money cards to own the city. Players can choose to either contribute to their own team's goal or attempt to sabotage the other team's. If a team is lucky enough to figure out together who the enemy player is, they may use a singular item card to eliminate them from the game and claim victory for their team. Choose incorrectly, and their team will unfortunately lose the game.

Unlike many other hidden identity games, there are no individual turns taken by players, each team takes turns as a whole. That means that every decision that must be made is a joint decision and the team must try to weed out the enemy as quickly as possible to prevent them from completing their own agenda.


Components

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Vitals

Average Rating 4 reviews
Publish Date August 08, 2019
Edition First
Department Games
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Why buy this?

  • Teams take turns together, not as individuals.
  • Two secret roles, one on each team!
  • Simple. easy to understand art.

Matterson Games

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Notes

  • This game contains a premium upgrade called UV Coating that makes the printed components more durable.

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See It In Action

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Ratings and Reviews

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Posted {{review.properties.date_created|timeago}}
Own It Played It Fun Priced Well High Replay Value Well Written Rules Nice Artwork

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