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The end of World War II has brought The Object of the Struggle
chaos and confusion to the nations of In each game turn, which represents
the world as two new global superpow- one year of conflict, a single country or
ers – the USA and USSR – each seek the event (represented by an Objective Card)
upper hand. becomes the focus of a covert ideological
clash between the USA and USSR. Each
In Cold War: CIA vs. KGB, two players,
player sends an undercover agent (an
each controlling a side of this worldwide
Agent Card) to spearhead his activities,
conflict, send agents to attempt to “per-
infiltrating and manipulating the locals
suade” foreign governments to embrace
(Group Cards) to gain the upper hand in
the “proper” ideologies. These shadowy
that struggle. By prevailing, players claim
operatives will resort to any means
the Objective Cards, which provide them
necessary – dirty tricks, devious ploys,
with victory points. The first player to ac-
underhanded machinations, and outright
cumulate 100 victory points wins the game.
Game Components
12 Agent Cards (6 CIA, 6 KGB) 2 Domination Tokens (1 CIA, 1 KGB)
These cards represent the agents the super- These tokens are used to mark which
powers utilize to achieve their goals. superpower has achieved influence over the
objective.
2
Setup Agent Cards and places them in a stack,
facedown, in front of himself to form his
Follow the steps below to set up the game: headquarters. Both sides are equal, but if
1. Create Objective Deck: Shuffle the both players want the same one, choose
Objective Cards and place them facedown randomly.
in the center of the table to form the 4. Take Player Components: Each player
Objective deck. takes his corresponding domination token
2. Create Group Deck: Shuffle the Group (blue for the CIA, red for the KGB), score
Cards and place them facedown in the cen- card, and score marker. One player places
ter of the table to form the Group deck. the balance token adjacent to the Objec-
tive deck.
3. Select Side: Each player takes either
the six CIA Agent Cards or the six KGB 5. Begin the Game.
Setup Diagram
George BORIS
CIA Player KGB Player
C C
*52836
*52836
*52836
*52836
A F
F +21'85$6
+21'85$6
+21'85$6
D
D
E
Each game turn is divided into six phases: 2. Assign Balance Token
Each phase is completed by both players Most Objective Cards represent nations that
before the next phase begins. Each phase the superpowers seek to control, but some
is described in detail in the sections that are event cards, which represent other
follow. arenas in which the USA and USSR fight for
domination.
After the Détente Phase, the game turn is
over and a new one begins, starting with Event cards give the players who win them
the Briefing Phase. Players continue resolv- the option to use special abilities. See
ing turns until one player reaches 100 or “Event Card Special Abilities” on page 14
more victory points (see “Winning the for more information.
Game” on page 14).
Assign Balance Token
Phase 1: Briefing The player with the lowest victory point
score takes the balance token. If there’s a
The Briefing Phase of each game turn sets
tie, the player who lost last turn’s Cease-fire
the table for that year’s struggle. There are
Phase takes it. If both players caused civil
three steps to each Briefing Phase, which
disorder last turn, the balance token re-
are as follows:
mains with its current owner (see page 11).
4
On the first turn of the game, the balance OBJECTIVE CARDS
token is assigned randomly.
The player who has the balance token Nation Card
chooses which player goes first in the
Influence Struggle Phase. 1
2
Shuffle Group Deck
One player shuffles the Group Card discard
4
pile back into the Group deck. This step is
skipped on the first game turn, as no groups 3
have been discarded yet.
6
Note: If either player successfully used his
Analyst Agent Card in the previous game Event Card
turn, he then looks at the top three cards
of the Group deck and replaces them in the
order of his choice (see page 13). 1 2
Example: Boris and George reveal their first
objective, flipping “Cuba” faceup from the 4
top of the Objective deck. They randomly
determine that George will start with the 3
5
balance token. They don’t need to shuffle
the Group deck, since this is the first turn. 6
Recruit a Group
a mobilized one is turned on its side.
To recruit a group, a player takes the top When ready groups are mobilized, they’re
card from the Group deck and places it turned sideways to the horizontal position.
faceup in front of himself. When mobilized groups are readied, they’re
A group on the table in front of a player turned back to the vertical. Newly drawn
can be in one of two states: ready or mobi- groups always begin in the ready state.
lized. A ready group is vertically oriented;
7
Ready and mobilized groups both con- the same power. Each faction’s power is
tribute their Influence when determining described below:
which player wins the objective.
Military cards can destroy
A player may never recruit a group if it other Group Cards in play. A given
would make him exceed the number of military card can destroy any
population icons on the current objective other Group Card in play, on either
(see the Objective Cards diagram on page player’s side, but can never destroy itself.
5). In other words, the number of Group Destroyed Group Cards are placed faceup
Cards a player has must always be less in a discard pile next to the Group deck.
than or equal to the objective’s number Players may not look through this stack of
of population icons. This is true even for discards.
unusual recruitment due to an event card
special ability; see the “Live Benefit” Political cards can switch the
Objective Card, for example. allegiance of another Group Card in
play, moving it from one player’s
Activate a Group side of the table to the other
This action allows a player to use the power player’s side. A player may not do this,
of one of his previously recruited groups. however, if it would make the receiving
player’s number of groups exceed the
First, the player mobilizes the group of his objective’s population icons. A player
choice, turning it to the horizontal. If a may also not do this if it would make his
group is already mobilized (i.e., sideways), opponent’s Influence total exceed the
it cannot be mobilized again unless it objective’s Stability (or if his opponent’s
is readied first (see “economic cards” on Influence already exceeds the objective’s
page 9). Stability). A player may, however, move
one of his opponent’s groups to his own
Then, the player follows the instructions side in violation of the objective’s Stability.
on that particular Group Card. These Such a move is risky, but legal. Groups
instructions are that group’s power. All moved between players retain their current
Group Cards of the same faction – military, state, ready or mobilized.
political, economic, or media – have
8
Economic cards can switch the Whenever both players pass in a row, the
state of another Group Card in Influence Struggle Phase ends.
play. This can make a mobi-
lized card ready or a ready card The Influence Struggle Phase does not end
mobilized. (In the latter case, the group’s until both players pass, even if one or both
power does not take effect.) The exception players exceed the objective’s Stability.
is that one economic card cannot affect While exceeding the objective’s Stabil-
another economic card with its power. ity, a player can continue recruiting and
activating groups as normal. Also, he can
Media cards allow a player to potentially reduce his Influence total to be
look at the top Group Card on the equal to or less than the objective’s Stabil-
Group deck and then choose to ity through play (e.g., by destroying one
discard it to the Group deck’s dis- of his own groups with a military group).
card pile, place it faceup in front of himself Players do not check for civil disorder until
(like the “recruit a group” action), or leave the Cease-fire Phase.
it facedown on top of the Group deck.
Example: George has the balance token and
Pass decides to act first. He begins without any
A player who doesn’t want to do anything Group Cards in front of himself, so his first
at the moment can pass. Usually, players action must be to recruit a group. He draws
pass when they think they can win the “Opposition” (5 Influence, political faction)
current objective without any additional and places it in front of himself in the ready
changes to their situation. position.
Boris, also lacking any groups, must recruit
A player may choose to pass and then
as well. He draws “Industry” (4 Influence,
choose some other action later on, assum-
economic faction).
ing the Influence Struggle Phase doesn’t
end in the meantime. That is, once a player Next, George chooses to activate his “Op-
passes, he need not pass in future actions position” group’s power to steal Boris’s
in the same Influence Struggle Phase. “Industry” group. He mobilizes “Opposi-
tion,” turning it sideways, and moves
“Industry” to his own side of the table.
9
His Influence total is now 9. “Industry” Example: End of THE INfluence struggle
remains in the ready state.
It’s Boris’s turn to act. He has no Group
Cards, so he must again recruit. He draws 7
“Newspapers” (4 Influence, media faction). 6 4
George’s action is next. He activates “Indus- 5 3
try,” mobilizing it to turn Boris’s “Newspa-
INDUSTRY
with this power.
objective’s Stability.
or ready any mobilized
8
OPPOSITION
1
George thinks his 9 Influence gives him 2
+21'85$6
+21'85$6
+21'85$6
a good chance to win this struggle, so he
&8%$
passes.
8
Boris activates his “Mafia” card, mobilizing BORIS NEWSPAPERS MAFIA
an economic card
FOOD COMPANIES
with this power.
it to ready his “Newspapers” card.
Mobilize any ready group
or ready any mobilized
group. You may not affect
an economic card
with this power.
Guerre Froide is © 2007 Edge Entertainment and is a trademark of Edge Entertainment, all rights reserved. Cold War: CIA
vs. KGB is © 2011 Fantasy Flight Publishing, Inc., all rights reserved. No part of this product may be reproduced without
specific permission. Cold War: CIA vs. KGB, Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks
of Fantasy Flight Publishing, Inc. Fantasy Flight Games is located at 1975 West County Road B2, Suite 1, Roseville,
Minnesota, 55113, USA, and can be reached by telephone at 651-639-1905. Retain this information for your records.
Not suitable for children under 36 months due to small parts. Components may vary from those shown. Made in China.
THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE OF PERSONS 13 YEARS OF AGE OR YOUNGER.
15
Game Turn Breakdown
1. Briefing
1. Determine Objective
2. Assign Balance Token
3. Shuffle Group Deck
2. Planning
1. Choose Agent X
3. Influence Struggle
• Recruit a Group
• Activate a Group
• Pass
4. Cease-fire
1. Place Domination Token (resolving ties if necessary)
2. Resolve Civil Disorder (if any)
5. Debriefing
1. Resolve Agent X Agendas (from lowest initiative to highest)
6. Détente
1. Send Agents X on Leave
2. Discard Recruited Group Cards
3. Update Score Card
4. Check for Victory
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