Quick Look: Deep State: New World Order
Designer: Konstantin Seleznev
Publisher: Crowd Games
Year Published: 2019
No. of Players: 2–4
Playing Time: 40–75 minutes
more info on BoardGameGeek.com
a fictional history there is the Committee. A ruling body behind the
governments and corporations with a basic desire to gain control, to gain
power. There are distinct individuals who are working towards that goal, for
the Committee and for themselves. Conspiring, manipulating, using every level
of strategy to place themselves at such a level of influence that they are the
ones in control.
State: New World Order is a strategy game of gaining influence through
different options and multiple levels of strategy. Three of us sat down to play
and found the game was easy to learn, even with a 24-page rule book and 16-page
reference guide. The strategy, on the other hand, will take longer.
had fun. The complexity of the strategy kept everyone engaged, second-guessing,
and having the moment of enjoyment when a particular synergy was uncovered. We
only played with the basic game and did not use the Men of Action Expansion
that is included. The developers recommend not using the expansion until you
are more familiar with the game, and I agree. There is enough going on to keep
you working on your game through several times playing.
|Set up for a 3-player game|
central area of the table is for several events that players compete for,
build, or bid on.
row of Objectives is placed from the deck of Objective cards. The Objectives
deck determines the length of the game and is designed to have cards that don’t
come into play no matter how many players you have. Some Objectives are worth
points, some provide Emblems, which are needed when making plays later. The active
Objects are laid out in a line for everyone to see. However, only the first
three cards in the line can be sought, unless you have gained ranks in the
appropriate World Domination Project.
are also four World Domination Projects. Projects allow for strategic advantage
during the game by allowing more movement of Agents, Ghost Agents, larger
Bidding area, and making Treaties.
Treaty card are shuffled and placed on the table. Each player starts with four
treaties in a concealed hand that they can play later.
Covert Operations are placed face up in ascending order with the lowest
scoring Operation on top (they get bigger and harder as previous ones are
are additional markers also in the central area of play for use later in the
with the four Treaty Cards, each player has ten agents. Three agents are active
and the remaining seven are in reserve.
who starts, and place the Supervisor marker with them.
on their position during their turn in the round. Rounds have three phases of
recruits two agents from their reserve. Then they can either Infiltrate an
Objective Card (placing a number of agents on the card that is equal to or
greater than the required amount because following players can overbid your
action on Objectives) or carry out a Covert Operation. This limitation becomes
important later in the round as things become limited.
automatically recruit two agents, which is reserved for the player with the
Supervisor; however, they have more actions to choose from. Along with the Objectives
and Covert Operations they can also to choose to advance a Project of recruit
until each player has taken an action.
they gained in front of them, all of the agents are still on the cards.
agent from each captured Objective is moved back to the active pool. They rest remain for later recall unless you have
advanced in the appropriate World Domination Project which allows you to bring
back additional agents.
to the active agent pool, the rest are moved back into the reserves as
casualties lost. They can be recruited later.
face-up cards, the Supervisor moves to the next player and another round of
action is started. This means that a single round of cards can last different
lengths of time depending on how players go after the Objectives versus the
Covert Operations and the Projects.
you have a Treaty Phase.
cards they have in their hand as long as the requirements of making the treaty
are met. After playing a treaty the player discards any extra cards they have
down to six cards remaining for the next round of play.
Treaty you create a new Objectives line and start a new round.
create a full line, then the game moves into scoring to see who won.
or both of the World War Cards. These cards change the requirements of the
remaining Objectives and Projects. We found these times are important because
there are Projects that can only be completed during a time of war.
|2 of the World Domination Projects|
State uses several mechanics during the game. They are combined nicely to
provide different options and create lines of strategy that keep you thinking
and watching what can be done, or what is available. At some points, the
mechanics of how the round unfolds forces you to take a particular action you
may not really want to take. The game has set that if you can take an action,
theme of an Illuminati style control taking place allows for some intrigue.
Each player has to consider what they need to implement Treaties, advance
Projects, and keep an adequate pool of active and ghost Agents. Sometimes the
best play was definitely to block a player who hadn’t taken an action yet, or
who would gain two more agents if it went into the next Action Phase.
components are well made. The cards were a lighter weight card, but that
shouldn’t be much of a problem for greater play because you don’t need to
constantly handle them, or hold them in your hand. Most of the active playing
is with the meeple agents.
art kept the concept of the Dark government throughout. The premise is
everything is taking place in an alternate history of the 20th century
and the art reflects the period of the Cold War. The artist is Aleksander
levels of strategy
of multiple game mechanics
|The first 3 Covert Operations|
brought in a couple of players I know like strategy games after I read the
rules. The three of us enjoyed the complexity that Deep State presented. It
allowed us to be working our own hands, but also needing to watch what the
other two were doing.
played the basic game and all agreed that the optional rules concerning treaty
selection (deal six keep four) and the additional Men of Action Cards are
things we can look forward to playing.
Reference Guide was nice to keep on hand for quick explanations. Both it and
the Rules book were well done for easy understanding (we do play a lot of
strategy games with complex rule sets, so that helps.
level of complexity in their strategy
requiring flexibility in strategy as the game is regularly changing
|Some of the Treaties|
Daniel Yocom – Reviewer
Daniel Yocom does geeky things by night because his day job won’t let him. This dates back to the 1960s through games, books, movies, and stranger things better shared in small groups. He’s written hundreds of articles about these topics for his own blog, other websites, and magazines along with stories, after extensive research. His research includes attending conventions, sharing on panels and presentations, and road-tripping with his wife. Join in the geeky fun at firstname.lastname@example.org.
See Daniel’s reviews HERE.