Agent Avenue

2024 · Card Game

Agent Avenue

Players portray retired spies living in a suburban animal neighborhood who try to unmask each other while scoring points. Each turn a player splits a pair of cards by choosing one to play face-up and one face-down; the opponent then chooses which card the active player keeps, creating a constant bluffing tension. Cards represent agents and spy tools that form sets for points, trigger special effects, and advance markers on a catch-me race track. The game ends when a player uncovers the opposing spy or when endgame scoring resolves, so players balance set collection, tactical card play, and deceptive choices to outmaneuver rivals.

Players
2–4 best 2
Playing time
10–20 min
Age
8+
Complexity
1.2 / 5
7.5 on LudoyaSpies / Secret AgentsBluffingRelative MovementTrack MovementRace

On Ludoya's tables

Full stats in Ludoya
852
Plays logged
317
Players
9m 26s
Average play
129
In collections
20
On wishlists
2
Pre-ordered

7.5/10

from 43 Ludoya reviews

  • Flink8.0

    Pretty cool and simple design with some clever I split you choose mechanism that offers quick and fun plays! Love the artwork!

    Played it 14 times

  • beqs the 1st7.0

    A typical "just one more round" 2 player game. Comfy and fun gameplay. Might get a little repetetive on the long run. The mindgame "I split you choose" mechanism works really well.

    Played it 18 times

  • Elfrikijugon8.0

    Toledum 2025

    Played it 5 times

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Do I have to play exactly two agent cards on my turn?

Yes — each turn's Step 1 requires you to play two agent cards (choose which ones to play from your hand). (Rulebook p5)

Do I always draw back up to four cards at the end of my turn?

Yes — after resolving your turn actions you draw up to four cards unless the optional discard/draw rule is in use; that optional rule and its limits are described separately. (Rulebook p5, p6)

If I recruit a black market card, can I use its effect immediately?

It depends — some black market cards have instant effects you apply immediately, while others are ongoing and are placed under your home to provide continuing abilities; see the distinction and placement rules. (Rulebook p11–12)

How do I move meeples — can I move any meeple or only with certain agent icons?

You move meeples by using the movement icons on recruited agents; recruit an agent with the required icon and then use that icon to move meeples as shown in the examples. (Rulebook p6–7)

When do you check for a win or loss, and what happens if cards run out?

Win/loss is checked at the end of a turn: having three Codebreakers wins the game and having three Daredevils loses it; running out of cards and tie-resolution procedures are covered in the endgame rules. (Rulebook p7–9)

Opens Ludoya's rules assistant, which reads this game's rulebook.

Score sheets and play helpers

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Game facts (players, playing time, age, credits) from BoardGameGeek.