City of Spies: Estoril 1942 Collapses Under the Weight of Too Many Good Ideas

City of Spies: Estoril 1942 has players pretending to run spy networks during World War II, placing spy cards on six location boards to try to “recruit” new and more valuable spies for use later in the game. It’s a clever theme, but the game is so piled with special rules that the actual play is like driving in stop-and-go traffic, with no rhythm to it at all and frequent situations where you can’t do anything you planned to do.
Each player starts the game with the same six spy characters, each of whom has a strength rating, a point value for scoring at the end of the game, and a nationality. Most spy cards also have one or more special skills that allow you to do more than just compete on strength points—the assassin can remove another spy card from the same board; the seductress can recruit a spy from another board to an open space on the current board; the nationalist gains strength if there are other cards on the same board of the same nationality. The game comprises four rounds with six locations that vary each time, chosen at random from the eight total that come with the game, shuffled and rotated so the overall alignment always differs.
Each of the eight boards also has a special feature. The Church prohibits the use of an assassin card’s power, two boards reward an extra point to a specific nationality, the casino allows you to roll two dice to try to add strength points to your card, and so on. Most boards have four spaces, three for players to place spy cards, then a fourth space for the “reward” card that the player with the most strength points on that location receives. These are resolved in order, as the spaces are marked 1-2-3, so placing a powerful spy card on space 3 might make it irrelevant if an opponent has an assassin on space 1.