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Recommend
8
Continuing my series of reviews of Family Pastime games, we come to one I've owned longer than any of the others. One that dates from the early 1980s--Eagle Eye Agency. For the uninitiated, please realize that Family Pastime games--all 91 of 'em--are cooperative in their nature. Not co-op like some people think of for Scotland Yard or Fury of Dracula or Shadows over Camelot. Cooperative where you all win or lose as a team, more like Pandemic. This style of co-op is a game where you could fairly easily twist the rules to play solitaire (though that's not always the case).

Manufacturer age range: 12 and up
Manufacturer players: 1 to 6
Fairplay Games time: 30 minutes
Price (mail order in 1990s): $36.95
Price (on-line): $27.45

Eagle Eye Agency is a cooperative detective / sleuthing / whodunit / mystery solving game where players are detectives for the Agency, working together to find justice and right wrongs and all that.

Components: This game comes with a lot of stuff, which is why it is one of the most expensive of all Family Pastime games. The components are what you'd expect if someone sent you a mounted board, and an electronic file of the cards and you printed that file on your laser printer (black and white) and then separated them. You get all you need, but it feels like a cross between a purchased retail good and a do-it-yourself kit game. Fortunately, all you have to do is separate the cards. The only real problem is that the toner on the cards rubs off on your fingers, at least in my copy.

What you actually get (most important components are in bold):
- One page (back and front) rules sheet
- Mounted, color board that's pretty large, showing 61 locations in Big City
- Four pawns
- One die (standard six-sider)
- Two casebooks with 27 total cases
- Two solution books with 27 total solutions
- 60 clue sheets (one per location), each with 27 clues (no clues for one location)
- Extension cases of a different style (with addendum rules) - 12 total
- Booklet telling you how to make your own extension cases (sort of)
- A sheet of die-cut counters for use with the extension game
- Some note-keeping pads for the extension game
- Deck of 60 cards broken down as follows:
- - 5 Shadow Cards
- - 5 Stakeout Cards
- - 7 Legwork 1 Cards
- - 7 Legwork 2 Cards
- - 6 Legwork 3 Cards
- - 5 Taxi Cards
- - 5 Agency Car Cards
- - 12 "Technique" Cards, 4 each of ability 3, 4, and 5
- - 4 Subway Cards
- - 4 Bus Cards

Rules: The rules are pretty straightforward. We had no real troubles with any of them, though I do wonder if there was intended to be some sort of restraining mechanism for the Shadow cards. Unlike most Family Pastime games, these rules don't take multiple readings to get started.

Play: The game is a standard detective whodunit (or howdunit or whydunit). The players are presented with the basics of a case and maneuver around the town of Big City collecting clues--some useful, some not--trying to piece together the circumstances and figure out who the guilty party is and what they actually did.

I am not usually a theme person. By that, I mean that I don't care what the theme is for a game, just as long as I understand the mechanics and options available to me to push pieces, collect cards, and such. But these Family Pastime games are as much about theme as about mechanics or results. And this one is no exception. You do get into a flow of searching The City and trying to figure out what would be a reasonable place to go next (since the locale usually relates to the case properly). In other words, if the case is about dead horses, the main clues probably won't be in the boutique, more likely in the stables.

The procedure is as follows. The entire deck of cards are dealt at random to all players. On a turn, players move about and, usually, discover clues. This is done by playing a card from the hand to move and, in some instances, playing another card to extract a clue from that location. Let me explain all the cards and it should be obvious.

Movement cards -- You can move a specific number of spaces on the board with Legwork cards of value 1, 2, or 3. Just move. If you reach a numbered site on the board (1-61), you take the clue from the stack of clue sheets. It's yours. No one else gets to see that clue during the game. We play that you can play no more than one movement card on a turn, though that isn't explicitly stated in the rules (but is implied).

Cars -- There are 10 cars, some called Agency Cars and others called Taxis. Doesn't matter. They take you wherever you want to go and you get the clue there (assuming it's still available). Like an infinite-distance Legwork card.

Public Transit -- There are 8 such cards designated as either Subway or Bus. These allow you to go to any Subway (or Bus, as noted on the card) space on the board. No clue is given to you, since you won't end up at a numbered location. You'll just move near where you'd like to be.

Tailing -- There are two varieties of tailing witnesses/suspects/innocents in the game. One is called a Stakeout and one is called Shadowing. Both work as Cars with potential information. You pick a place to go, go there, and then have to roll a die to see if you get the clue located there. You must roll greater than the first digit of the location, reading the location from left to right. So, if you go to any of the locations in the 50s, you must roll a "6" to get the clue there. If you go to location 8, you must roll a "9" (no first digit of 0). The difference between a Stakeout and Shadow card is that Stakeouts take you to one location. Shadows take you to three locations in succession (very powerful). You can flitter all over town three times during your turn.

Technique -- What do you do when you fail on your die roll for Tailing? You can add to your roll with one or more Technique cards. There are 12 in the deck, evenly distributed with values of 3, 4, and 5. So when you fail on a die roll, you'll usually have enough oomph from your bag of tricks to get the clue. The cards include a little flavor as to what your technique is--Brainy Questions, Rough Stuff, Hot Tip, Interrogation, e.g. The specific type of technique isn't important except for building the detective story.

And that's it. You move and almost always get a clue to read. The clues aren't obvious. You need to collect quite a few to know all the details of the case. And during the course of a game, the players won't collectively unearth them all. They will not have perfect information. But when the cards are exhausted, the group must make their best accusation and then read the actual solution.

And this is where the cooperative part comes in to play. You can surely play competitively, but you probably won't have enough info to make a reasonable guess, even in a two player game. So you discuss and reveal info to one another before making that fateful guess at the end of the game. You could even help one another out during the game by telling where some important sites might be based on clues you have (imagine that you call your partners on your cell phone to share info). Note: the game predates the ubiquitousness of those infernal devices and suggest sharing info only when people are on the same space or bus/subway stops (since there are phone booths there).

And it works. You feel like you're collecting your info and tracking down the perp, but you have to get assistance from others. No loner P.I. here a la Jim Rockford. It's a team thing, like Matlock and his assistant or House and his team.

Sample Game: To give you the feel for the game, and make this review extraordinarily long, here is one of our recent games. I have placed actual clues and solutions in spoiler text, so if you don't want to know the outcome, don't put your mouse over the spoiler boxes.

At 9:10 on the night of July 6, 2008, Detective D and Detective E were called upon by Linda Lavender, owner of Harbor Motel, to investigate and clear her cleaning lady, Elsie Iberia, charged with attempted arson on the Motel. Linda doesn't believe the woman did it.

Linda's statement: "Late at night, one of the units caught fire. Fortunately, a passerby, a waitress at Sam's Tavern, spotted the fire and it was put out without my losing the entire Motel. Now Elsie's in jail. She's a loyal person and couldn't have done it. She'll be put away unless you clear her."

And with that, Eagle Eye Agency was contracted to find the truth about the Case of the Scorned Earth Policy.

The first 21 turns of the game alternated between E and D, until E ran out of transportation, leaving Do to his own devices for the final four turns of the game. Rather than alternating each detective's clues, I will list them, in sequence, for each detective, so that the reader can see what was learned by each detective. If you wish to play along, you can read only one detective's clues to see if you can solve the case before resorting to the cooperative spirit and reading the other detective's clues.

The hands dealt to the players were fairly evenly distributed, with D having 11 legworks to E's 9. D had most of the Stakeouts (4) but E had 3 of the 5 Shadow cards. Cars were 6-4 in favor of E and E had an advantage in "technique" cards with 7 to D's 5.

E started things off by using a Shadow card to investigate all the reference points noted on the case summary card. From there, things alternated for about forty minutes.

Detective E's clues:
Spoiler (mouseover to reveal):
1 Shadow - (51, roll 2, technique 4) Harbor Motel - Linda: "I was asleep on the night of the fire. I sleep in my room attached to the office. The fire truck sirens woke me up.
- (50, roll 2, technique 4) Sam's Tavern & Seafood - Waitress: "I was on my way to work and saw the fire at the Motel. I phoned in the alarm. I told the cops about the woman I saw running with a can. It was dark. No positive identification.
- (41, roll 6) Big City Police - Elsie: "I work hard all my life. I look after my mother. I like Miss Lavender. Ask my friends in Suburbia. My bosses at Grunder, Internat, everwhere I work."

2 Shadow - (56, roll 5, technique 3) Suburbia - I vouch for Elsie. She saves her monty. She has moved to Hi Life Apts now and is doing well.
- (49, roll 5) Internat Warehouse & Shipping - Elsie Iberia was a hardworker. She was under a lot of pressure what with trying to support herself and her elderly mother.
- (48, roll 3, technique 3) Grynder Industries - Elsie Iberia was a good worker. She was an intense individual who said little, but did a lot.

3 Shadow - (61, roll 2, technique 5) Clovertime Retirement Village - Elsie's mother is much better looked after now. She gets to visit the Health Spa as well. She's being looked after.
- (16, roll 4) Hi-life Apartments - Bank Book: March Deposit. $75; April Dep. $75; May Dep. $275; June Dep. $275.
- (31, roll 6) Joe's Gas - I sold some gas to a woman. I didn't see her face in the dark. She kind of hid it from me. At leat I think it was a woman.

4 Legwork 2 - (18) Outer Flats Health Spa - I remember those two. The big guy offered to punch Warren Jones out. He was yelling about how he had tried to taker her business out from under her.

5 Agency Car - (8) International, Inc - Harbor Motel was failing to make payments. Would be repossessed next month.

6 Legwork 2 - (22) Professional Services - Miss Lavender was getting business advice from Warren Jones who owns majority shares in the Grand, some of the Mall, and City Center.

7 Agency Car - (55) Southside Mall - Warren Jones is an empire builder. He establishes trust with help, gets you dependent, goes elsewhere. You flounder. He buys you out.

8 Taxi - (43) City Culture Center - Library paper: NOONE HURT IN MOTEL FIRE. UNITS EMPTY. SOME PERSONAL BELONGINGS LOST.

9 Subway
10 Legwork 1 - (12) Grand Hotel - Peacock Guest Photo: Linda Lavender with escort Warren Jones. Both happy.

11 Legwork 2 - (7) Ritz Center - Wareeen Jones does not have any ownership here. We try to keep a classy clientele AND ownership, too.

12 Taxi - (5) Alumni Photo - No negs here, but look at this! Jim Jelly, a jealous lover of Linda at the Spa. What a photo!

13 Bus
14 Legwork 1 - (57) Big City Airport - The night of the fire, Warren Jones was in florida on a holiday.

15 Bus
16 Legwork 3 - (33) Corner Church - Elsie lived in Lo Life for 10 years. Before that in the Sleazy. Always came on Sundays, recently left the neighborhood. No forwarding address.

17 Agency Car - (4) Lo-life Apartments - Not crumpled up. OKAY, TRY SCORCHED EARTH, J.

18 Taxi - (26) Sleazy Hotel - Photo torn in half. Half burnt in pile of ashes. Other half shows Elsie Iberia with water in background.

19 Stakeout - (3, roll 2, technique 5) Big City Utilities - No records available for what you want to know.

20 Bus
21 Legwork 3 - (58) Mill Farms - Elsie was one of our hardest workers. Capable. Trustworthy. Did everything. Cleared brush. Brought in cows. Tough, but gentle at the same time.


Meanwhile, Detective D was bungling along discovering:
Spoiler (mouseover to reveal):
1 Shadow - (23, roll 6) City Center - Linda tried hard, but the Motel was going bankrupt. She wasn't a sharp enough operator.
- (28, roll 6) Daily News - That arson thing might be a cover-up for something City Hall is sitting on--Something big.
- (27, roll 5) BC-TV - We have copy of a secret report showing river front properties will be worth big money.

2 Shadow - (52, roll 6) Seaside Exhibition Grounds - Jim used to argue with Linda about Warren. She laughed it off. What a temper that guy had.
- (46, roll 3, technique 3) Big City Wharf - Jasper Hupp, owner of River Cruise, on the night of the fire was helping his serviceman repair one of their boats.
- (47, roll 5) Dockside Marina - Jasper Hupp bought out River Cruise after a bad fire there.

3 Stakeout - (53, roll 5, technique 3) River Cruise - Vicious dogs announce your arrival and you keep away. On the door is a sign: CLOSED

4 Legwork 3 - (54) Big City Beach - Jasper is new to the area. He runs a good business at River Cruise.

5 Stakeout - (39, roll 3, technique 4) Roger Real Estate - Leaked copy of a city report: RIVERFRONT EXPANSION PLANS.

6 Stakeout - (44, roll 2, technique 4) Riverside Condominium - Linda Lavender moved out three months ago. Forwarding is to Nell's.

7 Stakeout - (14, roll 1, technique 4) Nell's Boarding House - Linda: "The business was not doing well. I had ideas, but not enough hard business sense."

8 Agency Car - (40) City Hall - Secret Council Report: "Re: EXPANSION AND DEVELOPMENT OF WHARF FRONT"

9 Legwork 1 - (39) City Medical Center - Mrs. Iberia's health has improved greatly with the better care she is getting now.

10 Legwork 3 - (32) King's Pub - Guest Photo: Linda Lavender and her escort Jim Jelly together. She is owner of Motel. He is a young football player. Noone is smiling.

11 Taxi - (60) Sportsplex - Jim Jelly was at a football practice the night of the fire. He's a university student by day.

12 Bus
13 Legwork 2 - (59) University - Jim Jelly: "I like Linda, but she's in some kind of trouble and won't say what."

14 Agency Car - (10) Newstand - Warren Jones was trying to muscle in on the Motel.

15 Taxi - (13) Zip Courier - Copy of message; "OKAY, TRY SCORCHED EARTH. J"

16 Subway
17 Legwork 2 - (6) Big City Travel Agency - One return ticket to West Indies for Mrs. Iberia. All expenses paid.

18 Legwork 3 - (2) Bus & Train Depot - I've never seen any of those people before in my life. Sorry.

19 Taxi - (25) Fatty's Bar - Linda is loyal to her staff if they are on the up and up with her.

20 Legwork 2 - (20) Barber & Hair Styling - I'm not saying a word about Jones. I like my shop the way it is.

21 Legwork 2
22 Legwork 2 - (9) Star Theatre - Gwennie Hutchinson was at a movie the night of the fire. She could have slipped out.

23 Subway
24 Legwork 3
25 Legwork 1
26 Legwork 2 - (45) Isle Mansion - Warren Jones' bodyguards won't let you near the house.


We each knew who did the deed and had some vague notions of who was behind the operation. At that time, we freely consulted with one another, mentioning clues that we thought were important. Of course, Detective D doesn't have the greatest memory and may have left out key clues during the debriefing (we didn't exchange sheets of paper).

The official answer was:
Spoiler (mouseover to reveal):


Total elapsed time, 46 minutes.

Verdict: This is a solid game in the genre. It's not perfect, and there is some significant variance in the quality of the cases (the example above was our third of four sessions we've played thus far). Some can be downright silly and have THE key clue in a seemingly random location. But it's a lot of fun, at least for me. Others might say that it can get tedious as the game plods to the finish line. I think this is because the most logical sites for clues are gobbled up early on, leaving only a lot of red herring clues for the end game.

I do wonder how it would play with more players. With two, we have had times where one player has a lot of tailing cards but not so many techniques. That's not a great combination, but easily workable when you have a hand of 30 cards. In a test case for a six player game, one of the hands I dealt got no technique and a few tails while someone else had the exact opposite. In that trial, some players had only 6 or 7 playable cards of the 10 in their hand. So, unless you freely give cards to other players, such a player would get one turn every 7 or 8 minutes, which isn't a good situation.

So, I give this game a thumbsup , at least as a two-player game. I would think it would be equally as fulfilling solo, though with all cards at one's disposal, you could argue that you could just pick 40 locations you'd like to read the clues for and just try to solve the case without any board manipulation. The set comes with enough cases for 27 plays, and that ought to be enough for such a game, but in case you want more, they include a moderated version where one person sets up the secret board arrangement while the others attempt to figure out four key items connected by a common theme (like, all at rural locations or all in residences). It's more a game of discovery and a little deduction, at least from reading it. However, it does allow for repeat play pretty much forever, if that's what you want.

My main gripe, which is nitpicking, is that it comes with "Case Set 3" (the afore mentioned deduction game without clues). In earlier incarnations of the game, the publisher mentioned something called "The Kit," billed as a way to make your own cases. Well, when I discovered that my set did not include "The Kit," I sent five bucks to Family Pastimes to get said item. I've always wanted a kit telling me how to create my own murder/mystery cases. As it turned out, I received "The Kit," but it was the same thing as my "Case Set 3" (different cover), complete with counters and note pads. It does tell me how to make cases for the moderated hide 'n' seek/deduction game, but nothing about how to make a clue-based case like the first 27 cases. I really would like a "How To" about making clue based detective games.

But other than that one flaw, the game is a winner.

The curmudgeon has spoken, so be the word.
Last edited on 2008-07-09 07:50:27 CST (Total Number of Edits: 1)
Everett Hathaway
flag
0408
Great review, Randy.

It was such a good review I didn't even read the clues because I am planning on playing it!

I have two questions:

Have you played "Sherlock Holmes - Consulting Detective"?
If you have played that game, which do you prefer?

I have the Sherlock Holmes game and all of the expansions (lucky store closing - er, lucky for me, anyway) and I enjoy that one except for the length of play sometimes and the game really demands you get into the theme of Shelock's old London.

Again, great review and I will now research that entire line of games -

Hey Everett,

Yes, I own Sherlock Holmes Consulting Detective and the expansions. I only played it once, and we didn't come close to finishing that first case. This was 20 years ago and for whatever reason, it just seemed daunting. Too much effort and length to give it another go.

I do hope to try it again sometime, though. But Eagle Eye is so much shorter (but nowhere near as detail-rich). So, it's a trade-off. If you're a master sleuth, one who enjoys lots of deduction puzzles and reading Holmes, then Eagle Eye might just be too small potatoes for your. And, as I said, the quality varies quite a bit. One person wrote all the cases (I think) and he doesn't always flesh out the case.

It is much better than 221B Baker Street or Clue. I like it better than Sleuth, but the old 3M classic is a better pure deduction game. In short, it depends on what you're looking for--a thematic romp that might miss the mark as far as mysteries go or a tight (but probably dry) logic puzzle. For the former, this is a great game. For the latter, Orient Express, Consulting Detective, or Sleuth are better picks.
Last edited on 2008-07-08 15:52:58 CST (Total Number of Edits: 1)
Gary Webster
flag
Avatar
Randy,

Give the later cases in "Sherlock Holmes" a shot. They get better. The first one was just a tad harder than it needed to be, and some of the others give you a better feeling that you know what you're doing as you flip through the news paper or slog through the streets of London.

g
Everett Hathaway
flag
0408
I'll pull out the ol'Sherlock and give the letter cases a go.
Good for a rainy day.
Everett,

We played Consulting Detective (first case) last night. Took two hours and though we scored 120 out of 130 points, we took 21 clues more than Sherlock (not counting 7 locations we went to that had no clues). So we sucked somewhat. :)

I'd say that Eagle Eye won't even touch Consulting Detective in terms of story depth. They're like the difference between a kindergardener and a Ph.D. candidate. And, in my book, that's a huge advantage to the kindergardner (Eagle Eye). Consulting Detective feels more like you're reading a book than playing a game. So, if that's what you want, Eagle Eye ain't for you. If you're looking for something much simpler than Consulting Detective (and much, much, much faster), then go for it.
 
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