Review: Good Cop Bad Cop Card Game
|Game: Good Cop Bad Cop (bgg)||players: 4- 7|
|Publisher: Overworld Games||Age: 13+|
|Time: 30 minutes||Replayability: 2/5|
Good Cop Bad Cop
Good Cop Bad Cop is a quick and light card game detrimental to your game groups friendships. As you provide your integrity with decisions regarding your honesty–you must reveal the opposition before the growing corruption in the city is no longer maintainable (or maybe that is where your integrity lies?). I went into Good Cop Bad Cop with absolutely no expectations. I was getting into the game completely blind as I’ve only opened the rule book supplied by Underworld Games as soon as I received the components. I’m sure I’ve stated this plenty of times before but my interest in card games has only began to dwindle as each one is a similar pattern of mechanics dressed in a new theme. However, Underworld Games puts on a very theatric experience along with a fun take on deduction and bluffing.
Begin by removing any cards that have a number greater than the size of the player count. After putting aside the kingpin and the Agent face down, place down enough integrity cards onto this deck to equal the amount of players (4 players = 1 agent, 1 kingpin, + 2 more integrity cards). Finish dealing cards out to each player until you are left with tail end cards–remove them. re-order your integrity cards anyway you’d like and prepare to investigate! Each turn you will be taking 1 of the variety of actions in order to remove the opposition from the game (honest players want to remove the crooks). When you are ready to eliminate a player, on your turn grab hold of the gun card and aim it at the player you’re ready to remove (for good!). \
Our game lasted no more than 20 minutes but it was definitely a great way to remove ourselves from the tension of some of the heavier titles we own. I ended up being the Agent (agent + 2 honest cards) and unfortunately was being targeted by my own team (I guess the way I ordered my cards was a bit questionable). No fear, the crooks took me out on my next turn and defeated my partner (Agents and Kingpins live twice–almost as long as 50 cent). They won and enjoyed the final handful of donuts before leaving the crime scene full of dead bodies and white powder (curse you powdered donuts!). My problem isn’t with the games function–because it functions well. I just found it was a bit too straight forward. Yes, deception exists and there is fun in communication strategies. However, it’s more of a game where the game WILL be over within a few rounds as we look over our opponents hands. We will eventually get an idea of who is who. Once an opposing player caught on to my agent, it was pretty much downhill for me. It’s a fun play–but not something I think we could see ourselves diving into the second we finish the game.
Final Thoughts? I enjoyed the game for what it is. It’s quick, it’s different, and it provides us with an up to 7 player experience. The artwork is classic comic relief and the components blend well with nothing sour left over. However, I did find that once the game reached the gun phase, it became a bit more like a inevitable death. The player previous to you will always have a 1 up. Which may seem a bit like a stretch, but when I shot my opponents partner (player who wasn’t kingpin), kingpin used crutches as a revive, only to be shot down again when it ended up to my turn. I’m sure we didn’t take good advantage of our equipment cards because I’m sure that is the fix, nor am I saying there was a problem with that. That’s just something I noticed while playing. But in the end, I had fun.