• Julie

Heimlich & Co.

Heimlich & Co. is a well-themed spy game. Everyone will be trying to keep their identity a secret while gaining points and attempting to sabotage their opponents. In the process, they may potentially be helping others as well, but only just enough to remain anonymous.

Educationally, this one is a great social studies game. It creates an avenue for you to learn about the flags of 7 different countries. Nowhere in the rules is it listed which flag/agent represents which country, so if you don't know, you will have to look it up online or in a book. It can also be a great catalyst to talking about spies and their roles in history. Additionally, Heimlich & Co. is good for developing deductive reasoning, as you will be paying attention to try and discover who the other players are.

There are 7 agents in Heimlich & Co. Agent Mirkov represents Russia; Agent Schulz represents Germany; Agent Jaques represents France; Agent Bucci is from Italy; Sweden is represented by Agent Larrson, Britain by Agent Doyle, and the U.S. by Agent Perry. Each player will recieve on of these cards to tell them their identity. This information is to be kept top secret. There will also be free agents in the game. Their identities will not be revealed until the end of the game. The shade on the card corresponds to the color of the book on the player pawns, to offer another way to help you quickly identify who you are while playing the game.

Every agent player pawn starts on the 0 building and the stand with the safe starts on the 7 building. On your turn, you roll the die. The number you roll indicates how many movement points you get. You have to use all of them. Moving one agent one building clockwise uses up one movement point. You can use any number of agents, any number of spaces, until you have used all your movement points. For example, if I roll a 6, I can move Agent Bucci 6 spaces. Or I can move both Agent Bucci and Agent Perry 3 spaces each. Or move 6 different agents 1 space each, etc.

If an agent player pawn lands on (not just moves past) the building with the safe, this triggers a scoring situation. The player who moved that agent pawn there then tallies up the scores. They would move every score token the number of spaces indicated by the building each agent is at. So in this case, they would move Agent Larsson's scoring token 7 spaces because he is in Building #7. If Agent Perry is on Building #4, the U.S. scoring token would get moved 4 spaces, and so on. Then, the player who created the scoring situation moves the safe to a different building of their choice.

Important! It is the player who moved the agent player pawn to the building with the safe who does all this, NOT the player who's identity is that of the agent pawn.

There is an additional optional rule that I believe adds a lot of value to the Heimlich & Co. For this, everyone will need a small piece of paper and a pen/pencil. Once one or more scoring tokens reaches the 29 space on the scoring track, everyone secretly writes down what they think each other player's identity is, including the free agents. These are then left face-down next to the players until the end of the game. The players may not change what they have written.

The game ends as soon as a scoring token goes past 41. At that point, reveal your papers that you wrote on earlier. For every correct guess, move your scoring token forward 5 spaces. The winner is the person farthest along the scoring track. For added fun, you can play with the mini expansion included with the game.

This expansion deck of cards looks like it would really add a lot to the game, by allowing you to do extra things on your turn. I have not personally played with it yet, but I hope to soon and will update this review once I have.

Does Heimlich & Co. look like a game your family would like? Head on over to Amazon to purchase a copy today. Then come back and leave a comment about how your family enjoyed it. I'd love to hear from you. Happy gaming!

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