
- BGG rank
- BGG #25,704
- BGG rating
- 5.7
Round the World
- 2–4 players
- 15 min
- Complexity 1.0/5
- 2018

2016
Rules assistance for Undercover
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Undercover is a board game released in 2016 for 2–4 players, 20–40 minutes per game, and ages 8 and up. It was designed by Daniel Danzer and Doris Danzer and its main mechanics are Tile Placement, Memory, and Pattern Building.
The late 1960's: During the "Cold War", secret services pull the strings, and agents are sent around the world exchanging information at top secret meetings. Despite the fact that they represent one of the big powers of espionage, the players manipulate agents of all countries – only the ones of the direct opposite are out of their control. The aim of the game is to guide the agents in such a way that all countries get the same amount of information. Only this guarantees the global balance of power. However, agents tend to live a double life; aside from their official identity, they also work for another country – undercover. In Undercover, the countries are represented by the six colors of the color circle: Red, Orange, Yellow, Green, Blue and Purple. During the game, players place and replace the agents adjacently to others with matching colors — the same or one of the two neighbored colors on the color circle. Tiles can be flipped before being replaced, and later flipped again and again. Since the tiles show different colors on the sides - again two colors neighbored on the color wheel - there is a strong deduction element in the game (while younger kids rather will play it using their memory). For the highest score you need to score for all colors more or less equally. The player who coordinated the meetings of agents of all countries in the most clever way wins the game.
Undercover supports 2–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Undercover is 20–40 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Undercover for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Undercover has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Undercover belongs to these categories: Deduction, Memory, and Spies / Secret Agents. Its main mechanics are Tile Placement, Memory, and Pattern Building. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Undercover are: Daniel Danzer and Doris Danzer. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Undercover as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.