Robert Ludlum’s Game of Counter ESPIONAGE, 1988

$24.99

Description

Robert Ludlum's Game of Counter ESPIONAGE (1) Robert Ludlum's Game of Counter ESPIONAGE (3)Robert Ludlum's Game of Counter ESPIONAGE (2)Robert Ludlum's Game of Counter ESPIONAGE (4)Robert Ludlum's Game of Counter ESPIONAGE (5)Robert Ludlum's Game of Counter ESPIONAGE (6)Robert Ludlum's Game of Counter ESPIONAGE (7)

Robert Ludlum’s Game of Counter ESPIONAGE (Covert Game Series /Spectrum Games Corporation) 1988

“… After the Cuban Missile Crisis in 1962, a secret meeting of the Director’s of the C.I.A. and the K.G.B. was held  in Geneva, Switzerland.  There, in a dramatic about-face, it was agreed first that the threat of a nuclear  holocaust was too serious a matter to be left exclusively in the hands of politicians.  Second, in recognition of the role intelligence-gathering plays in the political arena, a free exchange of information would allow each agency to influence their respective governments in the direction of nuclear arms reductions.  Finally, it was agreed that the formation of what was to be known as “THE CLUB” called for the exclusion of all but the highest officials in each agency.
Two subsequent events forced “The Club” to expand its membership.  Information on how to construct compact nuclear devices became public domain.  This, coupled with the rise of world terrorism forced “The Club” to expand its membership to include M.I.6 (Great Britain), D.G.S.E. (France), B.N.D. (West Germany), C.S.I.S. (Canada), Mossad (Israel) and the A.S.I.O. (Australia).
The Club fully realized that its existence would certainly be assumed if international progress in arms reduction were to be too swift.  However, even the steady gains over time, with few if any important set-backs, led to speculation in certain desperate and power hungry nations that some kind of international intelligence agency had been formed.  In time, through a combination of money and blackmail the security of the Club was Beached.  A Double Agent was leaking vital information on the Clubs operations.  With the discovery of this fact, the prime directive became: “Identify and De-activate!” …”

Notes:

Complete good conditioned vintage game; it is almost as new

Good for 3-6 players; ages 10 to Adult
Instruction manual in English only

Spectrum Games Corporation Vancouver, B.C.
Made in Canada; Printed in Canada