Theme and What is it?
Secret documents are discovered missing and with them is secret agent Adler. When an agent turns, the fraternity is fractured and someone must pay. This time it’s Adler. Your mission is to find and eliminate Adler before he can escape with the top secret plans that he has stolen. You and a core group of trusted agents are responsible to hunt Adler down. He could be anywhere and knowing that he has defected means anyone else could be suspect too. It’s time to figure out who are your allies and who are your enemies. Only one side will be successful, and you can’t let those plans fall into the wrong hands.
Get Adler is a social deduction, hand management card game for 4-8 players.
In Get Adler each player is assigned a role. Players will either be heroes or villains and for at least the first three rounds, everyone is unsure of each other’s alliances. During these rounds, players ask questions and perform actions to try and discover who Adler and his helpers are, while trying to build a hand of cards that will help apprehend the villains. Everyone starts the game with their role card face down in front of them and seven cards in their hand. Cards range from question cards to arrest cards, and escape cards to cards that allow people to look at another players hand. There are also secret document cards which Adler and his gang must have in hand to have a chance to win the game. The game is played over seven rounds. After round three players can try to make arrests. To do this, they must play an arrest card in front of the person that they think is a villain. If they are correct, then the villain must play some kind of escape card. These range from modes of transportation to weapons. Once Adler has played an escape card, then the agent making the arrest must match the same card or Adler flees back into hiding. If the agent can match the escape card, Adler must attempt another way of escape by playing a different card. Again, it can be matched which forces Adler to play another card. If Adler is unable to escape, he is apprehended. But if Adler or any of his cronies are able to make it through all seven rounds, and at least one of them has a secret document card, then they all win the game.
Social deduction games are a hit or a miss for me. They can get bogged down in too many roles and just general silliness by the people playing. Get Adler did not feel like it had that problem. Having the hand management aspect kept people focused on the game and even though there are roles, most of them serve the same purpose as with a good guy or a villain with slight variations. We still had lots of laughs while playing, but there was none of the “everyone close their eyes” moments that are hard to manage with a big group. For almost half the game, even the villains don’t know each other. We very much enjoyed it at a regular game night, and everyone asked to bring it back for the next meeting.
Game Build Quality
The game is a smaller box game with cards and a few tokens that are used to keep track of the rounds. The cards and tokens are very standard and the box is a perfect size for the components that come in it. No complaints on anything.
Because it is a social game, the fun lies in the experience. That was great for me because I personally did not care for the artwork. I can see what they were trying to do with it being set in the 1930s. But it fell flat for me. With that being said, other players in the group said they really enjoyed the art and thought it fit well with the theme. So like most things in life, some people like some things and others do not. I didn’t have any less fun because I didn’t care for the art work, it just wasn’t my style. The game was still lots of fun and is probably my go to social deduction game at this moment. So, who cares if it works for me or not artistically?
I have mentioned this above, but I will say it again. The fun lies in the use of the cards. The cards help people focus on their tasks while trying to remain secret (if they are villains). Because everyone is focused on their own cards and with the small glimpses that they get of other player’s cards, it allows people to bluff without having to lie. Some people are just bad liars, and that makes social deduction games no fun. Get Adler found a way to keep that element, but to also make it easy and even entertaining. I was a good guy, but the people who looked at my hand thought I was a bad guy because of the cards I was holding. Once identities are revealed, the game changes and at that point you are trying to stop the bad guys from escaping. That kept the game feeling fresh way longer.
Age Range & Weight
Get Adler is recommended for ages 10+. I played with a nine-year-old and a ten-year-old and the rest were adults. The ten-year-old ended up being Adler, fooled everyone and ended up winning the game for the Villains. Neither of them had any issues with anything in the game play. I think the ten-year-old really loved being the bad guy. I would say that 10+ is fair and with the right kid you could maybe go a year or two younger. The game is not heavy once players understand the roles and how the escape cards work.
Get Adler has some really strong features that make it an enjoyable game for social gatherings. There is mystery and intrigue. Good guys vs. bad guys and breathtaking getaways. It can make a gathering of friends and family an even better experience for everyone that wants to play. Social deduction games are usually pretty light, so if people are used to werewolf style games, you will need to work with them on Get Adler. It requires a bit more attention and strategy, but in the long run that makes for a better game. You should plan on picking up a copy and playing it for your next gathering. I am sure that everyone involved will thank you.