

Zenith: Secret Agents
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You have five cards in hand and three areas to control. Your opponent draws an Agent you’ve never seen before. Everything changes: the card you were about to play is now a risk.
WHAT IT'S ABOUT
Ten cards to change your strategies in Zenith
Zenith: Secret Agents is a modular expansion designed by Grégory Grard and Mathieu Roussel, illustrated by Xavier Gueniffey Durin for PlayPunk. It adds new Agent cards that integrate into the base game without changing the rules: they enter the deck, expand tactical options, and are learned by playing.
At the table, the pace of decisions changes. Each Agent has a unique ability that alters the balance of areas, speeds up or blocks opponent's maneuvers, and creates new openings. They are not variants: they are tools that fit into the natural flow of Zenith and make it more unpredictable game after game.
What they say abroad
"Refresh your deck and your tactics with a compact add-on for Zenith."
— PlayPunk
Zenith: Secret Agents
What it adds to your deck
Four examples of Agents that change the rules of engagement
Infiltrator Agent
Enters an area already occupied by the opponent and flips control for one turn. Useful for forcing majority at the last minute or blocking a maneuver.
Tactical Agent
Allows you to move one of your already played cards from one area to another. Completely changes the reading of the board and can overturn an announced defeat.
Sabotage Agent
Blocks an opponent's card for one round: that card remains on the table but does not contribute to the majority. Devastating at the right moment.
Intelligence Agent
Lets you look at your opponent's hand and decide accordingly. Opens tactical windows that were previously closed by uncertainty.
Recommended sleeves 10 cards in 1 size ▼
If you play often, we recommend protecting your cards with transparent sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 57 × 89 mm | 10 |
| Total cards | 10 |
🎲How to playThe rules in four steps▼
How to play
The flow of each round (unchanged, with integrated Agents)
The expansion does not change the flow: add the new cards to the deck and play exactly as before, with additional effects when you draw an Agent.
Draw cards from your deck. If you draw an Agent, read its effect: it can be played immediately or held in hand for the right moment. The decision is yours.
Choose which card to play in an area. If it's an Agent, immediately apply its written effect: move, block, look, alter majorities. Then resolve as usual.
Check who has the majority in each contested area. Agents already played may have altered the counts: a blocked card does not count, a moved card changes zone. Recalculate everything.
Accumulate influence points or advance on the Senate track. The victory structure remains identical: Agents give you more options to get there, but do not change the ultimate goal.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens on the table with the new Agent cards
Not the rules. The experience.
Setup remains identical
Open the box, shuffle the new Agent cards into the base deck. No rules to reread, no additional components. In two minutes you're ready to play your first game with the expansion. Those who have already played Zenith can start immediately.
The first Agent changes the plan
You draw one of the new cards. The effect is clearly written: you can move a card, block your opponent's, look at their hand. You play it and the table immediately flips: that zone you thought was lost becomes contestable, or vice versa.
Table reading becomes more complex
Mid-game, both of you have played at least one Agent. Majorities are no longer linear: a card can be moved, blocked, or flipped. You must calculate not only what you have in hand, but what could still happen in the next plays.
The turning point
You are down in two out of three areas. You draw the tactical Agent and move one of your key cards to the decisive area. Your opponent loses control, you regain ground. It's the plot twist that wouldn't have existed in a game without the expansion.
Endgame: tighter margins
The game ends as always, but the score is more contested. Agents have opened and closed tactical windows until the last turn. No one dominated from the start, everything was decided in the final rounds. Increased replayability.
🐸Before you know itThree honest things, from friends▼
Before you know it
Three things to keep in mind
Requires base game
This is an expansion: you cannot play it alone. You must own Zenith (base game) to use the Agent cards. If you don't have it, start with that: Secret Agents only makes sense after you've familiarized yourself with the basic mechanics and want more tactical variety.
Variable draw: sometimes Agents don't come out
The new cards enter the general deck, but it is not guaranteed that you will draw them all in every game. Some games will be richer in twists, others more linear. If you seek total control, this element of randomness may frustrate you.
Balance to be verified in the long run
With 150 votes on BGG the game is still young. The cards seem well differentiated, but there are not enough recorded games to confirm that no Agent dominates the others. If you play competitively, keep this in mind: strong combos may emerge.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win (unchanged from base game)
Agents expand your tactical options but do not change the victory conditions: you win as in base Zenith, just with more tools to get there.
Victory
- Accumulate enough influence points in majority areas
- Reach the final position on the Senate track before your opponent
- Control key areas at the end of the last round
Defeat
- Your opponent dominates strategic areas and accumulates more influence
- You lose control of decisive zones in the final turns
- You run out of deck without reaching the victory threshold
Zenith: Secret Agents is for those who have already explored the base game and want more tactical depth without rewriting the rules. Ten cards, infinitely many different games.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Zenith: Secret Agents
Can I play Secret Agents without the base game?
No. This is an expansion: it requires Zenith (base game) to function. Agent cards are shuffled into the main deck and use the same rules, components, and board as the original game. If you don't own Zenith, you must start with that.
Do the new cards complicate the rules?
Zero additional rules. Each Agent has its effect written on the card: you read it, apply it, and continue playing. If you know how to play base Zenith, you can integrate this expansion in less than five minutes without rereading the rulebook.
How many Agent cards do I add to the deck?
The expansion contains ten Agent cards. You can add all of them or just some, depending on how much you want to vary your games. The more you add, the more frequently special effects will appear during the game.
What mechanics does Zenith: Secret Agents use?
It uses the same as the base game: hand management, area majority/influence, tug of war, track movement. Agents add elements of tactical asymmetry (card movement, blocking opponent's moves, looking at the opponent's hand) but do not introduce new structural mechanics.
Is it available in Italian?
No. This edition is in English. The cards have English text, but the effects are icons + brief sentences: if you have some basic English gaming vocabulary, the language barrier is low. There are no official Italian translations at the moment.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Zenith: Secret Agents is a modular expansion for the Zenith base game, designed by Grégory Grard and Mathieu Roussel for PlayPunk. It adds ten new Agent cards that integrate into the deck without changing the rules: they expand tactical options, increase replayability, and create more unpredictable games. Supports 2-4 players, 25-35 minutes, ages 12+. The mechanics remain those of the base game (hand management, area majority, tug of war), but each Agent introduces unique effects: moving cards, blocking opponent's moves, looking at the other player's hand. Ideal for those who have already explored Zenith and are looking for more depth without complications. Available on FroGames.it.

Zenith: Secret Agents
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
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