a set of power lines to a number of phone icons while avoiding to connect the current to alarms. By doing so, the player listens in on conversations obtaining therefore clues and evidence. The game is played by rearranging the junctions through which power flows to produce the desired results. Development Sid Meier was reportedly dissatisfied with the final product, because he believed that the disparate elements of the game, however good they were individually, detracted from game play. As a result, he developed what he called the "Covert Action Rule": "It's better to have one good game than two great games." He described the origins of this rule in an interview with GameSpot: Reception Computer Gaming World praised Covert Action for including both action and "mind-twisting brainwork", and stated that "individual cases take at least half an hour to solve, but they are addictive". The magazine criticized the poor documentation, but concluded that the game "is entertaining in the extreme", comparing it to The Fool's Errand and Starflight. See also Floor 13 Spycraft: The Great Game References External links Gamespot interview with Sid Meier on Covert Action 1990 video games Amiga games Cold War video games DOS games Games commercially released with DOSBox Linux games MacOS games MicroProse games Covert Action Single-player video games Spy video games Video games developed in the United States Video games scored by Jeff Briggs Video games featuring female protagonists Windows games Tommo games