One important issue in gaming design is to let the player’s opponents appear as humanlike as possible. The underlying assumption of our work is that integrating artificial emotions to computer players will lead to a higher diversity of game situations and thus, to more interesting and joyful games. In this paper, we integrated an emotion model to agents playing the board game “Intrige”. The current emotional state influences the behavior of the agent. In experiments we have shown that success of agents depends on the used emotional states and the varying constellations of opponents lead to different distributions of emotional states.