Instructions

Objective

Your goal is to be the first team to contact all of their agents without running into an assassin.

Setup

Each game is played by two teams. Each team has one spymaster who knows the secret identities of 25 agents, represented by words on the grid. Teams take turns guessing their agents based on one-word clues provided by the spymasters.

Gameplay

Each turn, the spymaster gives a one-word clue that can point to multiple words on the board. Their teammates try to guess words of their color while avoiding those that belong to the opposing team. The spymaster must never give any clues about the meanings of the words.

If a guesser contacts an agent of the other team, their turn ends immediately. If they contact an innocent bystander, their turn also ends. If they contact the assassin, they lose the game immediately.

Winning the Game

The first team to contact all their agents wins the game. If a team contacts the assassin, they lose the game immediately.

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