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Spymasters know the secret identities of 25 agents. Their teammates know the agents only by their
codenames.
Spymasters take turns giving one-word clues. A clue may relate to multiple words on the table. The field
operatives try to guess which words their spymaster meant. When a field operative touches a word, the
spymaster reveals its secret identity. If the field operatives guess correctly, they may continue guessing,
until they run out of ideas for the given clue or until they hit a wrong person. Then it is the other team's
turn to give a clue and guess. The first team to contact all their agents wins the game.
GAME OVERVIEW
STARTING TEAM
The four lights around the edge of the key card indicate which team starts. The starting
team has 9 words to guess. The other team has 8. The starting team will give the first clue
of the game.
AGENT CARDS
The red agent cards go in a stack in
front of the red spymaster. The blue
agent cards should be in front of the
blue spymaster. This helps everyone
remember which team they are on.
8 red agents 8 blue agents
The double agent belongs to whichever
team starts. Flip it to that team's color.
It will be one of that team's agent cards
for the duration of the game.
1 double agent
The innocent bystander cards and the
assassin should be kept in between,
where both spymasters can reach them
easily.
7 innocent
bystanders 1 assassin
3


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