Operatives
One word, one number, and a grid full of agents only your spymaster can see.
2-8 players15-30 min
Overview
A word game of coded hints and hidden allegiances, played one device passed around the table. Twenty-five word cards sit face-up in a grid, but only the two spymasters hold the key that says which belong to red, which to blue, which are harmless bystanders, and which single card is the assassin. A spymaster gives one word and a number, and their operatives have to read between the lines to pick out their own agents without touching the other team's, a bystander, or the lone card that ends the game on the spot. The first side to find all of its agents wins.
How it plays
- Twenty-five word cards form a grid everyone can read; their secret colours live on a key card only the two spymasters see.
- Each team has one spymaster and one or more operatives. Nine cards belong to the starting team, eight to the other, seven are bystanders, and one is the assassin.
- On a team's turn the spymaster says a single word and a number, hinting at that many of their own agents at once, then stays silent.
- Operatives talk it over and tap cards one at a time. Hit your own agent and you may keep guessing; anything else ends the turn.
- A bystander or the other team's agent just costs you the turn; reveal the assassin and you lose on the spot.
- The first team to uncover all of its own agents wins.
- Pick a mode when you start: Classic (two teams, 4-8 players) or Duet (co-op for two, a double-sided key, beat the clock together).