Beruflich Dokumente
Kultur Dokumente
Game Components
1 x Game Board.
1 x Die ( 6D).
1 x Rule Book.
1 x Safe Token.
7 x Spy Tokens (of different colours).
7 x Scoring Markers (of different colours).
7 x Spy Cards (of different colours).
The Story
Secret agents (known as spies) search for top secret information hidden in a safe that belongs to the
internationally world famous company "HEIMLICH & Co", which keeps moving to different locations.
When a spy finds the safe via its location and cracks it open, more top secret information is revealed
and made available to that spys network.
Please Note:
A scoring situation happens when a spy moves into the building where the safe is located.
Special Note:
A scoring situation does not happen, if a spy passes the building where the safe is located.
Remember:
Scoring Markers on the Scoring Track do not go past the Start/Finish square, if a Scoring Marker
is moved back beyond the Start/Finish square, it is placed on the Start/Finish square in stead.
4] The player whose turn it is, now gives the die to the next player on his/her left
No Scoring Situation: After the current player has moved his/her spy, and there are no spies on the
building with the safe; it is the turn of the next player to roll the die to move his/her spy.
Scoring Situation: If the current player creates a scoring situation by moving his/her spy onto a
building with the safe, follow Step 3 above. Once scoring has been completed, play continues with
the next player.
End of the Game
The game ends when one spy earns or exceeds 42 points on the Scoring Track.
Optional Rule:
In a 2-3 player game (in Spy Net optional rule variant); add all the numbers on the Scoring Track
that the spies occupy for each player for a grand total-the highest wins.
Example:
Player 1 controls yellow spy (which is on the start square, gaining 42 points) & blue spy (which is on
the 29 points square), thus the total equals 71 points. Player 2 controls red spy (which is on the 37
points square) & green spy (which is on the 27 points square), thus the total equals 64 points.
Therefore Player 1 wins the game.
Remember:
1] Spies can occupy the same Scoring Track square.
2] Scoring Track squares after square 41, have increased numerical value, 42 (1), 43 (2), 44 (3) etc.
Meaning of the Building Numbers
The building numbers indicate how much information you can find in this particular building. In the
church, however, there is no information, (no number). If you move your spy into the ruin, (located
beside the church) you get caught in a trap (of misinformation). In this case, you must minus three
(-3) points, from the Scoring Track.
Square 29 - Optional Rule:
If any spys Scoring Marker lands on square 29 on the Scoring Track that players spy Scoring
Marker gains 5 points, and moves immediately forward 5 squares, (onto square 34).
----------THE INTERMEDIATE GAME---------All rules in the Basic Game are followed in the Intermediate version of the game, but with the
following exceptions and adjustments for clarification.
In this version the seven (7) Spy cards are used.
Spy Cards
1] Before play begins, players choose which spies, will be used in the game.
2] Shuffle the Spy cards being used and deal one (1) to each player face-down. The players secretly
look at their own Spy cards and place them face-down in front of them on the table (playing area).
The colour of the players Spy card indicates which spy he/she has.
Example:
If a player has the red spy card, he/she has the red spy and the red scoring marker.
3] Each player knows his/her spy, but not the identity of his/her opponents spies, or the identity of
the free spies, (the ones not used by players). The identity of a players spy is a state secret (only
known by that spies Network) and must be kept secret from all the other players until the end of the
game.
Remember:
Players may not share any secrets and or any information they find.
Number of Players
2-Player game: Use five (5) Spy cards.
3-Player game: Use six (6) Spy cards.
4-7 Player game: Use all Spy cards.
Please Note:
The Spy cards not dealt to the players represent free spies. Place them unseen face-down beneath
the board. The players can move these spies, but they do not belong to any player.
Special Note:
With seven (7) players, there are no free spies.
Remember:
Place any unused spies, spy cards and scoring markers back in the box, out of play.
The Player Moves at Least One (1) Spy
1] Once a player rolls his/her die for spy movement, he/she may move any spy and may move
several spies in his/her turn.
2] He/she must always move spies in a clockwise order from building to building.
3] Moving one (1) building clockwise costs one (1) movement point, thus several spies may occupy
the same building.
4] The player can use all his/her movement points to move his/her spy, but he/she can also divide
them among several spies.
5] He/she can also choose to leave his/her spy standing and move only other spies.
6] He/she must use all movement points he/she has on their turn and may not save them for later
use/turns.
Please Note:
A player can move a free spy (not under the players control) if he/she wishes.
Special Note:
The game is the most fun, when the players use comments and bluffs to fool their opponents as long
as possible. The best players will offer their opponents advice and speculation that leads them to the
wrong conclusions.
Moving a spy that is far behind is likely to generate conjecture as to the players motive.
Players should try to trick and mislead their opponents into moving their spies to valuable buildings.
Such tactics will be employed to great success by the best secret keepers, but all will have fun
playing the game.
Remember:
After the player has finished moving any spies, there may be a scoring situation.
End of the Game
The game ends, just as in the basic game, but this time when one or more spy scoring markers
passes the start/finish square (between squares 1 & 41, located on one of the corners of the game
board). When done, to determine the winner, all players now reveal their secret spy cards. Including
the free spy cards.
Please Note:
If more than one spy scoring marker reaches or passes the start/finish square, the player whos
spys scoring marker has moved the farthest is the winner.
Special Note:
It can also occur that a free spy wins. In this case, the players may want to play again to find a
winner.
Remember:
The winner is the player whose spys scoring marker has reached or passed the start/finish square.
----------THE ADVANCED GAME---------All rules in the Basic and Intermediate Game are followed in the Advanced version of the game, but
with the following exceptions and adjustments for clarification.
In this version the Top Secret and the seven (7) Spy cards are used.
Special Note:
When playing with seven (7) players, remove the Top Secret card that shows the Spy card from the
game, the one that says - Take one of the face-down free spy cards from beneath the board and look at it.
and place it back in the box.
The Top Secret Cards
Shuffle all 30 Top Secret cards and place them face-down in a pile in the centre of the game board.
Any used Top Secret cards will be discarded face-up in a pile next to the face-down Top Secret
pile.
Please Note:
Re-shuffle the Top Secret discard pile for use when all the Top Secret cards have been
played/used and or there are no more new Top Secret cards to draw on; to create a new pile of Top
Secret cards
On a Players Turn He/She Does the Following:
1] The player rolls the die (6D).
2] The player moves his/her spy the total number shown (clockwise direction) on the die, or
not at all (see Number 1 - Optional Rule).
3] Players may play their Top Secret cards, in their hands.
4] When a player moves his/her spy onto a building containing the safe, he/she creates
a scoring situation:
a) Move Scoring Markers.
b) The player who Cracked the Safe, now moves it to a different location.
5] The player whose turn it is, now gives the die to the next player on his/her left.
Number 1 - Optional Rule:
When a player rolls his/her die for movement, and rolls a one (1); then he/she may move his/her spy
that one (1) movement point or choose not to move any spies at all.