Spyfall
At any time during a round, one player may
accuse another of being a spy. If all other players agree with the accusation,
the round ends and the accused player has to reveal his identity. If the spy is
uncovered, all other players score points. However, the spy can himself end a
round by announcing that he understands what the secret location is; if his
guess is correct, only the spy scores points.
After a few rounds of guessing, suspicion and
bluffing, the game ends and whoever has scored the most points is victorious!
Preparing the game
Before the first round begins, sort all the
cards into location decks. Each deck should have seven cards with identical
illustrations and one spy card. Each deck goes in a separate ziplock bag. All
cards should be face down, with the spy card on top. All the locations are
shown in the middle spread of the rulebook. The players are advised to study it
well before the first round begins. This should give the “potential spies” an
idea of the kinds of locations they will have to choose from during the game. We
strongly advise the spies not to study the middle spread during the game that’s
a dead giveaway.
Beginning of the round
Game Flow
The dealer starts the stopwatch, and the game
begins. The dealer then asks one of the players a question, calling them by
name: “Tell me, John...” The questions usually pertain to the deck’s location.
This is prudent, but not mandatory. Questions are asked once; no follow-up
questions are allowed. Responses can take any form. The player who answers the
question proceeds to ask any other player a question of their own, with the
exception of the player who asked the last question (so you can’t answer a
question with another question). The order in which the questions are asked is
established by the players themselves and based on the suspicions they have
after hearing the questions and answers.
Note: if you are not the spy, your card will
also specify your status in the given location. Before the beginning of the
game, the players should agree on whether they will adhere to the status on
their card and play the corresponding role or not. We strongly recommend doing this
in order to make the game more interesting. The name of the status might seem
to suggest that you’re playing a male character, but all characters can
actually be either male or female. So the flight attendant on the airplane
could also be a stewardess, or the actor could also be an actress.
End of round
A round ends when one of the following three
things happen.
1. Eight minutes have
passed;
When time runs out, the players must declare
their suspicions as to the spy’s identity. The dealer asks each player to vote,
starting with themselves and proceeding clockwise. If need be, the players can
discuss their suspicions and then vote. If everybody but the suspect votes for
the suspect, the spy loses. In every other case the spy wins. Note: The players
can agree on a different round length. Make sure you decide how long you want
rounds to be before you start the game. First-time players might want to play
longer rounds — say, 12-15 minutes.
2. When a Player Gets
Suspicious;
Any player can stop the game at any time (but
only once per round) to declare one of the players a suspect and ask the others
to vote. If all players vote for the same suspect, the round ends (even if it
turns out that the suspect they’ve voted for isn’t the actual spy). It’s in the
players’ best interest to stop the game. If the spy is caught this way, the
player who initiated the vote gets an extra point. However, it might also
benefit the spy to accuse another player in order to divert suspicion from
themselves. If the initiator of the vote fails to receive the support of all
the players, the round continues as usual from wherever the game was stopped.
Note: we recommend players abstain from discussing the spy’s identity during
voting (i.e. „I think this player is the spy because their pyjamas are pink,
but they should be green!“). The players’ arguments „for“ and „against“ the
spy’s identity could inadvertently reveal the location’s identity to the spy.
3. At the Spy’s Request.
The spy can stop the game at any time by
revealing their spy card to the other players. The spy is then allowed to
consult the location list in the middle spread of the rulebook and identify the
current location. The spy wins if they identify the location correctly.
Otherwise the other players win. Note: once the game is stopped by one of the
other players in order to accuse the spy, the spy can no longer attempt to
identify the location. The spy has missed their chance. If the other players
vote against them, the spy loses the round. Once the round is over, the cards
are returned to the dealer and can no longer be played in the current game. The
ziplock bag with this deck is returned to the box.
Scoring
Tally up the points earned by the
players at the end of the round based on the results.
If the Spy Wins
• Victory: The spy earns two
points.
• The spy stops the game and
identifies the location correctly: the spy earns extra two points.
• All the players accuse an
innocent player: the spy earns extra two points.
If the Non-Spies Win
• Victory: Each non-spy player
earns one point.
• A successful vote (before the
end of the round): the player who stops the game and names the suspect earns an
extra point.
End of the Game
Whoever scores the most points
after the agreed-upon number of rounds wins the game.