E
R
C
SE TIVE
C
E
R
DI
You are in control of a countrys secret service agency, with a small team of spies
to put to work. Your task is to use Intelligence cards to influence your country into
taking wise decisions. The trouble is, enemy spies have infiltrated and are
influencing your country into taking less wise decisions! Develop your culture to
make it easier to spot enemy spies, improve science to get access to more elaborate
cards, further your military to increase the number of spies at your disposal, or
invest in economy to pay for bonus actions, known as Secret Directives.
Aim: There are four different types of Intelligence cards which are used to make
progress on 4 corresponding development tracks. The winner of the game is the
first player to reach the end of any one of these tracks. As players progress up the
tracks, which each have 10 spaces, they also unlock various benefits:
SECRET
EITVTE T ET
SETCCRRCTESECRET
REECRETIVE T
VE
E
V
C
R
I
S
C
SEETICDIRECTIVE
E
T
E
T ET RDEIRSVEEEC
VE
SECRET
REVE CRTSIVEECECTI DIDRIRECDIR DSIRECTI
SECREVET
DIRECTIVE
SEETECECTI SEREC DIR
DIRECTI
SECRET
CR DIIVR DI
DIRECTIVE
SEIRECT
K
CMY
CMY
CY
CY
MY
MY
CMY
CM
CY
CM
CY
CMY
MY
CMY
CMY
MY
CY
CM
CY
CY
MY
CM
CY
MY
MY
CM
MY
CM
CM
CM
4
Capture tracks
REETT
Found washed up
on a beach
Rehabilitation
12
SSEECECCCRTRTIVIEVEETE
DDISRIRIEREECCTIV
D
Jail
HQ
IVEETE
SECR
CCTR
DISRERECTIV
DI
ET
Culture
Culture
Science
9
8
10
9
8
10
9
8
10
Military
Economy
10
9
STOP
STOP
Science
S A B OTAG E
7
6
5
STOP
STOP
7
6
DI R
5
3
STOP
3
2
5
4
1
1
0
PA R AC H U T E
home or abroad
DDIRE
Move a spy
then play one card
[action]
[action]
1 M I L I TA R Y
3 3
11 3 1 11
11 3 3
1 31311 3
1 3 1 11
1
1 card / +1
1 research
Economy
[intelligence]
Military
[action]
Science
T
ECRREEETT
SSEEECCCTRTIVIVEEE
DDISRIRIEREECCTIV
D
I
IL
E
IENC
1 S C abroad
R Y home or
ADMIN
home
Jail
Discard pile
10
Development board
Science decks
Science cards
HQ
Trash piles
10
Bank of coins
11
12
Three Spies
12
Found washed up
on a beach
Rehabilitation
1 EC
O
home
NO 1 E
Y C
or abroa M
d
TA
d
roa
homeO N
or ab
OM
roa
or ab
1 Mhome
1 card / +1
1 research
[intell [inte
igen1ce]llig
1
ence
1]
[action]
1
igence]
ell
[intce
]
en
llig
[inte
Culture
ET
SECEER
CCTRIVEEVTE
DISRIRECTI
home
ET
ADMIN
home or abroad
RTIEVIEVETETE
SSEECECR
CCTR
DDISRIRIEREECCTIV
D
[intelligence]
Hand
home or abroad
1 card / +2
[action]
D IRE
D
[action]
LEAK
home or abroad
EVETET
SIERECECR
CTR
CITRIVEETE
DS
ISREEC CTIV
T
RETIEVIEVETETE
SSEECECR
CCTR
DISRIREEECCTIV
Capture tracks
STOP
1
[action]
1 SCIENCE
abroad
home or abroad
HONEY POT
abroad
A S S A S S I N AT E
5
4
STOP
3
2
HONEY POT
abroad
T
RETIEVIEVETETE
SSEECECR
CCTR
DDISRIREREECCTIV
[action]
Military
Economy
11
Setup
1) Sort the action cards into the three research
levels (each level is written on the bottom right of
each card next to the conical flask (science)
symbol).
2) Shuffle Secret Directive cards (black backs) and
deal two to each player.
3) Pull out the starting deck (all science level 1) for
each player, consisting of:
Game structure
The game is played over a number of rounds. Each round consists of a number of turns. A
turn is one spy doing something. A round ends when all spies from all players have been
used to do something. At the end of each round there is an opportunity to play a Secret
Directive bonus action, followed by development scoring, culture rolls and some tidying
up.
Turn in detail
Starting with the first player, each player takes turns selecting a spy and deciding what
action they will take. One turn is the doing of one thing by one spy. This spy is then
flipped over to the X side to show that it has been played. Once a players spy has
taken one turn, play proceeds to the next player (clockwise). Once a spy is flipped, it
cannot take another action that round. The end of the round is when all spies, from all
players, have been flipped. The options for spies are as follows:
1) Move. Take a spy from HQ to another countrys Capture track. Place the spy
on the 0 space, X side up. If the spy takes a further action in the country,
they move up the capture track one space, making them more likely to be
captured (see later in the clean up phase). If all the capture tracks are occupied,
then no one else can spy in that country. Spies can be also be moved between
other countries, or back to the home HQ.
2) Play Intelligence card. Intelligence cards are marked as such on the lower left
of the card. Intelligence cards are played into the intelligence slots of the
country that the spy is currently located. You want to play intelligence cards in
your own country as these move you up the development track (towards
victory). Playing an
intelligence card in
another country
cancels out one of their
own intelligence cards
(owing to conflicting
influences leading to
indecision, fully
explained in the End of
Round section).
1
ho
me
[in
te
ll
ige
nc
e]
1 SCIENCE
home or abroad
[intelligence]
LT
or
ab
ro
a
4) Research. (home only) You can research a card to add to your deck. You
are limited by the science level you are at (initially only level 1 science
cards can be researched). By progressing up the science development
track, you can unlock the upper levels. To research, draw two cards from
the top of any deck available to you then choose one card from those two,
or any face up card available. Replace any face up cards chosen, and trash
used cards.
5) Income. (home or abroad - if abroad move up capture track) Flip over a
spy and collect the amount given by coin symbol amount on the Economy
track.
6) Pick up a Secret Directive. (home only) Draw one card from the top of
the Secret Directives deck. You can hold a maximum of Secret Directives.
If there are none left, shuffle the discard pile to form a new deck.
Note: It is not possible to pass, you must flip one spy on one turn.
Play continues until all the spies are flipped. Sometimes one player will
have more spies than the others, in this case they get extra turns after
everyone else has played all spies.
End of round
This is where Secret Directives are played, progress is made on the
development tracks, and spies are captured. Do the below in the following
order:
1) Secret Directive. Each player may take one
additional bonus action written on one of their
Secret Directives. He/she pays the associated
number of coins to the bank. If more than one player
want to play a secret directive at the same time,
default to the order from the first player marker.
However this order is not fixed, i.e., players can
respond to a secret directive even if they are earlier
in turn order, provided they have not already
played a Secret Directive that round. After Example secret directive card
playing a Secret Directive, put the card in a
discard pile. If you have less than two Secret Directives, draw back up to two.
2) Development. For each country, the development is calculated as the
difference between the most influenced area and the second most. Players
then move their development cubes up the track which they have scored in
(see examples). If a player reaches the 10 space on any one of the
development tracks, they have won (see Winning the Game). Some
spaces have STOP points which limit the development that can be done
per round.
3) Discard. Place remaining cards from your hand in to your discard pile.
Also, place all intelligence cards from your country in to your discard pile.
4) Rehabilitation. Move spies from rehabilitation to HQ, and from being
Found washed up on a beach (a consequence of assassination) into
rehabilitation, and get more spies into HQ (if progressed on Military
track).
Development examples:
Example 1. Barry (Blue) has played two
Culture intelligence cards to his home
country, but Rebecca (Red) had a spy there
who played a Military intelligence card.
The result is two Culture subtract one
Military, so moves his development cube
up the Culture track one space.
Example 2. Gregor (Green) had played
three Science cards in his home country,
but Rebecca (Red) played one Economy
card, and Omar (Orange) played a total of
two military cards. The result is three
Science subtract two Military, giving
Gregor one Science development.
Rebeccas Economy card doesnt influence
the result as the total development is only
between the most and the second most
influenced area.
Example 3. Gregor (Green) Played two
Military Cards, and no other player has
played any intelligence cards. Normally,
this would develop two spaces up the
Military track, however, Gregor is on space
5. The next space has a STOP icon, so he
must stop here until the next round.
Notes:
It does not matter which country played
the influence cards. A common
misunderstanding is to play influence into
two development areas, thinking that
progress will be made on both. This is not
the case. Progress can only be made on one
development track per round. There is no
way to move backwards on the
development tracks (exception: Sabotage)
Strategy Tips:
Players should try to focus their decks on
one particular type of intelligence card.
Playing cards into other players countries
means their development can be slowed,
and removes that card from your deck,
helping you focus on one area.
Card appendix
Level 1
Administration
Take one research action, Draw one card from the top
of your deck and take one coin from the bank.
Research level depends on science development. Card
comes from your deck (reshuffle if needed).
Level 2
Classified
Leak
Assassinate
Blend in
Parachute
Theft
Level 3
Honey Pot
Sabotage