Spy is a fun conversational board game. You only need a smartphone with the game installed and a company of three people. The more you will be, the more difficult and interesting it will be to play.
This is not to say that the game is designed to make friends with you. Rather the opposite. The board game Spy will force you to act cunningly, carefully, and dodgy, turning your communication into almost an interrogation. Unlike many other games for companies, here everyone plays for himself, but the formation of coalitions during the round is not excluded. You will have to forget about sincerity and friendliness, because each of your company may turn out to be a spy. Or maybe you are a spy.
It's time to go on a virtual journey. The game will mentally move your company to one of the provided locations. The location can be both quite familiar and very exotic for each of you. A wide choice of places is provided for each company, both for families and for youth and even children.
The game will randomly select a player who will get the most difficult and responsible role. He becomes a spy. The Spy is the only player who does not know anything about the location chosen for the round at the beginning of the round. However, only he knows who the spy is. The task of the Spy is not to impersonate, guess the location or outwit the other players, forcing them to accuse someone else of espionage.
Of course, your company first of all gathered for the sake of fervent and exciting communication. It's valuable. So, the gameplay of the Spy is precise to give players the opportunity to communicate with each other. Throughout the round, players will need to ask each other questions. This should be done carefully because each question must meet at least three criteria. With his question, the player must make it clear to others that he knows the location of the round. He should also try to identify a potential spy with the help of a question. Finally, you should ask about the location in a veiled way so as not to give it away to a spy with giblets. Questions can be asked to any player. This will help you quickly identify your suspicions. The player who answered the question asks the question next. A player with a spy card participates in the round on an equal footing with all other players, reminding that anyone can be a spy.
Voting is one of the most interesting stages of the Spy board game. Any player can initiate a vote, including a player who has the role of a spy. As part of the voting, each member of your company must say who he considers a spy. The round ends if all players have pointed to one person, except for himself. In this case, he is obliged to reveal himself and declare whether he is a spy or not. If there is no unity in the choice, and the opinions of the players are divided, the round continues. It is worth choosing carefully and not forgetting that the whole round the spy tried to cheat you. He will do the same for voting.
Each game round is limited in time. The built-in game timer is responsible for this, and it is reliable as a Swiss watch. The timer has two roles. It does not allow your company to linger on one round, giving you the opportunity to play several exciting games and visit a variety of locations. In addition, the timer helps the spy. Time is on his side, because if the spy remains unrevealed for the whole round, he will win.
How to defeat a spy? There are only two ways to defeat the spy:
-hold a vote, in which all players unanimously point to their friend, who acted as a spy
-force the spy to reveal himself and name the location incorrectly.
How can a spy win? The Spy can defeat all players in three ways:
-guess the location of the round
-remain undisclosed throughout the round
-hold a vote in which all players will unambiguously accuse a non-spy of espionage
The game also provides a wide range of themed sets of locations. In addition, for pumped companies, there is a game mode with several spies.
This is not to say that the game is designed to make friends with you. Rather the opposite. The board game Spy will force you to act cunningly, carefully, and dodgy, turning your communication into almost an interrogation. Unlike many other games for companies, here everyone plays for himself, but the formation of coalitions during the round is not excluded. You will have to forget about sincerity and friendliness, because each of your company may turn out to be a spy. Or maybe you are a spy.
It's time to go on a virtual journey. The game will mentally move your company to one of the provided locations. The location can be both quite familiar and very exotic for each of you. A wide choice of places is provided for each company, both for families and for youth and even children.
The game will randomly select a player who will get the most difficult and responsible role. He becomes a spy. The Spy is the only player who does not know anything about the location chosen for the round at the beginning of the round. However, only he knows who the spy is. The task of the Spy is not to impersonate, guess the location or outwit the other players, forcing them to accuse someone else of espionage.
Of course, your company first of all gathered for the sake of fervent and exciting communication. It's valuable. So, the gameplay of the Spy is precise to give players the opportunity to communicate with each other. Throughout the round, players will need to ask each other questions. This should be done carefully because each question must meet at least three criteria. With his question, the player must make it clear to others that he knows the location of the round. He should also try to identify a potential spy with the help of a question. Finally, you should ask about the location in a veiled way so as not to give it away to a spy with giblets. Questions can be asked to any player. This will help you quickly identify your suspicions. The player who answered the question asks the question next. A player with a spy card participates in the round on an equal footing with all other players, reminding that anyone can be a spy.
Voting is one of the most interesting stages of the Spy board game. Any player can initiate a vote, including a player who has the role of a spy. As part of the voting, each member of your company must say who he considers a spy. The round ends if all players have pointed to one person, except for himself. In this case, he is obliged to reveal himself and declare whether he is a spy or not. If there is no unity in the choice, and the opinions of the players are divided, the round continues. It is worth choosing carefully and not forgetting that the whole round the spy tried to cheat you. He will do the same for voting.
Each game round is limited in time. The built-in game timer is responsible for this, and it is reliable as a Swiss watch. The timer has two roles. It does not allow your company to linger on one round, giving you the opportunity to play several exciting games and visit a variety of locations. In addition, the timer helps the spy. Time is on his side, because if the spy remains unrevealed for the whole round, he will win.
How to defeat a spy? There are only two ways to defeat the spy:
-hold a vote, in which all players unanimously point to their friend, who acted as a spy
-force the spy to reveal himself and name the location incorrectly.
How can a spy win? The Spy can defeat all players in three ways:
-guess the location of the round
-remain undisclosed throughout the round
-hold a vote in which all players will unambiguously accuse a non-spy of espionage
The game also provides a wide range of themed sets of locations. In addition, for pumped companies, there is a game mode with several spies.
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