Game in which everyone plays an undercover spy.
You give other people assignments that they must complete. (You cannot give yourself an assignment, because you think that you are the spy master). In other words: everyone plays a spy with delusions. They receive assignments, but also think that they themselves are in charge of others.
You can be a spy, but also a double agent, or triple agent, and so on.
How do we represent this in the game?
- Each player has a stack of cards with “covers” or “identities”.
- The card at the very bottom is your “true identity”.
You can also give each other “covers” to use for a certain assignment?
In addition to “covers” you can also place other “secrets” of your organization in such a stack (your own or another player’s). This is called “infiltrating”.
- You may choose yourself how deep you infiltrate (= where you insert the card).
- You may then see all covers above that position of the other player.
- But if there is a YOU HAVE BEEN CAUGHT! card among those covers, well, then you are caught during the infiltration and you yourself lose a large part of your cover stack.
IDEA: You can carry out a raid, and all your “allies” must then help you. If they work against you (with a bad/negative card), you can of course doubt their alliance, but maybe they had nothing else.
IDEA: You can help each other with “gadgets”. These can therefore be positive, or negative (magnetic sword — you accidentally cut your own belt).
ALSO FUN: A kind of “eavesdropping” mechanic. Where the cards lie in a circle in the middle of the table, within reach for everyone, and while the rest close their eyes one person may eavesdrop on their target. In this way you also do not know who is eavesdropping on whom.