Designer: Alexander Ushan
Artwork: Uildrim and Sergey Dulin
Theme: "Loose ips sing ships" is a saying that dates back to the days of WWII. It also represents a vital wartime principle. There were lots of things that could give spies away -- rust free staples in their documents, square-headed nails in the soles of their boots, and so on... This game offers everyone an opportunity to walk a mile in the shoes of both a spy who's close to having their cover blown and the special agent who;s hot on the spy's heals.
- Player Count: 3-8 players
- Play Time: 15 Minutes
- Ages 13+
- Complexity of Rules: Low
- Setup Time: Low
- Replay Value: Medium
- Direct Conflict: Low
How It Plays
- Game Mechanics: This is a social deduction, bluffing game. Players are each given a card. One of the cards has the spy on it and the others all show a location and a job title. Players then take turns asking each other questions. The spy is trying to figure out the location while the other players are trying to catch the spy.
- Round Summary:
- The dealer randomly chooses one of the location decks (each deck has one spy card on top.) The dealer draws a number of cards from the deck equal to the number of players then shuffles and deals one to each player.
- Question phase:
- The dealer starts an 8 minutes timer and asks one of the players a question calling them by name: "Tell me John...". The questions usually pertain to the current location in order to discover the spy. The question however shouldn't give the spy enough information to guess the exact location.
- The player who answered the question now gets to ask a different player a question.
- Once per round, If a player becomes suspicious of another player, they may stop the clock and make an accusation. If the other players unanimously vote to accuse the suspicious player of being the spy, the player reveals their card. If they are the spy the non-spy players win, if not, the spy wins. If the vote is not unanimous, play continues.
- If the Spy thinks they know the location they can stop the clock, reveal their spy card and guess the location by referring to the locations in the rule book. If they are correct they win, if not, the non-spy players win.
- Accusation Phase: If the 8 minute timer runs out an accusation phase begins.
- Starting with the dealer, players take turns accusing another player of being the spy. If the other players unanimously vote to accuse that player of being the spy, the player reveals their card. If they are the spy the non-spy players win, if not, the spy wins. If the vote is not unanimous, play continues with the player to the left. If all players make an accusation but no unanimous vote occurs, the spy wins.
- End Game: The game can be any number of agreed upon rounds. 5 rounds are recommended, which would take about an hour.
- Victory: The spy earns 2 points if not discovered, 4 points if a non-spy player is convicted of being the spy and 4 points if they successfully guess the location. The non-spy players earn 1 point with a round victory and the player who successfully accused the spy gets an additional 2 points. The player with the most points at the end of the game wins.