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Spy

#9201BGG ↗

2004 · 2-4 players · 30min · weight 1.26 · 688 ratings

v2 v3

BGG raw

ID
9201
Name
Spy
Year
2004
Rank
26983
Min players
2
Max players
4
Playing time
30
Min playtime
30
Max playtime
30
Avg weight
1.2615
Num weights
65
Bayes avg
5.49438
Average
5.49601
Users rated
688
Num owned
1383
Wanting
13
Wishing
66
Num comments
277
Fetched at
Wed Apr 29 2026 05:43:28 GMT+0000 (Coordinated Universal Time)
Mechanisms (1)
Hand Management
Categories (3)
Abstract StrategyCard GameSpies / Secret Agents
Description (1461 chars)

Spies are conducting business on all of the continents. Everyone wants to employ as many spies as possible of course. Six cards are lying in the middle of the table, each representing a continent, as well as six cards depicting typical spy tools. Before the start of the game, a spy-chip is placed beside each card. Each player holds three cards in his hand and places one openly in front of him during each round. The cards always show two symbols: a continent and a tool. Players can “report” two or more cards with the same symbol when it is their turn. For this purpose, he or she can use hand cards, those in front of him or both. One may then lay down the difference of one’s cards and the already displayed chips as spy chips. If a player lays down three South America cards for instance, and there is only one spy attached to that continent card, he may lay down the difference (2 spies) out of his supply. As the game continues, it becomes increasingly difficult to lay down spies. For example, if there are already 4 spies at the “fountain pens”, a player needs to report at least 5 cards with “fountain pens” in order to get rid of a spy. One also has to catch the right moment for reporting, because reporting too early means one might only get rid of very few spies. If one waits too long, others might be quicker. The player who gets rid of his spies first wins. —description from the publisher

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).