How to play
- Build the key. The 25 words hide 9 starting-team agents, 8 opposing agents, 7 bystanders, and 1 assassin.
- Take team roles. Red and blue each receive one spymaster who sees the key and at least one operative who sees only revealed identities.
- Give a legal clue. The active spymaster says one word plus one number. It must concern word meaning, not spelling, grid position, or other table information.
- Guess one at a time. Operatives must reveal at least one word and may make up to the clue number plus one guesses while they keep finding their own agents.
- Resolve the card. Your agent continues the turn. A bystander or enemy agent ends it. The assassin loses the game immediately.
- Contact every agent. A team wins as soon as its last agent is revealed, even when the opposing team reveals that card by mistake.
Invite friends with a room code, or connect your own AI.