Cover Story
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▮ Eyes Only ▮

How to Play

One word. Trust no one.

A spy standoff over a 5×5 word grid. Spymasters see the secret key and feed one-word clues; operatives race to uncover their agents — and dodge the lone assassin.

4+ players (2+ co-op) · Red vs Blue or co-op

A turn, step by step

BRIEF 01

1. Deal the board

Twenty-five words land in a 5×5 grid. A hidden key marks each one: 9 agents for the first team, 8 for the second, 7 neutral bystanders, and one assassin.

BRIEF 02

2. Spymasters see the key

Each team's Spymaster alone sees who owns every tile. The key never leaves the server for an operative — the secret stays classified.

BRIEF 03

3. Give a one-word clue

The active Spymaster sends a single word plus a number — how many tiles it points to. Talk around the board; the number sets how many guesses the team gets.

BRIEF 04

4. Operatives tap tiles

The team taps words they think are theirs. A correct agent keeps the turn alive (count + 1 bonus guess); a neutral or the enemy's agent ends it. Tap the assassin and the game is over.

How you win

  • Clear your agents — the first team to reveal all of its own agents wins the standoff.
  • Hit a neutral or enemy tile — your turn ends at once, and an enemy agent helps the other team.
  • Reveal the assassin — instant loss. Touch that single black tile and the game ends on the spot.
  • Co-op — one shared key, a 9-turn limit. Clear every agent before the turns run out without hitting the assassin.

Field tips

As Spymaster, a higher number is greedy but bleeds guesses — a confident 2 often beats a risky 4.

As an operative, spend the bonus guess only when you're sure. End the turn early rather than gift a tile to the enemy.

Watch the words your opponents have left. A clue that almost touches their agents — or the assassin — is a trap waiting to spring.

Co-op mode? You're racing the turn limit, not another team. Clear all your agents before the turns run out.

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