▮ 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
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.
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.
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.
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.