Spies & Secret Agents Games Night -
Jan 2002
I had been waiting forty minutes when my contact showed up. I could've
sworn I was the only person on the dock, but when he stepped from
the shadows I knew he had been watching me.
"I'm alone," I said, to break the silence.
"I know," the figure in the trenchcoast rasped. "Your
cabdriver was one of my agents."
My response was an inarticulate sound from deep in my throat. Between
the coat collar and the fedora, a grin flashed like a knife.
"You want to know the theme of this month's game night."
"Spies and Secret Agents, I know that much."
"Yes, but what are they? Secret agents. Agents with secrets:
secret agendas, secret locations...even secret identities. And spies:
those who search through desk drawers and hard drives to uncover
those secrets. Intrigue and betrayal, misinformation...and distraction."
On cue, a foghorn blared loud and long behind me. Like a fool I
turned around, and when I looked back the figure was gone. Where
he--or, she, possibly--had been standing, a plain-looking briefcase
sat on the wooden planks.
I stood for perhaps a whole minute, listening to the white noise
of the lapping waves and distant traffic. And then, knowing there
was no turning back, I picked up the briefcase and walked into the
night.
IT'S TIME FOR SPY GAMES!
To learn more about a game, click on a picture.
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Like lots of other games, each player gets a colorful piece
to move around the board. The twist: You can't let anyone
guess which piece is yours, and on your turn you can move
any pieces. Move an agent to the safe and trigger a
scoring round...
if only you knew who that was in the lead!
2-7 players.
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Mr. X is loose in London! One player controls this mysterious
fugitive, whose location is visible only every third or fifth
turn. The other players are investigators, working together
to trap Mr. X. The game lasts only twenty-four turns--will
victory belong to the hunters or the hunted?
3-6 players.
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You're the villain with the foolproof plan to take over the
world. You even captured that meddling spy (Dr. Kelley, Ms.
Carnegie, or maybe even Mr. Bond himself). You could just
shoot your nemesis, but you'd rather taunt and brag a bit.
This usually gives the spy a chance to escape and blow up
your hidden lair. When will you learn? This game is out of
print, since MGM studios slapped the manufacturer with a cease-and-desist
order.
2-6 players.
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Each player must collect the key, password, codebook,
and disguise of a certain nationality and return to their
home embassy. If someone else can guess which nationality
you are, you're out of the game. If they guess wrong, they're
out of the game. Mislead your opponents and make a run for
the alley!
2-6 players.
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First published as "Eurohit" in 1992, this game
was released by Avalon Hill with a mess of new "nonviolent"
rules loathed by gamers everywhere. Fortunately, the game's
designer posted his original rules online, restoring the original
concept: an intense race across Europe to uncover the assassin's
identity and stop him or her from completing hits.
3-6 players
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This new edition of the classic Stratego adds variants, quicker
play, and a four-player alliance game. Keep the values of
your pieces hidden as you probe your opponent's forces, trying
to capture the flag and avoid the bombs. Your strongest piece
is your Marshall, who can only be captured by another Marshall...or
by an enemy Spy.
2 or 4 players.
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