Board Game Wink - Nest of Spies
Put on a mask and go to the carnival! Among the colorful costumes, you need to find your accomplices and not fall under the watchful eye of counterintelligence.
The board game will create an incomparable atmosphere of total suspicion, cunning micro-moves, and laughter at your table, which you and your friends will remember for a long time afterwards.
Wink for luck!
The goal of each move is to find your accomplice and give him a signal by winking. Of course, so that others do not notice. If the accomplices find each other, wink and remain unnoticed - each of them receives 1 point. If a player notices a secret connection between two other players - then gets 2 points instead.
Game progress
- At the start, each player receives a spy card and a chip of the corresponding color, as well as 4 counterintelligence cards.
- Two identical decks of agents represent a crowd at a masquerade, one of the decks is played face up in the center of the table, and the other is distributed among all players.
- On his turn, the player places his chip on any free crowd card and calls its number. In this case, you cannot choose a card with a number that you already have in your hand. From this moment on, your accomplice is the player who is holding the card with the number you named in his hand. He must wink at you imperceptibly.
- In the next round, the chip will need to be moved, so the accomplice will probably change. At the beginning of your next turn, you can name your accomplice, and if it turns out to be true (the player has the corresponding card) - then each of you scores the agent card with the corresponding number as victory points. If the accomplice is named incorrectly - the card on which the player`s chip was located becomes inactive.
Catch them red-handed!
At any time during the game, as soon as it seems to you that one player is winking at another - announce your suspicion and name the player and the number of the card he has in his hand. If he really has the corresponding card - discard the used counterintelligence card and take both agent cards with the named number (you get 2 points). If you are wrong - then you simply lose the counterintelligence card without any effect.
Game over
Start counting your victory points if:
- one of the players has run out of agent cards in his hand,
- there are no crowd cards left on the table,
- all crowd cards are inactive.
All received agent cards and unused counterintelligence cards bring 1 victory point each.
And if the process of winking itself seems not very convenient to you, or on the contrary too easy - agree with your friends on any other signal, Hiccup will not forbid you.
Publisher: Geekach
Language: Ukrainian
Players: 4-8
Play time: 30 m
Age: 8+
- 72 Agent Cards:
- 2 sets of 36 cards with different backs - 32 Counterintelligence Cards
- 8 different colored Spy Cards
- 8 different colored Spy Tokens
- Game Rules