![]() ![]() A player can’t give a clue that is the same or similar to one of the face up word cards.When giving clues the following rules must be followed: Each spymaster gives their team a one-word clue. Starting with the spymaster for the first team, each team will take turns trying to get their teammates to pick the words corresponding to their agents. If either team picks “pass” during the game they will automatically lose. The blue team has to guess key, mouse, yard, screen, calf, Hollywood, water, phoenix, and bar. The red team has to guess stadium, grace, day, doctor, paper, death, Tokyo, and mug. The spymaster wants to avoid having their teammates guess the word corresponding to the assassin. The pale squares are the innocent bystanders and the assassin is the black X. ![]() Each spymaster is trying to get their teammates to guess all of the words corresponding to their color. The team that starts the game is given the double agent card to add to their pile of agents.īefore starting the game both spymasters should study the grid. The team whose color is on the sides of the key card starts the game.The spymasters will choose one of the key cards and place it into the stand facing them.The players randomly choose 25 of the word cards and place them in a 5 x 5 grid.The innocent bystander and assassin cards are placed between both spymasters. The agent cards are placed in front of the corresponding spymaster. ![]() The rest of the players sit on the other side of the table. Both spymasters must sit on the same side of the table.
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