Everything you need to know to run and play a mission.
Spy Game is a social deduction game played in real life, around a table or in a room. Players are secretly sorted into rival spy agencies. Nobody knows who belongs to which agency — except you. Your job is to figure out your enemies before they figure out you, and vote them out round by round. The last agency standing wins.
One person creates the game and acts as referee. The GM can see everyone's agency and all votes in real time, but does not play as an agent — they only control the flow of the game.
Everyone else is an agent. You know only your own agency. You must talk, bluff, and vote strategically to help your agency survive.
Every round has two phases, both controlled by the GM.
Everyone talks out loud — face to face, in real life. Debate, question, accuse, and defend. Try to work out who is in an enemy agency. The timer on your screen shows how much time is left. When the GM thinks enough has been said, they open voting.
Each living agent taps the name of the person they want to eliminate. You vote privately on your own device — nobody sees your vote live. You will see your own name in the list (marked you); voting for yourself is allowed but is rarely a good idea.
When the GM ends the round, all votes are counted at once.
Tip: a tie is sometimes the safest outcome for the minority — if you suspect a group is about to eliminate one of your teammates, convincing just one person to split their vote can save a life.
One agency wins when it is the only agency with at least one surviving agent. All members of other agencies have been eliminated.
If every remaining agency has exactly one agent left, the game ends in a draw — nobody wins, nobody loses.
The GM can press End Game at any time to stop the game and see the final standings, even if no agency has fully won yet.
Keep your agency secret. Never confirm which agency you belong to, even to someone you think is an ally — they might be bluffing.
Watch the votes. After each round the eliminated player's agency is revealed. Use that clue to figure out who their teammates were — allies often defend each other.
Bluff wisely. Claiming to be from a certain agency (true or false) can throw suspicion onto others — but be careful, a good bluff can backfire.
Use the tie rule. If your agency is outnumbered, getting any tied vote result is a win — you survive another round.
As GM you have full visibility — you can see each player's agency and every vote in real time. Your job is to keep the game moving:
Every GM action has a confirmation prompt — you won't accidentally end the game with a stray tap.