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The war is over, the Cold War can begin! As director of a spy agency, you will have to recruit the best agents available. In Secrets, your team is defined at the beginning of the game, but it’s hard to be sure who are your allies, and (more importantly) who will remain your allies… On each turn, you secretly send a character into an opposing agency. The player is free to accept your character, or send it back to you. Deduce your team, fool the other players, and attempt to be the most influential agency.
The players in Secrets take on the role of spy agency directors. At the beginning of the game, each player will get an identity token which will let them know if they are a CIA agent, a KGB agent, or a hippie. In turn, each player will get 2 cards they will reveal to the entire table. They will then secretly choose one and offer it, face-down, to another player of their choice. That player will then have 2 choices, accept it or refuse it. If they accept it, they will have to turn the card face-up and apply its effect. If they refuse it, the player who had initially offered the card will have to turn it face-up and apply its effect to themselves. Play proceeds this way until one player has 4 or 5 cards in front of them (depending on the number of players). At that point the game is over. The players will then flip their identity tokens face-up. The CIA or KGB team with the most points wins the game. But if a hippie has fewer points than any other player at the table, then the hippie player wins the game.
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