1 6m Simple Combat
Face all 36 spies. When the last one has been dealt with, you win if your own deck holds 7 or more of the 12 Key Spies, the Jacks, Queens, and Kings.
Use a standard 52-card deck without Jokers. The 16 Aces, 2s, 3s, and 4s are your Draw Deck, and the Aces are your Double Agents. The 36 cards from 5 to King are the Spy Deck.
An Ace is worth 1, a number card its number, a Jack 11, a Queen 12, and a King 13.
Shuffle the 5–7s, the 8–10s, and the Jacks, Queens, and Kings as three separate piles. Stack them into the Spy Deck face up, so the 5–7s come first, then the 8–10s, then the Jacks, Queens, and Kings. The top card is the spy you face. Shuffle your Draw Deck and draw 5 cards.
Each turn, deal with the top spy in exactly one of three ways.
After a counter or a recruit you may retire once: put 2, 3, or 4 cards of the same value from your hand into the Spy Discard.
Then keep the cards you didn’t play and draw back up to 5. When your Draw Deck runs out, shuffle your Draw Discard to make a new one.
When the Spy Deck is empty, count the Key Spies in your hand, your Draw Deck, and your Draw Discard. You win if they outnumber the Key Spies in the Spy Discard, which means holding 7 or more of the 12. A Key Spy you retire goes to the Spy Discard and counts against you.
Designed by James Newman 2021 BoardGameGeek
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