Top Secret Spies

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Top Secret Spies

Overview

Top Secret Spies (originally Heimlich & Co.) is a deduction and bluffing game where players are spy agency chiefs secretly controlling one of seven colored agents on a circular board. On each turn, a player rolls a die and moves any combination of agents around the track, triggering scoring when an agent lands on the space containing the safe. The catch: no one knows which agent belongs to which player until the end of the game, encouraging deception and misdirection.

Components

Setup

  1. Determine agent count: 2 players = 5 agents; 3 players = 6 agents; 4-7 players = 7 agents.
  2. Place all agents in the Church (building 0) in their stands.
  3. Position scoring tokens on the Start/Finish space.
  4. Place the safe in Building 7.
  5. Shuffle passport cards and deal 1 face-down to each player (indicates which agent they secretly control). Remaining cards become “free agents” placed under the board.

Turn Structure

On your turn:

1. Roll the Die

Roll the six-sided die to determine total movement points.

2. Move Agents

Distribute movement points among one or more agents, moving them clockwise around the track. Each building space counts as 1 movement point. You may move any agents (including those you do not control) to misdirect opponents.

3. Trigger Scoring (if applicable)

If any moved agent ends its movement in the building containing the safe, a scoring round occurs.

4. Move the Safe

After scoring, the player who triggered it moves the safe to any different building. Placing the safe where agents already stand does not trigger additional scoring.

Actions

Scoring / Victory Conditions

Scoring Process

When triggered, all agents score simultaneously:

The player who triggered scoring advances all agents’ scoring tokens on the track.

Game End

The game ends when one or more scoring tokens reach or pass the Finish line.

Winner Determination

  1. All players reveal their passport cards and free agent cards.
  2. The player whose agent’s scoring token reached or passed Finish wins.
  3. If multiple tokens crossed Finish, the one that advanced furthest wins.
  4. If the winning token belongs to a free agent (not controlled by any player), no player wins.

Special Rules & Edge Cases

Player Reference

Building Score
Church (0) 0 points
Buildings 1-12 Points = building number
Ruins -3 points

Turn: Roll die -> Move agents -> Score if safe triggered -> Move safe

Victory: First agent token to reach/pass Finish line (must be player-controlled)

Identity: Revealed only at game end