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
- 1 Game board (circular track with numbered buildings)
- 7 Secret agent playing pieces with stands
- 7 Secret agent passport cards
- 7 Scoring tokens
- 1 Six-sided die
- 1 Safe playing piece
- 8 Playing piece stands
- 26 Top Secret expansion cards (optional)
- Instruction booklet
Setup
- Determine agent count: 2 players = 5 agents; 3 players = 6 agents; 4-7 players = 7 agents.
- Place all agents in the Church (building 0) in their stands.
- Position scoring tokens on the Start/Finish space.
- Place the safe in Building 7.
- 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
- Move Agents: Distribute die roll among agents (any color). Moving from one building to the next costs 1 point. If die shows 1-3, you may choose to use 1, 2, or 3 points (flexible). Higher rolls must use the full value.
- Trigger Scoring: Landing an agent on the safe’s building triggers a scoring event.
- Relocate Safe: After scoring, move the safe to a new building.
Scoring / Victory Conditions
Scoring Process
When triggered, all agents score simultaneously:
- Each agent scores points equal to the building number where it currently stands.
- The Ruins (negative space) causes agents there to lose 3 points.
- The Church (building 0) is neutral – no points gained or lost.
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
- All players reveal their passport cards and free agent cards.
- The player whose agent’s scoring token reached or passed Finish wins.
- If multiple tokens crossed Finish, the one that advanced furthest wins.
- If the winning token belongs to a free agent (not controlled by any player), no player wins.
Special Rules & Edge Cases
- Hidden Identity: The core strategy revolves around hiding which agent you control. Moving multiple agents per turn helps disguise your agent.
- Free Agents: Unassigned agents still score and move normally. A free agent reaching Finish means no one wins that game.
- Bluffing: Players are encouraged to move agents other than their own to high-scoring positions to mislead opponents.
- Scoring Token Movement: Tokens cannot move backward past Start.
- Safe Placement: The safe must move to a different building after scoring. Placing it strategically can set up or prevent future scoring.
- Expansion Cards (Top Secret): Optional variant adding event cards that modify gameplay with special abilities.
- Player Count Adjustments: Fewer agents are used with fewer players to keep identity deduction viable.
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