Secrets
Inventor: Allan Stagg, copyright 1998.
Requirements: 1 pack of playing cards, pencil & paper
Number of players: 3-6
Purpose
Each player uses his spies to discover the secrets of other players, while using a policeman to discover his or her own secrets. The player who after 5 turns has gained the greatest number of points from stolen secrets wins the game.
Start of game
Each player has 9 secrets, numbered 1-9. A player has also 4 spies, code-named Club, Diamond, Heart and Spade, and 1 policeman.
The rules
Each turn a player must send his spies to try to steal the secrets of other players, and nominate which secret will be protected by his policeman. Orders should make clear which spy is truying to steal which secret from which player.
Example: Club steals secret 2 from Bill, Diamond steals secret 9 from Charles, Heart steals secret 9 from Derek, and Spade steals Eric 8. Policeman guards secret 7.
There will be three possible outcomes for each theft order:
If the policeman has not captured any spies this turn, he must be set to guard a different secret next turn.
End of game
At the end of the fifth round, each player adds the secrets he has stoles and adds the points for captured spies. The player with the higest score win the game.
HIDDEN SECRETS - a variant
As above, but each player has 10 secrets, identified by A - J. At the start of the game each plyer allocates 45 points among these 10 secrets.
Examples: (0, 0, 0, 0, 0, 9, 9, 9, 9, 9 ) or (4, 4, 4, 4, 4, 5, 5, 5, 5, 5), or any other combination.
These values are notified to the GM ( or written down on paper if played ftf). If a spy succesfully steals a secret, he is told how many points he has gained. In the game report the other players are informed that the secret has been stolen, but not how many points have been gained. If two or more players attempt to steal the same secret, theit attempts fail but they are told the value of the secret. If a spy is captured by a policeman, the value of the secret is made public to all players.