
2014
F$HSPIES?PWRPANIC!Z
2–4 players · 45 min · 10+
You are in control of a country’s secret service agency. Your task is to use intelligence to influence your government to take wise decisions. The trouble is, enemy spies have infiltrated and are influencing your government into taking less wise decisions!
There are four possible decisions a government can take, each represented by a development track with 10 spaces. The tracks are:
• Economy: Increases income of coins.
• Military: Increases number of spies you have.
• Science: Makes more cards available.
• Culture: Means capturing enemy spies is easier.
The game is won by being the first government to reach the end of any of the four development tracks.
2-4 players, 20mins per player.
Rules and strategy
Source knowledge for this edition still needs preparation or review.
Prepare rules knowledge
Source rules are needed before we can answer reliably.
Sign in to submit a rulebookAsk about F$HSPIES?PWRPANIC!Z
Answers show their sources. When the evidence is missing or unclear, we’ll say so.