SPI Spies! Standard Rules
Standard rules for SPI Spies!...
lntroduction to Sprbs/ Spies! is a game of espionage and intrigue for up to five players, set in the turbulent European era of 1933-1939. You control the secret service of one of the major powers of that era - Germany, Italy, Russia, France, and Britain - in the constant struggle to gather your opponents' secretsand return them safely to your own capital while protecting your own country's secrets. Each copy of Spies! comes complete with the following components: One22" x34' mapsheet,one sheetof 50 Event Tiles, one sheet of 200 assorted playing pieces, one four-page standard rules booklet, one four-page long-game rules booklet, one I l" xlT" display. The Mapsheet. The Spies! mapsheet shows the major nations and colonies of Europe, the Middle East, and North Africa, including the important cities, capitals, ports, and land, air and sea routes. In addition, the mapsheet features various summaries, records, tracks, and other material that summarizes and enhancesmost of the essential rules of the game. As you read the rules, be sure to refer to the mapsheet whenever appropriate to familiarize yourself with the map itself and with the various play aids. Playing Pieces. The Event Tiles, secrets, police pieces, spies, and Action chits and markers used in the game feature the following information: EventTile: Front (Back is blank) YEARS IN WHICH TILE CAN BE PLAYED
zech Crisk! 3c: Berlin, Prague. 2c: Paris, Moscow, Bucharest, Warsaw. 2f: Budapest, Vienna, Bratislava.
I .r"* sPY I
Police(Russian):Front NAME STRENGTH
tThis number servesa particular purposeonly in theLong Game. tThis information has no effect on the gameperse,but is includedto lendcolor or serveasa meansof identification.
C o p y r i g h tO 1 9 8 1 S , i m u l a t i o n sP u b l i c a t i o n s I, n c . , N e w Y o r k , N Y 1 0 0 1 0
Action Chit (Discovery):Front
Action Chit (Any): Back
How to Begin the Game Choosing Countries. Select the country you will play. The turn order in which you set up and take your turns is always the same: Germang ltaly, Russia, France, Britain. Setting Up the Bank Track. Place your Bank marker on the Bank Track (see mapsheet)in the numbered box containing your country's name. Record the amount of money you have during the game, in thousands of pounds (f), on this Track. Drawing Event Tiles. Thke the 7 Event Tiles coded for your country; shuffle the 15 Tiles marked random, spread them face down on the table, and draw 3 of these random Tiles blindly for a total of l0 event Tiles. Drawing and Deploying Seqets. Shuffle all40 secrets,spread them all face down on the table, and draw your allotment at random. Place the 8 remaining secrets face-down, one per city in the 8 cities marked SECRET; then place your
secretsface-down,one per city, in any citiesin your territory. Deploying Police. Place your police face-down,no more than 2 per city, in any cities coded for police (including your capital)in your homecountry. Selecting and Deploying Spies. Select whicheverspiesof your nationality you prefer,up to the numberspecifiedon the Starting Set-Up (see mapsheet).Place your spiesface-down,without restrictions,in anycitieson the map. Drawing Action Chits. Mix all Action chits (except Double Cross, Intercept, Drop, and Source,which are not used) in a cup and draw your allotmentat random. The remainingAction chitsstayin the cup to be usedduring the game. Setting Up the Year Track, Place the GameYearmarker in the top row under 1933on the Time and Victory Record (see mapsheet).Each time the British playerendsa turn, advancethe marker oneyearuntil 7 arecompleted. Note: It is suggested that you limit each player'sturn to 5 minutes.
WhatYou Gan Do During Your Turn Playing Event Tiles.At the start of your turn, you must eitherdiscardany Event Tile face-down, or play face-up an Event Tile markedwith the currentyear (for instance,a Tile marked1934-35can be played only in 1934or 1935).Read aloud the information on the Tile. The codeslc, (2c, etc.) and 1f.(2f., etc.) indicate awards of Action chits (c) or money (E).Every player receivesthe indicated number of Action chits or amount of moneyfor eachcity listedin which he has a spy, provided the spy is not in its own territory.Thereis no additional rewardfor having} or morespies in a city. When you receiveAction chits, draw the indicatedquantityat random. You can neverhavemore than 7 Action chits. If you draw chits so you have more than 7, immediately return the surpluschitsof your choiceto the cup. Re-Arranging Your Police. Re-arrange your police among your home country
citiesin any way,but placeno morethan 2 per city. Searchingfor Enemy Spies.Immediately after re-arrangingyour police, you can searchfor enemyspiesin everycity containingyour police and one or more enemy spies. Announce which enemy spyyou aresearchingfor first, if thereis more than one in a city. You and your opponentprivatelycomparethe strength of your police (both police combinedif there are 2 in the city) and the enemy spy.If your policestrengthis greater,the spyis immediatelycaptured.If the spy's strength is greater or the same, the search has no effect. Your police can spy searchonceper turn for each-enemy in any city containingyour police.Note: A spy can avoid a strengthcomparison by playinga Papersor Escapechit.
the maximumof 5 total spacesper turn. Move a spy to seafrom a port to a ship symbolin the sameseazone;movea spy by sea from the ship symbol in one sea zoneto the ship symbol in an adjoining seazone; move a spyfrom sea from a ship symbol to a port in the sarnesea zone.A spycannotendits movementat sea. You must finish moving one spy beforeyou beginmovinganother. Controlling Secrets.A secretthat is still in play is alwaysin oneof threestates: l. You control i/.' You have a police pieceor spyon top of it, guardingit. 2. It is uncontrolled: No player has a policepieceor spyon top of it. 3. It is enemy-controlled: Some other player has a police pieceor spy on top of it. A secretis no longerin play onceone of your spies,who controlsthe secret,has Captureand Counterspies.You can cap- movedit to your capitalcity and cashed ture a spyasa resultof a searchin which it in. Whenyou cashin a secret,you imyour police strengthis greaterthan the mediately get 20f. and an Action chit, spy's(providedthe strengthcomparison and the secretis placedin your Time and is not evaded by a Papers or Escape Victory Recordunderthe Yearyou cashchit). You canalsocapturean enemyspy ed it in. Secretsare divided into two with a counterspy. Whenever a spy broad categories,dependingon how discoversa secretthat you control and theybeganthegame: that secret is a counterspy, make a strengthcomparisonby looking at the l. Original secret:A secretthat began enemyspy'sstrength.If the counterspy the gamein your hometerritory. 2. Foreign secret: A secretthat began is stronger,the enemyspy is captured;if the enemyspy is as strong or stronger, the gamein a neutralcountryor another the counterspyhas no effect. Whatever player'shometerritory. the outcome of the strength com- A secret's category never changes, regardless of its control state.You may parison, remove the counterspy from cash in only foreign secretsduring the play. Placeany spy you captureon your Time and Victory Recordunderthe Year game.Your originalsecretscan be placin which it wascaptured.Note that cap- ed on your Time andVictory Recordontured spies can return to play by an ly underall of the followingconditions: Escapechit. If one of your spiesis cap- I . It is theendof thegame tured by a counterspyin a neutralcoun- 2. Theyarein your hometerritory try, placethat spy in the SpiesCaptured 3. They are not enemy-controlled in Neutral Countriesbox, not on the (whetheryou control themor not). Time and Victory Record. You receiveno money or Action chits Moving Your Spies. After you have for original secretscashedin; you researchedfor enemyspies,you can move ceiveonly the Victory Points indicated your spies.Each spy can move a max- on the Time and Victory Record. To control a foreign secret,you must alimum of 5 spacesper turn, and eachcity or sea zone enteredcounts as a space ways play a Discoverychit and, if sucmoved.You canmovea spyby rail lines, cessful,placethe spy who has madethe air lines, and/or sea. A spy can move discoveryon top of the secret.To control one of your original secrets,that is along any combination of routes up to
in your territoryand not enemy-controlled, you mustplacea spy or policepiece on top of it; you neednot play a Discovery chit. If one of your original secretsis enemycontrolledandlor not in your home territory, you can gain controlof it only asyou would a foreign secret. You may, while moving your spies,transfera secretyou control from one of your spiesto anotherby moving the spy with the secretinto a city containing your other spy and placing this secondspyon top of the secret.The second spy may then movewith the secret (provided he has not moved already). Note: Only one spy or policepiececan control a secretat one time. If more than onespy or policepieceare in a city with a secret, the controlling piece shouldbe directlyon top of the secret.If no onecontrolsa secret,nothingshould be on top of it. Playing Action Chits. You can play the following five typesof Action chitsduring your spies' movement:Discovery, Papers,Sanction,Recruit,Escape.The play of theseAction chitsis summarized on the mapsheet.To play a chit, spend the number of pounds specifiedand returnthechit to theAction chit cup. Initiating Diplomacy. At any time during your turn, you can try to negotiate with your opponentsby offering trades or salesof chits,askingor grantingconcessions,and so forth. You cannot, however.exchange EventTiles.
WhatYou Gan Do During Another Player's Turn Searching for Arriving Enemy Spies. You can searchfor eachenemyspyeach time it moves into any city containing yogr police.You cannotsearchfor a spy that has not moved. The procedurefor searchis the sameduring an opponent's turn asit is duringyour own. Playing Action Chits. You can play Papers,Escape,and Coverchitsduring an opponent'sturn (seethe mapsheet). Respondingto Diplomacy. You can respond whenever an opponent initiates negotiationswith you. You cannot in-
itiate negotiationsduringan opponent's turn, and you must stop trying to negotiatewhena playerwhoseturn is in progresstellsyou to stop.
HowtoWin the Game At the end of the British turn in 1939, every secretwhich is now in your territory and is not controlledby an enemy spyis placedin the 1939columnon your Time and Victory Record.Each secret, capturedspy, and sanctionedmarker is worth a numberof Victory Points equal to its value times the multiple found in the box it occupieson your Time and Victory Record. The player with the highesttotal of Victory Points is the winner.In a tie, the richestplayerwins.
Playing the Game with FewerThan Five Players When you play with four players,one personplays Germanyand ltaly. When playing with three players, one person also plays Britain and France. When playing with two players, Russia is played on alternate years by the German-Italian and British-French players. When playing two countries, you cannot exchange Action chits, money, or secretsbetweenthem. Victory Points are totalled independently for each country, just as though they wereplayedby two players.
Sprbs.rDesign Gredits Game Design: John Prados, Lenny Glynn Physical Systemsand Graphics: Redmond A. Simonsen Game Development: Brad Hessel, Redmond A. Simonsen (Standard Game); David James Ritchie. Justin Leites (Long Game) Rules Editing: Bob Ryer Playtesting: Derek Avery Madge Cohen, John Duchman, Lisa Kay Fedder, Steve Fisher, Michael George, Taras Hnytyshyn (Standard Game); Edmund Hack, J. Haskell, Dave Miller, Deborah Ritchie (Long Game) Production: Ted Koller, Manfred F. Milkuhn, Michael Moore, Ken Stec