Title:
Secrets
Description:
During the cold war, you’re the head of a spy agency and must recruit the best elements. Find your teammates, fool your enemies, and become the most influential agency. But beware the Hippies, they could very well save the world…
Secrets is a game of hidden teams, bluff, and influence.
Secrets is a secret identity game. The action takes place in the 1960s. Players are either members of the CIA or KGB, or Hippies. Team affiliations can sometimes change during the game and must always be kept secret.
On your turn, reveal two Agent cards to all players. Secretly choose one of the cards and offer it to the player of your choice.
Secrets by Bruno Faidutti and Eric M. Lang, illustrated by Cari
In addition to their influence, some Agents will grant you information about who your allies are and others will cause trouble for your enemies. Offer the appropriate Agents to your teammates and trap your enemies. The team with the highest influence total will win the game. But, be careful, if a Hippie has less influence than any other player, they’ll steal the victory.
In Secrets, the second co-design between Eric Lang and Bruno Faidutti, players are assigned a hidden team — the CIA or KGB — and are trying to collect the most points for their side. In addition, one or two players are secretly anti-establishment Hippies who are working for nobody. Their goal is to fight the Man and have the fewest points.
On your turn, offer one of two randomly drawn agent cards to another player. These cards are worth points and have varying good or bad abilities. That player either accepts the agent, in which case they score it, or they refuse, in which case the card returns to you, and you score it. The game ends when a player has five cards, after which the teams are revealed; the team with the highest combined score wins, unless a Hippie has the single lowest score, in which case they win.
The interactions between the character cards are the spice of the game, but since the abilities are discoverable during play, the game can be taught in three minutes.
Components:
29 Character cards (61x112mm):
3 Double Agents (orange), 4 Politicians (blue), 2 Psychiatrists (green), 3 Detectives (brown), 4 Journalists (pink), 6 Scientists (aqua), 3 Diplomats (purple), 4 Assassins (red).
4 Bullet cards (values 0, -1, -2, -3).
4 Reference cards
1 Help Sheet
10 Identity tokens (custom embossed white acrylic, 64mm dia. x 4mm thick): 4x CIA (blue eagle), 4x KGB (red hammer & sickle), 2x Hippies (green peace symbol).
1 U.N. embossed token (55x55x4mm square white acrylic with white paint).
2 Help tokens (white acrylic arrows 16x17x4mm).
Rule booklet (English, 8 p.).
Secrets is a game of hidden teams, bluff, and influence.
Secrets is a secret identity game. The action takes place in the 1960s. Players are either members of the CIA or KGB, or Hippies. Team affiliations can sometimes change during the game and must always be kept secret.
On your turn, reveal two Agent cards to all players. Secretly choose one of the cards and offer it to the player of your choice.
Secrets by Bruno Faidutti and Eric M. Lang, illustrated by Cari
In addition to their influence, some Agents will grant you information about who your allies are and others will cause trouble for your enemies. Offer the appropriate Agents to your teammates and trap your enemies. The team with the highest influence total will win the game. But, be careful, if a Hippie has less influence than any other player, they’ll steal the victory.
In Secrets, the second co-design between Eric Lang and Bruno Faidutti, players are assigned a hidden team — the CIA or KGB — and are trying to collect the most points for their side. In addition, one or two players are secretly anti-establishment Hippies who are working for nobody. Their goal is to fight the Man and have the fewest points.
On your turn, offer one of two randomly drawn agent cards to another player. These cards are worth points and have varying good or bad abilities. That player either accepts the agent, in which case they score it, or they refuse, in which case the card returns to you, and you score it. The game ends when a player has five cards, after which the teams are revealed; the team with the highest combined score wins, unless a Hippie has the single lowest score, in which case they win.
The interactions between the character cards are the spice of the game, but since the abilities are discoverable during play, the game can be taught in three minutes.
Components:
29 Character cards (61x112mm):
3 Double Agents (orange), 4 Politicians (blue), 2 Psychiatrists (green), 3 Detectives (brown), 4 Journalists (pink), 6 Scientists (aqua), 3 Diplomats (purple), 4 Assassins (red).
4 Bullet cards (values 0, -1, -2, -3).
4 Reference cards
1 Help Sheet
10 Identity tokens (custom embossed white acrylic, 64mm dia. x 4mm thick): 4x CIA (blue eagle), 4x KGB (red hammer & sickle), 2x Hippies (green peace symbol).
1 U.N. embossed token (55x55x4mm square white acrylic with white paint).
2 Help tokens (white acrylic arrows 16x17x4mm).
Rule booklet (English, 8 p.).
Max Number of Players:
4-8
Barcode:
5425016921302
Category:
Bluffing
Card Game
Deduction
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Publisher:
Repos Production
Playing Time:
35
Year Published:
2017
Designer:
Bruno Faidutti, Eric M. Lang
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Artist:
Cari
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Suggested Ages:
10+
Date Added:
2018-06-21 11:57:10
Automatic Estimated Value:
~$24.99
Automatic Estimated Date:
2025-11-16
Date Added:
2018-06-21 11:57:10