How it plays
You and your partner see different sides of the same key card. Each side identifies words the other should guess, plus bystanders and assassins. Give a one-word clue and a number to connect several useful words on the shared grid.
You usually alternate between giving clues and interpreting them. Once one partner has found all their agents, they only give clues. The aim is to uncover fifteen agents together. Timer tokens limit the available turns, while guessing an assassin loses the game for both of you.
Decisions you’ll make
A broad clue can save turns by linking several agents, but it also gives your partner more ways to make a dangerous connection. Check it against the whole grid, not just the words you hope they notice.
As the guesser, decide when to stop. Your side of the key cannot tell you which guesses are safe.
Learning the game
Light: the turn structure is short; the main learning is which information each side of the key controls.