How it plays
Two teams each choose a spymaster who can see the hidden key for a shared grid of 25 words. A spymaster gives one word and a number; teammates discuss which cards match the clue and make their guesses.
Correct guesses can continue, but a bystander or opposing agent ends the turn. Choosing the assassin loses immediately. Find all your agents before the other team finds theirs; an opponent can accidentally reveal your final agent for you.
Decisions you’ll make
As spymaster, check a clue against every visible word. Connecting three of your agents is not helpful if the same association strongly points to the assassin.
As an operative, decide whether another guess is justified. You can stop after at least one guess, and ordinarily may guess one more than the clue’s number to recover a word from an earlier clue.
Learning the game
Light: the turn is brief; explain clue validity, wrong guesses, the assassin, and the extra-guess allowance.