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The Espionage Manual
The Espionage Manual
INTRODUCTION
BE AN AGENT
Information is vital for winning yet The player must use his wits and cunning to
obtain intel from other players and to use intel to advance his team. However, the
player must be careful and remain perceptive against the sneaky tactic of foes. The
power to turn the tides of the game can rest on the strategy a single player used.
Overall, it simulates the thrill of being an operative in the field.
BUILD A TEAM
No one makes it on their own in Espionage. It is the perfect game for parties or teambuilding seminar, where a large number of people that may not be well-acquainted
are involved. The game pressures players to interact with everyone, allowing bonds
and friendships to be formed. It promotes taking initiative to lead a team and
thinking outside the box with Espionage interesting social mechanics.
BREAK BOUNDRIES
Espionage challenges the conception of how games should be played and allows
players to enter a playground that feels entirely real. Unlike most games, it does not
require the constant attention of all the players, but a continuing game, where the
player plays when the player wants. Players are free to play other smaller games and
go about the party or event as they wish, while subtly keeping their head on
advancing his/her team. By combining different interesting elements, Espionage
offers a unique, fun and unforgettable gaming experience that would rock the world
of its players.
SETUP
The number of player, their experience and the nature of the gathering should all be
considered in allotting the number of teams and the amount of time for playing.
Likewise, the objectives, roles and rules to be applied should also be adjusted
accordingly. This guide is made merely to assist in creating your Espionage games; it
is the prerogative of the Game Moderator (GM) to prepare a balanced and fun match.
Teams: 2 to 4
Possibly More.
Players: 10 to 48 players
Possibly More.
However, younger players may find it difficult playing with adult players.
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V. 2
OBJECTIVES
The main object of the game is for a team to score as much points (pts) as possible,
and whichever team has the most points, by the end of the time allotted or when
there is no longer any means for any teams to score, shall be declared the victor.
A standard session consists of 3 objectives, Team Manifest, Infiltrate and Conquest.
Secret Task and Team Challenges are additional objectives that may or may not be
included.
TEAM MANIFEST
POINTS: 1st- 400pts , 2nd- 360pts, 3rd- 320pts, 4th- 280 pts
+ Bonus: 1st Try- 40pts, 2nd Try- 20pts
The main twist in Espionage is that players initially do not know which team
they belong to. When a team becomes organized, the Captain (C) or CoCaptain (CC) should submit a complete list of its members to the GM via text
or written on paper to complete the Team Manifest Objective. Piecemeal
submissions are not allowed.
INFILTRATE
POINTS : 20pts /role+team (Right minus Wrong)
+ Complete List Bonus:
1st- 500pts , 2nd- 460pts, 3rd- 420pts, 4th- 280 pts
- Mistake Penalty: 80pts
The Infiltrate Objective requires a team to identify the members and roles of
the opposing team/s. Likewise , the C or CC should submit a list via text or
written on paper to complete the Team Manifest Objective. There are two
non-exclusive ways to score under this objective.
Per Player Identification
Partial Lists identifying the roles and teams of players that belong to opposing
teams may be submitted. The incomplete list would garner points for every
correct identification and would reduce points for every wrong identification. A
team may only submit 3 partial lists for every opposing team through-out the
round. Once a player has been correctly identified the team may no longer
gain or lose points from the identification of that player. The GM does not
need to reveal which players were identified correctly after a team's
submission.
Complete Lists
These are lists that contains all the member of an opposing team. They do not
need to identify the roles of the members.
In a 2-Team Round, there is NO Completion Bonus because after identifying
their own team, the members of the opposing team would be easily
identifiable.
In a 3-Team Round, identifying all the member on only one opposing team
would already grant them the bonus
In a 4-Team Round, a team can receive the bonus twice for the its first two
correct complete team lists.
The Mistake Penalty is only given when a team submits a complete list, but is
incorrect.
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Conquest
POINTS: 1st- 300pts , 2nd- 260pts, 3rd- 220pts, 4th- 180 pts
The Conquest objective is fairly simple objective. The team's Yeoman must put
their team's assigned Totem on the Goal. The team's Captain must either
inform the GM if they are going to do the objective, so he can verify or show
him a video of the act. If a Yeoman was not the one to place the Totem,
his/her team must wait 15 minutes before the team could try to complete the
Conquest objective.
SECRET TASKS
POINTS: 20/40/60pts (Depends on Difficulty)
Secret Tasks are objectives that allows a single player to obtain points for
his/her team. These objectives vary from player to player and are meant to
involve tasks that forces players to expand their comfort zone. Examples of
Secret Task are taking a selfies, dancing, singing, drinking or other unusual
acts. Creative tasks which involve Explorers or members of opposing teams
that could drastically change the game are allowed. Once a player's secret task
has been completed, he must inform the GM. The honesty system applies in
such claims, however the authenticity of such should be verified by the GM
through testimony of witnesses and/or physical evidence. Only then can the
GM reward points.
TEAM CHALLENGES
INTEL
Intel is information that are vital to forming teams and completing objectives. A set
of Intel is given to each player on the onset of the game. Each intel is unique to one's
team, and at least two player of one team should have the same exact intel.
PASSWORD (PW)
HEADQUARTERS (HQ)
The HQ is a place within the venue were a team can gather or where players
can inconspicuously meet.
The TC is a pattern depicted by the use of bars, such as this "|| | || |||." It is
usually broadcasted using sounds or imagery or a combination thereof.
TOTEM
GOAL
The Goal is a certain location, where the corresponding totem can be placed. If
a team's HQ is in indoors, the Goal should usually be outdoors and vice versa.
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ROLES
A standard game of Espionage has only 7 player roles. Each of these roles possesses a
set of his/her team's intel. No player may change his role or team, during the
duration of the match. Any insistence of such shall be ignored and the preset
assignments shall prevail in accounting points. Some player roles, namely the C, CC, Y
and E, have unique responsibilities or abilities.
To cater for a match with less than 7 player per team, non-essential roles (e.g. CC, CB)
must be removed. For a match with more than 7, two or more players may have the
same role.
The GM prepares the game by assigning role and the parameters of the game.
The GM also acts as the referee by settling inquiries, tallying scores and
announcing the victor.
CAPTAIN (C)
Co-CAPTAIN (CC)
Intel: Team Name, Team Signal
The Co-Captain is meant to assist the Captain in organizing their team. He/she
is may also act as representative of the team to the GM.
NAVIGATOR (N)
Intel: Password, Team Code, Goal
The Team's Yeoman is the only player that may place Totem on the Goal.
MATE (M)
Intel: Password, Headquarters
CABIN BOY (CB)
Intel: Team Code, Headquarters
EXPLORER (E)
Intel: None
The E initially does not have a team, and is free to join any team if he /she opts
to. Once the E has chosen a team he/she wants to belong to, he/she must
inform the GM. The E may no longer officially change his team from what he
told the GM. If the E has a Secret Task the team he/she joins would receive the
points for its completion.
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HOW-TO -PLAY
Intel is supposed to be used to help players network and establish their team. They
should watch out for players with the same intel and make known to their teammates
what intel they have. For example, a player may discreetly mention his team's
password in conversations and if the person he talks to reacts differently, he may
choose to disclose that they must be teammates. On the other hand, because a team
must outplay other teams, subtlety and trickery may or should be practiced. There is
no set way to do this, so a player is free to utilize ingenious strategies. However, a
game of Espionage should still follow the following procedure:
1. THE Prep
The Game Moderator prepares the game, and lets the players know the details
of the match, like who else are playing, the setting, and what objectives, rules
and roles are to be present in the match.
2. Mission Order
The GM sends out personalized Mission Orders, text messages or info cards
which contain the role and intel of the player to each of them. The game's
operation would only commence once all player received their text. The GM
must also subtly hand the Captains their badge.
3. Operations
This is the game proper, when players fulfill objectives by finding teammates
by using intel, establishing their teams and collecting points.
Submissions
This is also the period where team may submit requirements for objectives.
Updates
During the duration of the game, the GM may announce the ranking of the
teams. The GM should also remind player on how much time is left before the
game would stop.
Walk-outs
The game can still go on even if players must leave as long as the Captain or
Co-Captain with the majority of his/her team are still in the venue.
4. Debriefing
After the allotted time has elapsed or when all the possible objectives have
been completed, all players should gather around for the announcement of
their ranks. If prizes and/or consequences had been agreed upon, then they
should be settled in this part of the game.
Tied Teams
In case of a tie, the teams may be declared as having the same rank or the in
the form of a Team Challenge.
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RULES
Espionage is normally played with minimal restrictions, applying only the mechanics
mentioned above. However, other than the laws governing the state, the GM may
impose rules to make a more conducive environment for practical purposes.
Deduction of points can be made if a player breaks the rules imposed.
Examples:
Restriction on the use of phones
Prohibition of showing others their mission order
No trying to peek on other's mission order
Other forms of cheating
No Drinking or Smoking
Obligatory Pauses in the game where players can focus on other tasks
without anyone advancing their team.
Don't be an asshole
TIPS
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Team Name
Password
Headquarters
Team Signal
Team Code
Goal
Totem
ROLES
Name
INTEL
Team A
TEAM A
Secret Task
Team B
TEAM B
Name
Secret Task
C
CC
N
QM
Y
M
CB
OBJECTIVES
SCORE
RED TEAM
BLUE TEAM
Manifest
Infiltrate
Conquest
Secret Tasks
"CAUTION: For your eyes only! _____NAME_____, you are a ___ROLE___. [if the role has a
special responsibility insert here.] Your intel of you team is as follows: _______INTEL______.
Your secret task is to _______."
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