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Spy Guy

Spy Guy Rulebook

Table of Contents

Table of Contents

  • Goal
  • Components
  • Preparation
  • Clue Cards
  • Sequence of Play
    • Spy Guy's Turn
    • Doctor Moritz's Turn
    • Shortcut!
  • Game End
  • Clues

Goal

You are helping Spy Guy - a super-detective who preserves law and order in the city.

Your task is to catch Doctor Moritz before he goes to the port and escapes from the city. If you catch him, you win!

Components

  • 1 board
  • 10 clue markers
  • 56 clue cards
  • 2 standees (Spy Guy & Doctor Moritz)
  • 1 sand timer

Preparation

  1. Place the board on a table or floor, to create the game track.
  2. Place Spy Guy on the track's first space, which is marked with his picture.
  3. Place Doctor Moritz on one of the indicated spaces, depending on the number of players (1 player, 2 players, 3 players, or 4 players).
  4. Put the sand timer and clue markers near the board.
  5. Shuffle the clue cards to create a face-down deck.

Clue Cards

To catch Doctor Moritz, you must help Spy Guy find as many clues as possible in the city. The more you find, the faster your standee will catch up with the escaping villain. The items you need to find are listed on the clue cards.

Each clue card shows:

  • The clue that you are currently trying to find.
  • The number of footprints, which tells you how many spaces Doctor Moritz will move on his turn.
  • The clue's index number in Spy Guy's files; it has no game effect.

Spy Guy advises: Remember - an item always looks the same on the card and on the board, with the same shape and color.

Sequence of Play

Spy Guy is a cooperative game in which you all direct the detective's moves. Spy Guy and Doctor Moritz alternate turns. Spy Guy starts the game.

Spy Guy's Turn

  1. Reveal the top card of the clue deck. It shows the item that you must find on the board this turn. After revealing the card, immediately turn over the sand timer.
  2. Everyone searches the board to find the item. Every item appears in several places on the board. Whenever anyone finds the item, they place a clue marker onto it. When the sand timer runs out, you must stop searching and can place no more clue markers.
  3. Count how many of that item you all found and marked. Move Spy Guy forward that many spaces, toward Doctor Moritz.
  4. Remove all clue markers from the board.

Doctor Moritz's Turn

Count how many footprints are on the clue card that was just revealed in Spy Guy's turn.

Move Doctor Moritz forward that many spaces, toward the port.

Shortcut!

Spy Guy may be able to use his knowledge of the city to shorten his path in pursuit of Doctor Moritz. If Spy Guy starts his turn on the space with an arrow, he can move through the shortcut, instead of moving the longer way. Spy Guy moves along the 3 shortcut spaces like he moves along normal spaces: one space forward per item you all found.

Game End

If Doctor Moritz moves to the track's last space (the port), he boards a ship and escapes from the city. Spy Guy does not catch him, and you all lose.

If Spy Guy moves into Doctor Moritz's space (or beyond it), you successfully catch the thief and win!

Clues

Here is a helpful table that shows how many times each clue appears on the board. Good luck with your search!

ClueTimes on boardClueTimes on board
pink boot8white glove5
fire hydrant6spray can7
owl6magnifying glass10
black cat5strawberry9
spray bottle8rake5
sock8boombox8
basketball9sun hat8
party hat7gem9
banana peel10chocolate cake slice6
traffic cone7pear5
seashell7pirate hat5
fish bones6dinosaur5
trash cans6pinwheel5
tulip8alphabet block6
bat6toy rocket6
suitcase8drum6
butterfly9rattle5
lollipop8top hat5
wire wastebasket6high heel shoe5
snail10map6
rabbit9puzzle piece6
paper airplane7giraffe5
park trash can10party hat (cone)6
first aid kit7beetle5
cardboard box7
pizza slice6
sunglasses
10
soccer ball5
toy alien5
whistle10
bone6
ladybug10