Variants for Black Spy

By: Dennis B. B. Taylor

Black Spy Variant Rules

Welcome to the world of Black Spy!

I assume you’re familiar with the game, so let me dive right into some exciting variant rules that will take your Black Spy experience to a whole new level. Ready?

First off, how about a “Role Reversal” variant? Instead of playing as agents, you and your friends will take on the roles of the spies. That’s right, the tables are turned! Your mission is to reveal how the spies try to outsmart the agents. This twist will surely keep you on your toes and add an intriguing layer to the game.

Another intriguing variant is the “Unseen Arsenal.” When playing with this rule, you’ll have access to a concealed deck of cards. These cards can be used to pull off sneaky maneuvers and deceptive strategies. Watch out for your opponents though, as they might also have their own arsenal of secret cards! Expect the unexpected with this twist.

If you’re a fan of teamwork, then the “Collaborative Objective” variant is for you. In this version, instead of competing against each other, all players are working together to complete a common objective. The twist is that you’ll still have secret personal objectives as well! Can you work as a team while also achieving your individual goals? It’s a unique challenge for those who love cooperation and competition in equal measure.

Now, how about turning Black Spy into a party game? With the “Time Attack” variant, you’ll be racing against the clock! Set a time limit for each round and try to complete your goals before the timer runs out. This version adds an element of urgency and excitement that will leave you breathless.

Lastly, I present to you the “Double Agent.” In this variant, there’s a traitor in your midst! One player will secretly be working against the rest of the group, trying to hinder their progress. Can you uncover the double agent and thwart their plans? This twist will keep everyone on high alert, questioning each other’s motives and adding suspense to every move.

So there you have it, some captivating variant rules to spice up your Black Spy sessions. Mix and match, combine them, or create your own custom rules. The choice is yours! Have fun and may the best spy win!

Hey there! Let’s talk about these cool spy variants. You can mix and match them to make your game more exciting.

Not-So-Sneaky Spies

The Blue, Yellow, Red, and Green Spies don’t change your score at all. They’re worth zero points. So each time you play, the total value is always 80 points.

Capture or Release

If a player manages to collect all the black cards in one round, they can choose to subtract 60 points from their score instead of giving each of the other players 60 points, which is the usual rule.

When a player successfully gathers all the black cards in one round, the Blue, Yellow, Red, and Green Spies become worthless. This rule also applies when playing with the No Good Spies variant.

The Mole

The dealer starts by dealing the first hand in the usual way. From the second round onwards, before distributing the cards to the players, the dealer puts aside three cards per player (for example, 12 cards in a four-player game, 15 cards in a five-player game). These cards represent “The Mole.” The remaining cards are then dealt among the players as usual.

When a game ends, I am the lucky player who gets to take possession of “The Mole”. It’s an exciting moment because I get to choose any three cards from “The Mole” for myself. But here’s the twist – I then have to pass the remaining Mole cards to the player with the next highest score. They also get to select three cards for themselves.

Once that player has made their choices, they pass the remaining Mole cards to the player with the third-highest score. This process continues until the player with the lowest score is left. They will receive the last three cards and add them to their hand.

In the event of a tie for the highest score, the youngest player always has the privilege of being the first to choose their cards from “The Mole”.

The Call of Color

Once the cards are dealt, the dealer takes a moment to assess their hand and then makes the bold decision to call out a color other than black. This choice sets the tone for the game. From that moment on, the player sitting to the left of the dealer must lead the first trick with a card of that color. If they don’t have any cards in that color, the lead passes to the next player, and so on, until someone can lead with a card of the called color.

Starting from the second trick, the player leading the trick has more flexibility. They can play any card from their hand, regardless of its color or rank. However, it’s important to note that when playing with this rule, the player who holds the Red 1 card doesn’t automatically lead the first trick anymore.

Following the Rank

In addition to being able to play a card of the same color as the card that was led, or a card of the same rank as the led card, players now have the option to play a card of the same rank as the card played by the player to their right. This opens up new strategic possibilities and adds an extra layer of complexity to the game.

A Step Back

When playing this game, you must go beyond the designated number to finish. If you manage to hit that number exactly, your score is cut in half. And if you’re really unlucky and hit exactly half of the end-value, your score is once again cut in half.

Let me give you an example in a game with three players. To bring the game to a close, a player needs to accumulate 201 points or more. But here’s the twist: if a player hits the exact score of 200 points, they’re sent back to 100 points. And if a player manages to hit exactly 100 points, they’re sent back even further to a score of 50 points.

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