Build Your Supervillain Lair in 'Spyworld'
Fill your secret lair with traps and guards, and send your agent to infiltrate your rival's lair.
Spyworld is a flip-and-draw game for 2 to 99 players, ages 8 and up, and takes about 30 minutes to play. It retails for âŹ25 and is available directly from the publisher, but may also be found through other game stores and online retailers. The game has a spy theme with things like laser traps and guard dogs, but done in a cartoony style so it's family-friendly (or at least comparable to other kid's media that has spies and villains). The number of players is limited only by the number of game sheets and making sure everyone can see the cards on the table, but is in theory unlimited.
Spyworld was designed by Frédéric Morard and published by Don't Panic Games, with illustrations by Emanuele Arnaldi.
Spyworld components. Photo: Jonathan H. Liu
Here's what comes in the box:
- 108 Planning cards
- 9 Agent cards
- 9 Mission cards
- 5 Gadget cards
- 6 Lair boards (double-sided)
- Game Sheets pad
A pristine lair, ready for your personalized touch. Photo: Jonathan H. Liu
The game sheet is broken down into several sections. On the left is a scoring sheet and a budget tracker. The main central portion of the sheet is a grid for your lair, where you'll be drawing traps and sentries and walls. On the right is a section for your agent, tracking the training that you give your agent as well as any gadgets you obtain. The sheet is perforated so that you can tear off the agent portionâyou'll see why in the How to Play section. (If you run out of sheets, you can download the PDF to print more, but you'll have to perforate them yourself.)
The game sheets have several tracks that are little dotted circles. Like many other roll-and-write games, you circle things as you earn them, and then cross them out (or color in the circle) when you've used them. The only complaint I had was that in some of the sections, the background color is a little dark, so it can be hard to see the circled outlines.
Lair boards give each game a slightly different flavor. Photo: Jonathan H. Liu
The Lair boards are large cards that are basically player aid cards, with the rules for the particular level that you're playing. They're double-sided and there are two different versions, giving you four total lairs to use, from the introductory Superyacht to the Volcano Lair. Each one shows you the effects of the various traps and sentries, along with some particular rules that apply to that lair. With three copies of each one, you can spread these around the table, though if you have a lot of players they may need to pass them around to share.
Three types of sentries: dogs, guards, and robots. Photo: Jonathan H. Liu
The planning cards are the core component that drives the game. The back of each one has a number from 1 to 5, and is either red (with horizontal arrows) or blue (with vertical arrows), indicating a row or column in the lair. The front of the card is where you'll find the various traps and sentries that you can put into your lair, as well as valuable secrets to stash in your lairâeach of these has a little icon at the top showing what you draw in your lair for that item. There are also some cards that will train your agent or give you gadgets. The illustrations have some fun detailsâfor instance, the guard dogs have lasers strapped to their backs (though I can't tell if the sharks have frickin' lasers on their heads).
A few of the agent cards. Recognize anyone? Photo: Jonathan H. Liu
The agent cards feature a variety of secret agents, and there are some fun references to classic spies from movies and videogames, like "Jamie" who's seen wearing a tux and playing poker, or "Lopin IV" who's seen cracking a safe. These aren't used in the introductory game, but give players asymmetric abilities for their agents.
You can download a copy of the rulebook here.
The Goal
The goal of the game is to have the most money by protecting the secrets you've stashed in your lair and stealing secrets from your rival's lair (plus a few other bonuses).
Main area setup. Photo: Jonathan H. Liu
Setup
Choose the level of lair you will be playing, and set out the lair boards turned to the appropriate side.
Shuffle the planning cards and make three equal decks, placed in a central area where everyone can see them. Shuffle the mission cards and draw 3 at random, placing them face-up. Set out the five gadget cards as a reference (one side is a basic side and one side is the expert side).
Give each player a game sheet and pencil. If you're playing the Superyacht lair, do not use agent cards. Otherwise, deal agent cards to each player. (Depending on the number of players, you can either deal 2 to each player for them to choose, deal 1 at random to each player, or set them all out and everyone secretly selects one and writes it down.)
Gameplay
The bulk of the game is the planning phase, where players will add features to their lair and train their agents based on the planning cards, and is followed by the lair exploration phase.
This round players have three options: a guard dog in Row 1, $4 for movement training, or a giant saw in Column 5. Photo: Jonathan H. Liu
Planning Phase
Each round, you flip over the top card of each deck, creating three pairs (the front of the flipped card, with the back of the next card from the deck). Everyone simultaneously chooses one of the three sets to use for planning. Note that you may also pass and just add $1 to your budget instead.
The various cards that may appear in the planning deck are: lair upgrades, walls, agent training, and gadgets.
Some classic traps: lasers, giant saws, and sharks! Photo: Jonathan H. Liu
Lair Upgrades are traps, sentries, and secrets. Each one will take up one square of your grid and has a little icon to draw. The card back indicates the row or column you may draw the item in. Traps and sentries will stop agents unless they have the right training to get past them. Secrets will give you an immediate small amount to add to your budget, but are also worth money to whoever has them at the end of the game. (Note that you're not allowed to put sharks or robotsâthe strongest trap and sentryâin the grayed out squares near your lair entrance.)
Don't forget to put up some walls, or your lair is just one big atrium! Photo: Jonathan H. Liu
Walls help keep those pesky agents out of your secret lair, or route them toward your devious traps. When you choose to add a wall, you pick a square in the indicated row or column, and then draw one wall on any side of that square. (Note that while you can completely wall off a secret, you will not get bonus points for it yourself at the end of the game.)
Each card gives you 3 to 5 points of training in one of the three skills. Photo: Jonathan H. Liu
Agent Training is how you level up your agent so it can infiltrate somebody else's lair. In this case, the number on the back of the card indicates how much of your budget you must spend. The agent training card indicates which type of trainingâMovement, Stealth, and Combatâand how many points of it you will get. Movement is spent to move around in the lair, stealth is needed for traps, and combat is needed for sentries; in the advanced game traps cost movement and stealth, and sentries cost combat and stealth, so everything gets more expensive.
The gadget card itself is genericâthe gadget you get is based on the back of the paired card. Photo: Jonathan H. Liu
Gadgets are one-time-use gizmos that can give you an edge. If a gadget card turns up, the number on the back of the card indicates which of the five gadgets is availableârefer to the gadget cards to see what they do. It's freeâyou just circle the corresponding gadget on your sheet. You can only have each gadget once.
Five different gadgets to tryâbut if you get too many of them, there's a penalty! Photo: Jonathan H. Liu
Below your lair grid, there is a section for bonus actions. Each round, you only pick one of the three actions to perform. However, if you spend a bonus action (and cross out the corresponding number of dollars from your budget), you may take an additional different action from the three options. You may even spend two bonus actions in one round to do all three. You're limited to five bonus actions for the whole game.
If you don't like the row/column paired with the back of a card, you can spend money to change it! In the Superyacht rules, you can spend $2 to change a row to a column or vice versa (but the number doesn't change). In the advanced lairs, you can't change whether it's a row or column, but you can spend $2 per step that you increase or decrease the number. For gadgets, there are also rules for spending money to change which gadget you have access to.
Once everyone has chosen an option and marked their sheet, flip the next three cards and repeat. You are allowed to look at what your neighbors are doing during this timeâget a sense of what obstacles you may be facing!âbut you won't know whose lair you'll be infiltrating until later.
Completing a mission will give you either an immediate budget bonus or an end-game bonus. Photo: Jonathan H. Liu
There are always three missions for the game: these have specific requirements to fulfill, and it's a race to complete them first. Multiple players can complete the mission if it happens on the same turn, but then it is flipped face-down and can no longer be claimed on a future turn. If you complete a mission, you may choose between taking an immediate bonus that goes into your budget, or a bigger bonus that's written in the Mission lines of your scoring area.
The planning phase ends immediately if somebody has completely filled in their lair grid, or if the planning decks are down to the last card in each deck. (Since you always need a card back, you don't flip the last card in the deck.) Now it's time for the lair exploration phase!
Welcome to my lair! Unfortunately, I ran out of time to put more walls in the top half. Photo: Jonathan H. Liu
Lair Exploration Phase
Time to infiltrate! Tear off your agent section from your sheet. Based on the current three card backs that are visible on the decks, you will pass your lair either to the right or the left. (More red cards: pass to the left; more blue cards: pass to the right.)
Now, you will use your agent to explore the lair that was passed to you, trying to access their secrets, drawing a path through the lair.
My lair, after a rival agent came in and stole most of my secrets! Photo: Jonathan H. Liu
You start at the arrow at the bottom center, and each step that you move spends 1 movement point. To enter a space with a trap or a sentry, you must spend the required movement, stealth, and combat points. If you don't have enough, you simply can't enter that space. Once a trap or sentry has been neutralized, you can pass through that space again without paying the extra cost (other than regular movement).
Everyone explores until they get stuck or choose to stop. You do not have to get back to the entrance. At the bottom of your agent sheet, write down the total number of rooms you entered, the total number of sentries you neutralized, and the total value of all the secrets you stole. On your opponent's lair sheet, write down the total number of traps you triggered, and the total value of secrets left in the lair that you didn't steal, and then pass the lair back.
Game End
Time to score! Using the scoring area at the top left of your sheet, you add up your total wealth:
- Remaining budget
- Trapper: $10 bonus to the player(s) who had the most traps triggered in their lair
- Value of remaining secrets in your lair that weren't stolen
- Gadget Lover: $20Â penalty to the player(s) who had the most gadgets
- Explorer: $5 bonus to the agent(s) who explored the most rooms
- Brutal: $20 bonus to the agent(s) who neutralized the most sentries
- Value of secrets your agent stole
- Bonuses earned for completing missions
The richest player wins! (There aren't any tiebreaker rules.)
You can also compare your score against the chart to see where you rank, from the Town Ruler up to the World Overlord.
Spyworld is GeekDad Approved!
Why You Should Play Spyworld
The flip-and-fill structure of Spyworld reminds me of another favorite from this genre, Welcome To, which also gives players a choice of three options each round, pairing a card front with a card back. But instead of putting house numbers in a neighborhood, you get to do something a bit more thrilling: tricking out your secret lair! Everyone I've played with has had fun filling up their grid with shark pits and giant saws and robot sentries, building walls to thwart pesky intruders. But that's not allâyou also have to prepare to infiltrate a lair, so you have to balance the building with training up your own agent.
That's usually the trickier portion of the game. It's more fun to draw little dogs and lasers in the grid than it is to circle a few spaces in movement, stealth, and combat, but if you spend all of your turns just stacking up your defenses, your own agent is going to be stuck in the entryway. And that has happened on multiple occasions, where somebody can't get past the first couple of traps or guards and doesn't manage to steal anything at all. On the other hand, if you just max out your agent's training, you risk letting your enemy breeze through your entire compound, which could give them some bonus points, particularly if they steal your secrets.
Stash secrets for big bucksâbut those big bucks might get stolen. Photo: Jonathan H. Liu
The secrets are also a fun risk/reward option: putting secrets in your lair gives you an immediate budget bonus, which is pretty handy. You'll need that to buy agent training, and to manipulate the row/column option. It's also worth end-game points, either to you or to your rival. So you do have to be careful where you put them in your lair, and figure out how to protect them. Is it better to scatter your secrets all over the lair, hoping that your rival can't get to all of them (and that you'll have the opportunity to put some walls or traps in between them)? Or is it better to group them together, but try to make it impossible to reach the group? Since the order that the cards appear is randomized, there are no guarantees that you'll be able to place security measures where they're needed, and there have definitely been times when I've put in a secret with plans to build some walls to make it harder to get, but then those numbers just didn't come up later.
The missions can also push you in a particular direction, and it's not always the most optimal. If you're racing to have 4 guards in your lair, you might pass up the opportunity for some cheap training, or a wall that you could really use. If the mission is all about getting stealth training, you might blow your budget on that and then undertrain in some of the other skills. And then, assuming you manage to complete a mission before anyone else gets it, you still have to decide: a little bit of spending money now, or a lot more money for the end of the game?
Dr. Bad has a lot of secrets stored up if you can get past the line of traps and sentries. Photo: Jonathan H. Liu
So far I've mostly been playing the introductory superyacht lair because I've been teaching it to new players, but I haven't gotten tired of the basic game yet! The full game using the other lairs adds some new wrinkles: traps and sentries get a bit harder, but you make up for it (a little) with the agents, which also add some asymmetry to the game. The lairs themselves also have special rules: at the tropical island, you can always spend money to turn a planning card into a shark; the volcano lair has a crater in the center that's just an impassable obstacle.
I like the fact that you can see what your neighbors are up to during the game, but you don't know which lair you're going to be facing until the planning phase is over.