7.5
rating
Ludopedia
6.3
rating
BGG
Our Verdict
FOR GENRE FANS
Perfect for those who enjoy trick-taking games and want something fast with a spy theme.
Highlights
- Simple and fast rules
- Constant scoring tension
- Engaging noir aesthetic
- Great for 3 to 6 players
Keep in mind
- Can feel repetitive for veterans
- Luck heavily influences the outcome
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About the game
What you do in a play session
Imagine a 1940s noir film, full of shadows, fedoras, and plenty of betrayal. That's exactly the vibe of Black Spy! Here, you don't want to be the hero who wins everything; in fact, you want to get rid of the 'trash'. The game is inspired by the classic Hearts, where the goal is to avoid taking black cards, especially the dreaded black spies.
The dynamics are simple but cruel: someone leads with a card, and everyone else must follow the suit or the rank of that card. If you can't match it, you can play any card to try and dump your bad ones. Whoever plays the highest card of the led color wins the trick and, unfortunately, takes all the cards into their scoring pile.
The problem is that the black cards are your worst enemy. While regular black cards give a few points, the spies (the 7s) are true bombs, delivering 10 points at once. The game takes place over several rounds, and the tension rises as the scores climb. The match ends when someone reaches or exceeds the 200-point mark. But be careful: the logic is inverted! The player with the lowest final score wins the game, proving they were the smartest agent by avoiding the traps. It's a game of risk, calculation, and that pinch of luck that makes every round unpredictable.
The dynamics are simple but cruel: someone leads with a card, and everyone else must follow the suit or the rank of that card. If you can't match it, you can play any card to try and dump your bad ones. Whoever plays the highest card of the led color wins the trick and, unfortunately, takes all the cards into their scoring pile.
The problem is that the black cards are your worst enemy. While regular black cards give a few points, the spies (the 7s) are true bombs, delivering 10 points at once. The game takes place over several rounds, and the tension rises as the scores climb. The match ends when someone reaches or exceeds the 200-point mark. But be careful: the logic is inverted! The player with the lowest final score wins the game, proving they were the smartest agent by avoiding the traps. It's a game of risk, calculation, and that pinch of luck that makes every round unpredictable.
Gallery
Box and component photos
Tap any photo to open fullscreen. Photos submitted by the community or publisher.
Rules videos
Learn by watching before you open the box
Best player count
BGG community vote
3
REC
4
BEST
5
REC
6
REC
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
ABACUSSPIELE, Ali Baba e.V., The Avalon Hill Game Co, Hexagames (I), Z-Man Games
Designer
Alan R. Moon
Artist
Charles Kibler, Chris Quilliams, Doris Matthäus, Philippe Guérin
Community
Data from BoardGameGeek
Frequently Asked Questions
Quick answers before you buy
Is it hard to learn?
Not at all! If you've played Hearts or any trick-taking game, you'll learn it in 2 minutes. If you're new, the rules are intuitive and quick.
How many people can play?
The game shines with 3 to 6 players. It's ideal for a game night with friends.
How long does a game last?
It usually lasts about 45 minutes, depending on how quickly players reach 200 points.
What happens if I don't have the led color?
That's your chance! You can play any other card from your hand, including the opportunity to 'dump' a spy on an opponent.
Who wins the game?
Unlike most games, the winner here is the person with the LOWEST score at the end of the match.
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