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rating
Ludopedia
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rating
BGG
Our Verdict
A perfect social spy game for parties and large groups!
Highlights
- Frenetic social deduction
- Dynamic real-time play
- Easy to learn
- High social interaction
Keep in mind
- Requires constant attention
- Can get chaotic
RECOMMENDED
Rules manual not indexed yet
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You know that party where everyone seems to be having fun, but actually, everyone is hiding a secret? Well, in [DECOY], your next social gathering turns into a high-level spy operation! Forget the idea of waiting for your turn to act; here, the chaos unfolds in real-time while you try to maintain the facade of a normal guest.
The setup is straightforward, but the tension is real. Each agent receives a set of 'Signal' cards (behaviors you must repeat to avoid suspicion) and a secret 'Mission' that must be completed discreetly. Additionally, you receive a 'Decoy' card, which is essentially a false lead that you desperately want someone to accuse you of so you can get rid of it. The key to success is observing others' patterns: who is acting strangely? Who is trying to mislead you?
There are no turns. You play while chatting, while grabbing a drink, or while pretending to pay attention to a joke. If you notice someone breaking their pattern or executing a suspicious mission, you can make an accusation! If you are right, you score points and capture the target's card. If you are wrong, you take the hit and end up receiving a decoy from the opponent. The game ends when the timer goes off, and it's time for the debriefing to reveal who was the true spy and who was just an amateur. In the end, whoever has the most mission and captured signal points wins, but be careful: if you finish the party with many decoys in hand, your score will drop! It's a game of bluffing, observation, and lots of persuasion, perfect for those who love social deduction games where paranoia is the main ingredient.
The setup is straightforward, but the tension is real. Each agent receives a set of 'Signal' cards (behaviors you must repeat to avoid suspicion) and a secret 'Mission' that must be completed discreetly. Additionally, you receive a 'Decoy' card, which is essentially a false lead that you desperately want someone to accuse you of so you can get rid of it. The key to success is observing others' patterns: who is acting strangely? Who is trying to mislead you?
There are no turns. You play while chatting, while grabbing a drink, or while pretending to pay attention to a joke. If you notice someone breaking their pattern or executing a suspicious mission, you can make an accusation! If you are right, you score points and capture the target's card. If you are wrong, you take the hit and end up receiving a decoy from the opponent. The game ends when the timer goes off, and it's time for the debriefing to reveal who was the true spy and who was just an amateur. In the end, whoever has the most mission and captured signal points wins, but be careful: if you finish the party with many decoys in hand, your score will drop! It's a game of bluffing, observation, and lots of persuasion, perfect for those who love social deduction games where paranoia is the main ingredient.
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Mechanics
Categories
Publisher
(Self-Published)
Designer
Vincent Charrier
How long does a game last?
Since the game ends via real-time, it's up to you! It can be a quick 15-minute session or an entire night of spying.
What is the recommended age?
12+ years old, due to the need to observe patterns and maintain a bluff.
How many players can play?
It scales very well, from 2 up to 99 players (yes, it's a party!).
Is it hard to learn?
Not at all! The rules are intuitive so you can start spying immediately.
Do I need a timer?
Yes, real-time is essential to the game's dynamic.