
Though Spyfall contains 240 cards (and 30 baggies), it is not a card game, at all, at all. It is a game of subtle questioning and even more subtle answering. And, once you get familiar with it, it’s O so totally Major Fun.
One player is the Spy. The rest of the players aren’t. They’re the ones who are trying to figure out which one is the Spy. The Spy, on the other hand, is trying to figure out where the players are.
Well, of course, they’re right around the table with everybody else. But that’s not the point. They’re also in one of thirty different imaginary locations, determined by the random selection of one of thirty different baggie-packed collections of cards. Each baggie contains (well, will contain, after you sort them out as instructed) 8 cards (beautifully rendered) showing one particular location, and one Spy card. The location cards also include the identity that the player who gets that card is supposed to have – but that’s only to make the game more appealing to the sophisticated Spyfall player you are so destined to become.
Say the location is a submarine (no, don’t say it, think it). You could be the commander, the navigator, the sonar operator, the radio operator, etc.
When it’s your turn, you get to ask anybody a question. Naturally, if you’re not the spy, you could wind up asking that question to the spy herself. By, you know, chance. And you really have to be careful not to be so specific in your question (e.g. “what do you see out of the periscope?”) to make it too obvious, but, on the other hand, you do want to ask a question that the spy might answer incorrectly (“what do you do for exercise?”).
So what I’m saying here is that this game requires what they call “subtlety.” And it takes a while to master the art of subtlety to such a degree that you don’t out-subtle yourself. So it’s not one of your, well, obvious games. It’s easy to understand what you’re trying to do. But not so easy to figure out how to do it. That’s why we decided to call it a gamer’s game.
But it’s well worth the effort, because the fun is wide and deep, and you’ll want to play it again and again with everybody who either already knows how to play, or has a very good and patient sense of humor. It’s cooperative. It’s intelligent. It encourages cleverness. It’s a great way to get to know people, and yourself, too.
Spyfall takes about 5-15 minutes to play each round and is designed for 3-8 sneaky, but astute players (or teams). Depending on how many players, and how many rounds you decide to play, the game will take anywhere from 15 minutes to well over an hour. It is designed by Alexander Ushan, with art by Uildrim and Sergey Dulin, and is published by Cryptozoic Entertainment.













Yomi contains 10 decks of cards and two playing mats where you place your cards and keep track of your character’s health. Each 56-card deck represents a character in the Fantasy Strike tournament. The cards are numbered and suited like standard playing cards (2-10, Jack, Queen, King, Ace of hearts, diamonds, clubs, and spades). Each deck has 2 Jokers. The suits and numbers are one of the complicating factors of the game but each card essentially allows the player to make one of three actions: Attack, Throw, or Block/Dodge. This is where the paper-rock-scissors mechanic enters. Attacks beat Throws. Throws beat Blocks/Dodges. Blocks/Dodges beat Attacks. Each player starts with seven cards in hand. The round begins when each player selects a card and places it face down on the mat. Both reveal their card at the same time and use the paper-rock-scissors mechanic to determine who wins. Attacks and Throws and Dodges cause damage. Blocks prevent damage. The object is to reduce your opposing character to zero health.
The early phase of the adventure is all about exploring the house. The players start off on one long tile (the Entrance Hall, the Foyer, and the Grand Staircase). Doors lead off this tile but players don’t know what they will find on the other side of the doors. When someone goes through a door, he or she draws a room tile (there are 44 possible rooms) from a shuffled stack. The room is revealed and something can happen to the character. There are generally four possible outcomes to entering a room: an event occurs; an item is found; an omen occurs; or nothing (this is very rare). Events usually require the character to roll dice to see if they are hurt or helped by the event. Items are generally useful although some can also hurt the character (a statue that gives you more dice to roll but lowers your sanity). Omens provide useful items BUT they also herald the beginning of the Haunt. Each time an Omen is revealed, there is a chance that the Haunt will begin (determined by rolling dice). Each time an Omen is uncovered, the chance that the haunt will occur increases (50% chance with 6 Omens and 100% at 12).
You and your teammates are on a strange, unstable island. In order to escape you must recover the island’s four treasures and make it back to the helicopter landing pad before the waters rise and the island sinks. The island is composed of 24 beautifully illustrated tiles with intriguing names like “The Crimson Forest” and “Phantom Rock” and “The Howling Gardens.” As the game progresses, the tiles begin to “flood” and many will be lost completely as they sink into the Abyss. When tiles are lost, it becomes increasingly difficult to navigate the island and recover the four artifacts. The players have only three actions on their turn and they must decide how to split those actions between moving, trading resources, recovering artifacts, and shoring-up flooded sections of the island.