Secret Directive is a 2 to 4 player, spy-themed tabletop board game featuring great artwork, fantastic player interaction and strategy.
Who are the people in the shadows? What silent supremacies have power over governments? What are their motives? Can they be trusted? Can they be stopped? Throughout the twentieth century, secret agents were used in a hidden war upon which the fate of nations very much depended.
We've made a board game set in this world of spies, misdirection and intrigue. We've got complete prototypes for the game which we have playtested extensively. We've got great, simple and refreshing artwork which captures the theme of the game and the players' imagination.
All we need now is you!
We are Mike Lee (game design) and Daniel Giovannini (art). If you back this project, not only will you be receiving one of our awesome rewards, but you will be bringing into existence a project that we've put our heart and soul into. And for that, we will be forever thankful!
You are in control of a country’s secret service agency, with a small team of spies to put to work. Your task is to use Intelligence cards to influence your country into taking wise decisions. The trouble is, enemy spies have infiltrated your country and are influencing it into taking less wise decisions! Develop your culture to make it easier to spot enemy spies, improve science to get access to more elaborate cards, further your military to increase the number of spies at your disposal, or invest in economy to pay for bonus actions, known as Secret Directives.
Aim: There are four different types of Intelligence cards which are used to make progress on 4 corresponding development tracks. The winner of the game is the first player to reach the end of any one of these tracks. As players progress up the tracks, which each have 10 spaces, they also unlock various benefits:
- Economy: Increases income of coins. Coins are spent on Secret Directives, bonus actions which happen at the end of a round.
- Military: Increases number of spies you have. More spies means more actions can be taken in each round.
- Science: Makes more cards available. There are three levels of cards, at the beginning of the game, players only have access to the most basic cards.
- Culture: Means capturing enemy spies is easier. At the end of a round, players who have developed culture can roll one to three dice to try to capture enemy spies.
In addition to trying to progress on development tracks, players need to build a deck of cards made up of Intelligence cards and Action cards. Cards can be added to their deck through research actions, which allow players to take cards from a shared supply. Most of the time, cards that are played return to that players deck by reshuffling their discard pile. However, playing Intelligence cards into another player’s country removes that card from their deck more permanently, and can also slow their opponents progress on the development tracks.
The game includes:
- 4 player boards
- 1 development board
- 72 Intelligence cards
- 44 Action cards
- 30 Secret Directive cards
- 48 coins
- 20 spy tokens
- 1 player marker
- 16 development markers
- 1 die
Product enhancements/stretch goals
We've added an additional reward: GLOBAL AGENT - this is a result of restructuring of our sales projections - basically you get the game for just £25!!
We're overly excited to add a downloadable album soundtrack to listen to while having a game of SD, available free to all backers. The album is in collaboration with the Rev. Howlin' John Murphy, who can be checked out here, and will feature public domain recordings of archive spy audio set to funky grooves, saxophones, and scintillating guitar riffs. A preview of the soundtrack can be found here.
You can check out full text based reviews, which cover how the game works below:
"You might start off playing it safe and advancing your own interests, but then it happens. Somebody sends a spy over to you. They might do something even more sinister, like parachute a spy your way and then play another card that steals your money (the parachute action allows you to move a spy immediately and play another card). And then, oh, it’s on."
"interesting concept of mixing worker placement, card drafting, tech tree, and deck-building into one game."
"Secret Directive plays well with two players, affording a pair of would-be spymasters a tight, engaging experience. However, at 3-4 players, the game absolutely comes to life, with spies and intelligence flying all over the board, encouraging unspoken alliances and sudden betrayals, all done with a veneer of civility and refinement that feels so, well, spyish."
"It really fits that aesthetic for 'this a cold war era game' - people are trying to subvert each other and trying to raise their country to pro status."
"Inside this box is a wonderfully thematic and thinky experience. You really get the feeling that you are managing something bigger that yourself."
Risks and challenges
Our Kickstarter campaign will fund a full print run of Secret Directive. We have already arranged a printer for the game, so we have a good idea of how long it will be between the successful funding of the Kickstarter campaign and us shipping the game to our backers. We have professionally printed six prototypes of Secret Directive, so we know what the game will be like in terms of components and gameplay. These prototypes are currently being reviewed and playtested by independent board game reviewers. We will post links to these reviews as and when they are completed.Learn about accountability on Kickstarter
- (30 days)