A downloadable game

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A spy and their informant must work together in order to navigate an evil mastermind's base and steal the world-ending plans before they can be put to use. The catch? You're in the mastermind's territory, and the spy doesn't know where to go without the Informant's help.


DOWNLOAD INSTRUCTIONS

Download and print the attached PDF with the rules and 15x15 grid. You are going to need two copies of the grid, and you can print double-sided so you can reference the rules during play.


MATERIALS

  • Printed paper w/ grid and instructions (2 grids needed)
  • Dice (2d6)
  • tokens/markers
  • Dividers


Players: 3

1 spy

1 Informant

1 Mastermind



TURNS: 

Before the game starts, the mastermind creates the layout of their base on the 15x15 grid. They make one copy for themselves and mark 3 traps, the dungeon, the entrance, and where the plans are hiding. They make another copy of the base, this one empty (except for the entrance) for the informant.

Game begins with the informant’s turn after setup. They roll 1d6, and depending on the number rolled is how many squares of the base they can investigate. For example:

  • Informant rolls a 3
  • Informant says they want to investigate spaces G-6, G-7, and F-6,
  • The mastermind says that there is a trap on Space G-7
  • Informant can mark that space down and use that information to guide the spy.

During the spy’s turn, they roll 1d6 to determine how many spaces they can travel in the base. The informant has to describe where the spy is currently, using the info they gathered in  the previous turn. The spy and the informant discuss together where to go, but ultimately it is the spy’s decision on where to go. Example:

  • Spy rolls a 5, informant and spy talk about possible moves
  • The informant can give possible options like “D-7 should be safe”
  • The Spy lands on D-7, but the mastermind reveals that they landed on a trap space.

When landing on a trap, The spy has to roll again to determine whether they escape, dismantle the trap, or get captured

  • 1-2: Captured (sent to the dungeon)
  • 3-4 Escaped, but the trap is still active. (Informant can mark this on their map)
  • 5-6 Trap is disabled (mastermind erases trap from map, as it is no longer active. Informant as well if they have it marked.)

If the spy is sent to the dungeon, to escape the dungeon they can do one of two things

  • If the dungeon is undiscovered, the informant can roll to investigate on their turn to find it.
  • Once found, they can roll to hack the system and let the spy out.
  • Spy can also roll to escape 
  • Once escaped, the spy is back on their radar
  • 1-3 fail, 4-6 success 

After the Spy’s turn is over, It’s the Mastermind’s turn again.

  • Can choose to do a few different things on their turn
    • Set another trap (traps cannot be right next to each other on the grid)
    • Hack the informant’s communications
      • This makes the informant and spy roll disadvantage when they roll on their next turns (this ability has a two-turn cooldown)

The gameplay then loops until either the spy gets captured 3 times (mastermind wins) or the spy gets to the evil plans (spy/informant wins)


This print-and-play game can be played many times over and can change every time based on how everyone plays their role. The game can last up to 15 minutes or more, depending on how complicated the created base is.

Download

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Click download now to get access to the following files:

Infiltration Rules.pdf 885 kB
Print_And_Play_Graph.pdf 285 kB

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