[1] The rulebook covers character creation, skills, combat (melee and firearms), vehicles and car chases, and the CIA.
[2] The introductory scenario included with the game, "Merchants of Terror", is an adventure in which the heroes must track down a stolen atom bomb.
But Collins questioned the use of the CIA, noting, "The main problem with this is that, being an actual group, some players might be more knowledgeable about them than the gamemaster.
Armintrout compared Top Secret, Espionage!, and Mercenaries, Spies and Private Eyes in Space Gamer No.
Nevertheless, I managed to figure it out and I'm going to keep playing it, if for no other reason than to try out the excellent CIA adventures I hope Hero Games will continue to produce.
"[5] Nick Davison reviewed Espionage for Imagine magazine, and stated that "This is a very good games system which is not as expensive as it seems given the full module included.
for White Dwarf #54, giving it an overall rating of 8 out of 10, and stated that "I liked Espionage - it's easy to learn, fast, sensible, and has no obvious errors.
There are no tricky gadgets, fantastic weapons, colorful villains, or any of the other exotic elements that make James Bond so appealing."