Spies!

Each player represents one of the Great Powers in the 1930s (France, Germany, Great Britain, Italy and Russia), and attempts to steal secrets in the period leading up to the start of World War II while protecting their own secrets.

At the end of the final turn (Britain in 1939), each secret in a player's territory not controlled by an enemy spy is placed on that country's 1939 column on the game display.

Every secret, captured spy and sanctioned marker now generates Victory Points.

"[1] In Issue 60 of Moves, Claude Bloodgood warned that this game was "not for slow thinkers.

offers real enjoyment and challenge with one of the briefest and clearest set of rules around.

makesa a nice change of pace from the run-of-the-mill wargame and there is always plenty going on.

It wasn't the best game SPI ever produced, but it's one of my favorites, and it's still worth playing today.

SPI edition, 1981