If you prefer to play with strict time limits, you can download the timer app at. If you can’t find a good clue before time runs out, just give a clue for your hardest word and keep thinking while the other team plays. If you are having trouble, you can even use the sand timer on yourself. If a player is thinking too long, any player can flip the sand timer and ask the slow player to make a decision before time runs out. You see, we don’t use the sand timer very often. When your information is strictly limited to what can be conveyed with one word and one number, you are playing in the spirit of the game. Do not make eye contact with the spymaster while you are guessing. If you are a field operative, you should focus on the table when you are making your guesses. When a teammate chooses a word of the correct color, you should act as though it was exactly the word you meant, even if it wasn’t. When a teammate touches a word, consult the key card and cover the word with the card of the corresponding color. Do not reach for any card while your teammates are considering the words. The spymaster is expected to keep a straight face. But if no one notices that a clue is invalid, it counts as valid. As an additional penalty, the other team’s spymaster may cover one of his or her words with an agent card before giving the next clue. If a spymaster gives an invalid clue, the team’s turn ends immediately. When the field operatives say they are done guessing (or when they guess wrong) it is the other team’s turn. In the example above, the red operative would be allowed 4guesses because her spymaster said the number 3. Sometimes you might even want to guess one more: You can stop guessing at any time, but usually you want to guess as many words as the spymaster said. Any wrong guess ends the turn immediately, but if the field operatives guess a word of their team’s color, they can keep guessing. The field operatives must always make at least one guess. Tip: Before saying your clue out loud, make sure it doesn’t relate to the assassin. This ends the game! The team that contacted the assassin loses.
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