Secrets is a secret identity game. The action takes place in the 1960s. Players are either members of the CIA or KGB, or Hippies. Team affiliations can sometimes change during the game and must always be kept secret.

Object of the Game

At the end of the game, the team (CIA or KGB) with the highest score wins, unless a Hippie managed to have the lowest individual score and seize the victory for themself.


  • 3 Double Agent Cards
  • 4 Politician Cards
  • 2 Psychiatrist Cards. 3 Detective Cards
  • 4 Journalist Cards
  • 6 Scientist Cards
  • 3 Diplomat Cards
  • 4 Assassins Cards
  • 4 Bullet cards
  • 1 Help sheet
  • 4 Reference cards
  • 10 Identity token
Character Card Anatomy


Determine the first active player by asking who has most recently been abducted by the CIA or the KGB. Or choose the first active player randomly. …


You have the AGENT power: once per round, you may privately reveal your card to a player and force that player to card share with you. You must verbally say to the target player, "I'm using my AGENT power. You MUST reveal your card to me".

Note: If used on a character that is unable to card share (e.g. has the "shy" condition or is a Paranoid character that has already card shared), the power is wasted. The target must prove they can't card share by verbally saying (even if "cursed") "I can't because (provide specific and honest (even if a Demon reason)". …

You take the role of a shipyard owner. Your goal is to build the best ships within the allotted time. As your completed ships leave the yard, they are evaluated on many criteria and your company's stock rises. You decide whether to build fast merchant ships, trans-ocean steamers, or small sailing yachts, while keeping in mind the bonuses you can receive from your secret government contracts.


  • Game Board in two halves.
  • 24 Captain
  • 24 Businessman
  • 24 Soldier
  • 4 Shipyard Boards
  • 8 Action Cards.
  • 104 Ship Cards
  • 24 Sails
  • 24 Smokestacks 24 Propellers
  • 24 Cranes
  • 24 Cannons
  • 24 Shipping Canals,
  • 2 x 12 Government Contracts in two decks.
  • 48 Employees
  • 14 Freight Trains
  • 4 x 5 Player Pieces
  • 5 Markers
  • 40 Coins


Each player receives the following: …

In One Night Ultimate Werewolf,'each' player takes on the role of a Villager, a Werewolf or a special character. It's your job to figure out who the Werewolves are and to kill at least one of them in' order to win...unless you've become a Werewolf yourself!

One Night Roles

You may use additional roles in your games beyond the basic setup. Just take out a card and replace it with a different one. You may use virtually any combination of cards, though you probably don't want to introduce more than 1 or 2 new roles at a time, so players can easily learn them. …

  • Everyone should claim to be a liberal. Since the Liberal team has a voting majority, it can easily shut out anyone who reveals he is a fascist. Liberals who claim to be fascists put their team at a significant disadvantage.

  • Slow the game down and discuss every decision. Consider what powers the president will gain if a fascist law is enacted, and ask potential presidents how they'll use their powers. Liberals generally want to slow the game down to a crawl and think about every vote and decision. Fascists generally want to blow through the game and hope that the group makes sloppy mistakes. …

This is a complete list of all of the cards in the game. If there is more than one of the card then the number is shown in brackets, indicating also how many are in the 'A', 'B', and 'C' decks if necessary.

Only those cards with more complex effects have a detailed description. The rest should be easy to understand from the symbols on them.

Albert Hall


Bank of England - Whenever you need to take a loan you take £12 from the bank instead of £10. You cannot take loans to repay loans. Billingsgate Market …


  • 1 map
  • 60 track tiles
  • 69 cars
  • 8 scoring markers
  • 1 shares sheet
  • rulebook

Object of the Game

Life was hustling and bustling in the streets of San Francisco in the early 20th century. Cable Cars had quite a big impact on everyday street life. Each player conducts their own cable car company and tries to expand their network.

Victory points are awarded for each destination station connected to a player's line. Who will finally be the owner of the most successful cable car company? …


  • 61 transparent cards
  • 65 Enigma cards
  • 35 tokens

Object of the Game

Win the most points by guessing and getting the other players to guess enigmas with the help of the transparent cards.


  1. Arrange all of the transparent cards in a large circle on the playing surface.

  2. Put the tokens within easy reach.

  3. Shuffle the Enigma cards and place them in a pile.

Game Play

The most creative player goes first. (If you cannot decide, the youngest one starts). On your turn, you have to get the other players to guess an enigma. To do this, you must: …

Affiliate: keep in front of you the weakest Ally used during a recruitment.

Ally: card from the Exploration deck which represents a squid, a seahorse, a shell, a jellyfish, or a crab, with a value of 1 to 5.

Council: area of the board where. Race by Race, the Allies who were not kept during the Exploration of the depths phase are gathered.

Court: area of the board where Lords waiting to be recruited are placed.

Explore: reveal one at a time the cards from the Exploration deck on the corresponding area of the board (Exploration track) to try to find the Ally best suited for your purpose. …

A solo game is played as a normal game, but you should use the advanced set-up.

At the end of a year, you gain points according to the scoring table for 2 players if you have passed a certain number of trees (), which are "planted" just below the conquistador track:

At the end of the first year, you score 4 points if your conquistador marker has passed the 1st tree. After the second year, you score 5 points if you have passed the 2nd tree, and after the third year, you score 6 points if you have passed the 3rd tree. …