Spy Tag

Description

Spy Tag you're IT! It's a high-speed race to spot the spies and tag them before time's up! Take turns drawing spy cards and slapping them on the matching agent cards laid out in front of your teammates get caught with a match when the timer goes off and draw a card from the secret attache pile. If the card is empty, you're safe for now! - but get the stolen gizmo and you're a goner. How to Play: 1. Deal an even number of agent files to all players (masterminds). Players lay their agent files in front of them, face up, and set the timer. 2. The first mastermind draws a spy card from the pile, scans the other player's agent files for the matching card, and slaps the spy card on top. 3. The mastermind who just got slapped is next to pull a spy card. Play continues until the timer goes off. 4. The player with a spy card covering one of their agent files when the timer goes off must pull a card from the secret attache. If it's empty, the player is safe. If the card shows the stolen gizmo, that player is out and play continues until there's just one spy standing the winner!
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    Spy Tag

    Spy Tag you're IT! It's a high-speed race to spot the spies and tag them before time's up! Take turns... Read more

    $20.99 Excl. VAT

      Description

      Spy Tag you're IT! It's a high-speed race to spot the spies and tag them before time's up! Take turns drawing spy cards and slapping them on the matching agent cards laid out in front of your teammates get caught with a match when the timer goes off and draw a card from the secret attache pile. If the card is empty, you're safe for now! - but get the stolen gizmo and you're a goner. How to Play: 1. Deal an even number of agent files to all players (masterminds). Players lay their agent files in front of them, face up, and set the timer. 2. The first mastermind draws a spy card from the pile, scans the other player's agent files for the matching card, and slaps the spy card on top. 3. The mastermind who just got slapped is next to pull a spy card. Play continues until the timer goes off. 4. The player with a spy card covering one of their agent files when the timer goes off must pull a card from the secret attache. If it's empty, the player is safe. If the card shows the stolen gizmo, that player is out and play continues until there's just one spy standing the winner!

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