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player sets out to collect their own password, disguise, code book, and key of their country without having any other player recognize their identity. To collect these items, players must land on the appropriate spaces. Once a player has collected all their appropriate items, they must land on their own embassy space to win.
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corresponding to their country, and then reach their embassy, winning the game. But the player must beware, for any of one's opponents may deduce and expose one's nationality at any time, thus eliminating one from the game. This game has won several awards including: Family Life’s “Best
Learing Toys
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To determine in which order the players take their turn, each player must roll the die and whoever rolls the highest starts the game. To start, roll the die and move your token that many times, going the direction of the arrow on the start place. The other players take their turns clockwise. Each
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agency of one of six countries. The players take turns moving around the board in an attempt to first gather the
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of 1988”, MENSA Select Award, Parent’s Choice Award, and Games
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46:. Unsourced material may be challenged and removed.
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180:wherein each player secretly works for the
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106:Learn how and when to remove this message
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294:-related article or section is a
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402:Board games introduced in 1992
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355:. You can help Knowledge by
298:. You can help Knowledge by
232:American Mensa's Mind Games
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228:"Mensa Select® Games"
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96:November 2021
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38:Please help
33:verification
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205:How to Play
55:"Spy Alley"
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237:2020-02-27
214:References
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165:45 minutes
148:Board game
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