Honor System

PROJECT KGB

THE SECRET FORMULA

Project KGB. a secret undercover training camp for master spies! Here, behind closely guarded walls, selected men and women are rigorously trained for subversive roles in the modern world of espionage and intrigue! THE SECRET FORMULA is one of these training games.

YOUR ASSIGNMENT

A valuable secret formula has been placed in an envelope and hidden somewhere in the camp. A number of other envelopes, containing false information, have also been hidden about the camp. A security guard has been posted and an alarm system activated.

Your assignment is to enter the camp, find the secret formula, avoid capture by the guard or rival agents, and escape from the camp with the formula.

PRIMARY INSTRUCTIONS

The Primary Instructions necessary to complete your assignment are given first. Read them carefully. Following these are the Additional Instructions, covering other points which may arise. These may be referred to before or during the course of the game. Do not let these instructions fall into the wrong hands!

DESCRIPTION OF THE CAMP

The camp is enclosed by three brick walls and a fence. It consists of buildings and outdoor grounds, joined by concrete walkways. These 9 buildings and grounds (all those marked with names) are referred to in the instructions as “sectors”. There are four entrances to the camp: they are the four closed gates in the brick walls.

Note: The three open gates in the fence are not entrances or exits. They are not used, nor are the three grey squares leading to them, in the present version of this game. (Note Additional Instruction No 4.) For an explanation of this feature, see the “Deluxe Game” section at the end of the instructions.

STARTING THE GAME

Each agent takes a coloured token. The transparent piece is the guard, which is placed in the Observation Tower. (The guard is not played by any player.)

Take 17 of the “envelopes” (the white tiles), including the one marked with the formula, and place them in a group on the board. Place the formula tile face down, and all the other tiles the same side face down. (The tiles are tapered and the wider side will face up. ) Mix the formula tile with the others so that it cannot be identified. Move one tile, keeping them face down, onto each of the 17 hiding-places: the squares that are marked “X”.

Each agent must enter the camp by a separate gate. The highest throw of two dice determines the first player, who chooses one of the four entrance gates. Other agents in turn, around the board to the left, each choose a different gate. The playing turn passes to the left — in seating order, not entrance order.

RULES OF MOVEMENT

When you take your turn, throw two dice. On your first turn, move through your entrance gate and into the camp. Movement must be within the areas marked with a grid (the black squares) and moving in and out of sectors must be through the doors or gates, all of which are unlocked.

You must always use the full count thrown. You can move in any pattern you wish, from square to square, except that you cannot move diagonally. (You may move onto any square, no matter what furniture or other objects it contains.

THE ENVELOPES

When you reach a square with an envelope, pick it up. (You do not need to reach it by exact count, and after taking the envelope, if you have any count left, use it and move on. ) Examine the envelope to see if it is the right one, containing the secret formula. Whether it is or is not, keep it (placing it face down in front of you) without showing it to any other agent. You may take as many envelopes as you can reach, even more than one in a single turn.

If you discover the secret formula, you must escape from the camp with it by leaving through any one of the four gates without being caught by the guard, or waylaid by any other agent.

Therefore, the agent who finds the secret formula will attempt to conceal the fact from the others and avoid any incriminating actions which may give him away, until he is in a position to escape without danger of being intercepted.

MOVEMENTS OF THE GUARD

The guard is moved by any player, as required, in two ways:

(1) Regular Rounds: The guard makes his regular rounds through the camp, following a fixed path, as shown in the diagram below. At the beginning of each revolution of the board (before the first player takes his turn) the guard is moved to the next position on his route. (Each position is marked by an asterisk on the diagram.) He is placed on the square just inside the door or gate of the sector.

Project KGB FIG 1

(2) Alarm: If you throw a double when you are in a sector (not on a door or walkway) you have set off an alarm, and the guard immediately comes to that sector to investigate. He is placed on the same square that he normally occupies in that sector when on his regular rounds (see diagram above). You do not move on that doubles throw.

Whenever the guard enters the sector you are in, whether on his regular rounds or to investigate an alarm, you must immediately attempt to escape by throwing both dice. If you can get out of the sector on that one throw by any door or gate, without going through the square occupied by the guard, you have escaped. (If not, see below.) In this case, you may move on a doubles throw.

If more than one agent is in the sector, each in turn must throw the dice to try to escape.

Play then resumes in normal sequence.

Note: When the guard has left his normal route to investigate an alarm, he resumes his regular rounds from his new position.

CAPTURE BY THE GUARD

If you cannot get out of the sector on one throw, you are captured by the guard, knocked unconscious, and thrown out of the camp. You must miss one turn and then you may re—enter the camp by any entrance you choose. All agents in the sector who fail to escape are ejected from the camp. (The guard returns to his original position in that sector.)

If you are caught by the guard with any envelopes in your possession, you do not take them out of the camp with you. You must place all of them on the square you occupied when the guard entered the sector. (On seeing that you could not escape, you concealed the envelopes on the spot, and they went unnoticed by the guard.) The envelopes remain on that square and may be picked up at any time, by any agent who goes to the square. (The movements of the agent whose envelopes they were should be carefully watched, to see if he seems to be going back to get them.)

ATTACK ON A RIVAL AGENT

You may knock out another agent at any time by landing on or passing through the square he occupies. (You do not need to have an exact count, and after knocking him out, if you have any count left, use it and move on.) Take for yourself all the other agent’s envelopes, if any.

The other agent remains on that square and misses one turn.

WINNING THE GAME

To complete the assignment you must gain the secret formula and leave the camp with it. You may exit by any of the four gates in the brick walls, and you must reach the point beyond the last square on the gate.

ADDITIONAL INSTRUCTIONS

These instructions cover questions of procedure which may or may not arise during the course of your assignment. It is therefore not essential that you be completely familiar with them before starting the game. But you may read them before play starts, or refer to them while the game is in progress if a question arises. We suggest that you note in particular Nos. 2, 8, and 14.

General

(1) No agent is allowed to show his envelopes to any other agent.

(2) No door or gate is considered part of a sector, and an agent standin on a door or gate is not in the sector. Where there is a door between two adjacent sectors, the door square is in neither sector. (When escaping from the guard it is sufficient to reach the door or gate square to be considered out of the sector.)

(3) There is only one entrance to the Observation Tower. There are 9 squares in the Tower, and only the one spiral path can be followed up to the top. (This means that escape from the Tower if the guard enters is impossible.)

(4) An agent may not at any time pass through, or use as an entrance or exit, any of the three open gates in the fence along one side of the camp. Nor may he move onto the grey square that leads to each of these gates at any time. (These squares and gates are used only when playing the deluxe game.)

The Guard

(5) The guard starts on his rounds only after the first revolution of the board, not at the very start of the game.

(6) If you are standing on the square where the guard is placed when he enters the sector, you are automatically caught with no chance to escape.

(7) If you are on a walkway you cannot be caught by the guard under any circumstances, even if the guard in his movement apparently passes through the square you occupy. The same is true if you are in a sector through which the guard apparently passes on his way to another sector to investigate an alarm.

(8) You may not enter, or pass through, a sector occupied by the guard, or else you are immediately captured. However, if you wish to be captured, you may do so. Your envelopes, if any, are placed on the square in the sector where you end your move. Also, if you are in a sector that the guard enters, you may forfeit your attempt to escape and let yourself be captured. But you may not leave the camp at will by moving out an exit; you must be ejected by the guard.

(This deliberate surrender to the guard can be a useful move in cuting off the escape of another agent suspected of having the secret formula. For after missing one turn, you can re-enter the camp by any entrance you choose.)

(9) Note that if the agent who is the first player is in the sector the guard enters on his regular rounds, his throw to escape does not constitute regular turn. If he escapes, he can then throw again for his regular turn, if caught and ejected by the guard, the turn he misses follows immediately.

Rival Agents

(10) You may knock out another agent even if he has no envelopes in his possession.

(11) You may pass through a square occupied by another agent without knocking him out, but you cannot land on the same square without doing so.

(12) If you regain your turn (after regaining consciousness) on a square now occupied by another agent, you may knock him out at the beginning of your turn, and then make your throw and move away.

(13) If you are already unconscious when the guard enters the sector, you are automatically caught and ejected. But you do not miss an extra turn.

Recording the Missed Turn

(14) When an agent is knocked out (by the guard or another agent) he places his token upside-down. On the next turn (the one he must miss), he places his token right-side—up, signifying he has regained consciousness. Then on the following turn he may move.

If, after the turn on which he places his token right-side—up, he is knocked out again (by the same or another agent), he must re-place his token upside—down. Then he will miss a further turn, since on his next turn, he can only place the token right-side—up again. While his token is upside-down, however, he cannot be affected so as to miss any additional turns. In this way, an agent may miss more than one turn by being knocked out more than once by other agents.

THE DELUXE GAME

There are two features to be noted about the parts of your present game:

(1) On the board, there are three gates through the outer fence that are not used.
(2) There are 35 tiles, but only 17 are used in this game.

The above rules describe how two to four players can play a complete game of “The Secret Formula” with the present package. However, these additional features are provided so that a deluxe game of “The Secret Formula” can be played — if you acquire “The Double Agent”, which is Game No. 2 in the Project KGB series. It works in this way:

“The Double Agent” is a completely different spy training game for four players. It has a different board of the camp, with other sectors. However, that board is also designed in such a way that the boards from the two games can be placed side by side—along the edge of the fence. Now players can move through the open gates in the fence from one board to the other. On this double-board, which represents a training camp twice as large, both games, “The Secret Formula” and “The Double Agent” can be played, by up to six players.

Therefore, in the present game we have provided enough additional components so that a deluxe game of “The Secret Formula” can be played. In the same way, extra components are provided in Game No. 2 for a deluxe game of “The Double Agent”.

Rules for the Deluxe Game

All rules for the standard game apply to the deluxe game, with the following changes:

(1) Use all 35 tiles and place one on each of the 35 hiding-places on the double-board. (The board of Game No. 2 also shows squares marked “X” for this purpose.)

(2) Up to six players may play (combine tokens from the two games), and each will use one of the six different entrance gates to the camp. (There are two gates on the board of Game No. 2.

(3) Any of the six gates may be used to escape from the camp, or to reenter the camp after being ejected by the guard.

(4) The guard will follow an extended route on his regular rounds, to cover all the sectors on the double—board camp. See the diagram below which illustrates the two boards placed together for the deluxe game.

Project KGB FIG 2


Game No. 2 in the Project KGB series:
THE DOUBLE AGENT
An intriguing game of counter-espionage. (That’s when you act like you’re working for one side, but you’re really working for the other side.) One player is secretly a Double Agent who has to complete a sabotage assignment before the rest of the players find out who he is. Whichever side you’re on, it’s a scramble of deduction and deception!
Project KGB FIG 3