The Spycraft CCG is a game of grand espionage and warring secret organizations. A tense game of bluff and surprise for 2-6 players.
Espionage is a grand shadow play in which every act is an ideological war and every actor carries the fate of nations in his armor-lined briefcase.
The greatest among them are silent soldiers of private wars … wars fought behind the scenes for reasons we never truly understand. They lie, cheat, and steal to protect truth, integrity, and security. They kill to save lives. Spies specialize in treachery so no one else has to, and find honor in conviction alone.
The Spycraft CCG brings these anti-heroes to life, in a world where they have outlived their utility as government pawns. What happens when spies strike out on their own to change the world they helped to destroy? How far will they go to save it? Welcome to the first step toward a very different future…
This is a game definition for the Online Card and Tabletop Gaming Network (OCTGN).
This site is the repository of all things related to this game definition. Please check the header above for such things such as installation instructions, tutorials, and contributions information.
You can see the latest news and updates below.
New version has been uploaded which includes all the important Errata as well as fixing a lot of typos. It also updates the mission deck to the last available and more balanced version.
Thanks to the good work from Argali from the spycraft subreddit (which you should visit ASAP)
Finally the image pack has been updated with the custom-made errata of cards, so that you don’t have to keep track manually. They’re not perfect but they should get the job done. Just re-download and reinstall in your OCTGN.
Thanks to the help of Steve Kozlowski I was able to procure somewhat higher quality scans of the Spycraft cards. They’re not significantly larger in size, but they’re much sharper quality, so the text should be easier to read.
Get them from the sets page.
New Version brings automations improving the playing of Solo Ops Missions.
- To start a solo op, you need to have one of your agents targeted when you play the card. That agent will automatically be set as the attacker.
- When you double click on a current solo op, you will be prompted to win it
- While a solo op is ongoing, double clicking on an agent will try to set them to participate (to be used only by your opponent since you have already chosen your attacker)
- When the attacker wins the solo op, the highlight will be removed and you will gain 1 VP
- When the defender wins the solo op, the card will be discarded and they will gain 1 VP and draw a card
- To win a Solo Op as the defender, just target it and Ctrl + W like any other mission
Well you’re in luck, I just finished teaching the game on OCTGN on my good friend Tragic, and used this as an opportunity to record a much needed tutorial video. Given that I taught both the game rules and the gameplay on OCTGN, I decided to split the resulting 2-hour video into two parts for (hopefully) easier consumption
In the future I will hopefully make something more professional, but until then I hope this will do 🙂
PS: Oh and I’ve fixed that bug where your agends wouldn’t unparticipate from missions via the shortcut.
New version adds a lot of bugfixes, some small but necessary features and fixes the placements a bit.
- Fixed the participate command which was mistakenly put under the table menu. The same command can now also take agents out of missions (in case they are removed via card effects)
- Prevented Inactive cards from performing a briefing
- Added “Discard a random card” action, to the hand menu.
- You can now cancel current mission (in case it was started by mistake)
- You can now pull out agents from the team with a special table menu action. Simply target the agents you want to pull out and use it.
- “Fresh Leader” markers will be removed at the debriefing phase.
- Inactive gear won’t ask you if you want it to participate in missions if you double click it.
- Fixed King Maul’s Craft.
- Fixed Setup placement to be a bit more bunched up in the middle.
- Fixed activating leader placement to pop-into the middle of the table which is a bit more obvious.
- Fixed Discarding Target Cards
New version finally brings working card attachment of gear.
- Now when you play a card as a gear, you need to have one of your active or inactive agent cards targeted or it will abort.
- Cards played as gear will be attached to their host card automatically at the right placement
- When retiring an agent card, all attached gear is also automatically trashed.
- When activating a agent played as gear, or a gear played as agent, those cards will be automatically discarded.