Which nation performed this hack? They will receive 20 points.
Class:
Transmission Received
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■ Field Intelligence — Scoreboard
■ Operation Briefing
OPERATION: SHADOW PROTOCOL
The Four Global Goals (Team Scoring)
Find Your Spy — 20 Points.
A spy from another nation is hiding inside your team right now. Your job is to figure out who it is. Watch for strange behaviour: who leaves the group, who talks to rival nations, who seems too interested in your secrets? When your team is confident, formally accuse the suspect to the Global Overseer (your teacher). The teacher will set a date and time for the Trial, where your team presents evidence and the class votes.
Steal the Manifesto — 25 Points.
Your nation has planted an elite spy inside a rival team. That spy’s job is to get a copy of the rival team’s National Manifesto and secretly deliver it to your home nation. The spy can read the manifesto on the rival nation’s page — the challenge is writing it out by hand and passing it home without the host team noticing.
Protect the Vault — 30 Points.
Your President has been assigned a secret State Secret, revealed only on their personal briefing card. They must write it on paper and hide it somewhere in your team’s territory. Keep it hidden for the entire game — use decoy secrets to throw rivals off the scent. If no rival finds it by the end of the game, you score full points. Warning: the President must still be able to produce the paper at the end of the game, or your nation loses 10 points.
Protect the State Icon — 15 Points.
Your team creates a State Icon from clay. Guard it until the end of the game. If you manage to steal a rival nation’s Icon, your team earns 10 bonus points per Icon stolen.
Each operative has one personal mission worth 10 points. These are secret — known only to you and the Global Overseer. Evidence must be presented to the teacher to claim your points. Check your briefing card or the Our Nation tab for your mission.
Rules of Engagement
The Shadow Rule: This game runs until the class before the Cold War assessment.
Obey School Rules: No stealing by force. Use stealth, distraction, and social engineering. Do not go into others’ bags or laptops.
The Global Overseer: All Intel Reports and Accusations must be whispered to the teacher or submitted in writing.
Deniability: If accused of being a Spy, you must maintain your cover. Only the Teacher knows the truth.
Trigger Word Claims: If Gov Worker B successfully tricks a rival into saying your nation’s Trigger Word, report it immediately by whispering to the Global Overseer. The rival team is informed of their national embarrassment.
The Double Agent’s Dilemma: If a Spy reaches the end of the game unidentified, they may choose which nation to share victory with — their official home nation or their true loyalty.
The Trial: A nation may accuse one of their own of being a Spy. Report to the Teacher first. The class becomes Citizens of the Court — the accusing nation presents evidence, the accused defends themselves, the class acts as Jury, the Teacher is Judge. Correct guilty verdict: +10 points to accusing nation, convicted Spy is banished to the nation they were spying for. Wrongful conviction: −5 points. Maximum one Trial per nation.
■ Intelligence Archive
■ Broadcast — Today’s Update
✓ TRANSMITTED
■ Scoring
■ Spy Registry & Nation Rosters
Tag which student in each nation is the embedded spy and where they came from. This is used to generate printable briefing sheets.
■ Presidential State Secrets
Each nation's President must write their secret on paper and carry it. Deduct 10 discretionary points at the end if they can't produce it.
■ Briefing Sheets
Generates a printable card for each student with their role and personal mission. Spies will see their secret allegiance. Fill in student names and tag spies first.