OBJECTIVE OF AMBASSADORS DIPLOMATS AND SPIES: The objective of Ambassadors, Diplomats, and Spies depends on which group you are a part of. If you are part of the Ambassadors, then the goal is to arrest all of the Spies. If you are a part of the Spies, the goal is to have more Spies than Ambassadors.
NUMBER OF PLAYERS: 7 or More Players
MATERIALS: 1 Standard 52 Card Deck
TYPE OF GAME: Party Card Game
OVERVIEW OF AMBASSADORS DIPLOMATS AND SPIES
Ambassadors, Diplomats, and Spies is a social deduction game that is played through rounds of nighttime and daytime. It began in 1986, and its popularity has not slowed down since! This game is perfect for those who enjoy role-playing games but only have cards available. The goal is to defeat the other team.
Firstly, the group will choose a Moderator. This is done however the group sees fit or by drawing for the highest card. This player will oversee the game and make the larger decisions when presented during the game. This player is often times someone who has played games that are similar to this one.
The Moderator will then shuffle the cards and deal one card to each player. If they are dealt a number card that is not a ten, the player becomes an Ambassador. If they receive a face card they become a Spy. Tens will make them Diplomats. Finally, an Ace will make them a Special Investigator.
Below, the number of each type of card is shown, depending on how many players are present.
|Number of Players||Ambassadors||Spies||Diplomats||Special Investigators|
After the Moderator keeps the assigned number of cards, they will then shuffle the deck and deal one card to each player. Each player will then look at their cards to see what their role is for the game. Players should ensure that no other players see their cards.
Players will then decide how many rounds, or days or nights that they will play for. The Moderator will then have all players place their heads on the table and close their eyes. No player will speak during this time. All players will trump their hands on the table to make sure that sounds are unidentifiable.
The Moderator will then announce for the Spies to open their eyes, they will communicate non-verbally and choose a player to be deported. After they have placed their head back on the table, the Moderator will announce for the Special Investigator to raise their heads. They will choose someone who they believe is a spy and the Moderator will make note of it.
After they have closed their eyes again, the Moderator will then have the Diplomat open their eyes. This player will choose a player to have full Immunity. The game is then ready to begin when the Diplomat places their head back on the table.
After all of the players have identified other players in their group, the daytime phase of the game will begin. The Moderator will then announce what occurred during the previous phase. They will announce the players who have been deported. They are deported unless they also have the immunity.
Deported players are forced to drop the game. If the Special Investigator chose a Spy, they are then dropped from the game. Nothing happens if they chose a player who was not a Spy. Players can then discuss the events amongst each other, attempting to deduce roles of other players.
When discussion continues for a while and a player feels that they can make an accusation, they will then explain why they think the player is a Spy. This player may argue their case as well. The other player will attempt to argue as well. Votes are then taken.
The player is deported if the majority of the group votes against him. Discussions will continue until a player has been deported. The night phase will then begin again. This continues until all of the Spies have been deported or there are more Spies than Ambassadors.
END OF GAME
The game comes to an end under two conditions. If every spy has been arrested, then the Ambassadors win the game! If there comes a time when there are more Spies than Ambassadors, then the Spies win the game!