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Ages Play Time Players
10+ 60 minutes 3-4

Designer(s): Eric W Solomon

Manufacturer(s): Milton Bradley

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Product Information

Product Reviews


Average Rating: 4.7 in 6 reviews

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Conspiracy is not that well known, and it's a shame...
December 21, 2002

I remember this being one of the first of my real favorite board games - I played it when I was around 8 or 9, and the fact that it wasn't played like the other board games, as well as the theme, piqued my interest. Now, 16 years later I'm searching hell and high water for it, to no avail. It was probebly one of the most though provoking, stimulating board games I've ever played, and I miss it! It's complex, but not overly confusing and has a reasonable playing time. If you like stratigical-type board games, you'll really like this one!

A lost gem
April 09, 2002

Let me add to these laudatory reviews. 'Conspiracy' is an excellent four-person game -highly original and very entertaining. Though the rules are simple, it nicely simulates the real world of espionage, in which any agent is for sale to the highest bidder. One of the best 'finds' I've ever made at a thrift shop. MB, how about a reissue?

The Best $3.95 I have ever spent...
March 28, 2002

Over the past year, I have become acquainted with many of the classic titles that head this web-sites top 50 games ranking. I have played, and loved, Settlers, El Grande, Acquire, Elfenland, Modern Art, and many more. Over that period of time, I have come to realize, more and more, what makes a great board game, and I have also realized that 'Conspiracy' will always remain one of my all-time favorites.

I disagree with previous posts that call it a mix of luck and skill. There is almost no luck...rather it is a wonderful blend of skill and politics. Beyond that it promotes a communal gaming style that keeps everyone interacting for the full game and keeps everyone guessing as to what the final outcome will be. I think the game only works with four, and is wonderful in a casual gaming environment (yet it posseses enough strategy to make it a 'gamer's game' as well.)

If you can find a copy of this little gem (like I did at a thrift store for $3.95), buy it, you'll be glad you did.

One of Our Favorites
December 12, 1999

A great game of stategy and bluffing.

See the review below for the basic rules. The hallmark of the game is that the $10,000 bank account limits the number of spies you can control. Therefore, when a player seems to be close to winning, alliances immediately pop up between the other players to prevent the win (primarily by stealing the suitcase with a spy is not controlled by the player about to win). These alliances create a lot of lively discussion and interaction. Of course, as soon as one player's victory is thwarted, he could put more money on a nearby spy and make a mad dash for headquarters or another player may find himself in a position to win and will suddenly find his allies have become enemies!

Simply a great game without any luck components (dice or cards). The game develops differently each time for great replay value.

Fun with deceit and stealth
July 31, 1999

Conspiracy is a game that rewards stealth and deceit, just as a spy game should. A briefcase containing secrets is moved around by any of 8 spies who obey the highest bidder. But who is the highest bidder? It's not always clear until the move is made -- and sometimes not clear even then. And if you 'invest' too much cash with one spy, and your opponents find out, there are ways to eliminate your favorite spy. Good, dishonest fun for 3-4, in about 1 hour.

A different kind of spy game for 3-4 players.
February 25, 1999

Conspiracy is a game unlike most others you have played. The board shows a network of cities such as Paris and Baghdad, connected by paths along which the pieces may move. Each player has a home city that represents a world power, and the object is to bring a little plastic briefcase marked 'top secret' to your home city.

This is accomplished by having one of the eight playing pieces (the 'spies') pick up the briefcase by landing on it and moving it with them along the paths. What makes the game unique is that none of these spies are controlled by any one player. On a turn, a player may move any spy, or he may use the turn to 'pay off' a spy, by writing an amount from a limited budget into a logbook he keeps secret from the other players. If a spy is moved by one player, and another wishes him not to move it, he may challenge the move by engaging the first player in a showdown of payoffs. If the moving player has paid off the spy at least as much as the challenging player, the move stands; otherwise, it is cancelled and the spy remains where it was. There are also rules covering 'blowing cover,' which can knock a spy piece out of the game.

There is a nice mix of luck and skill to the game, as you try to guess the other players' strategies and which spies they are paying the most to. Bluffing plays a strong part, as does careful allocation of your budget.

Conspiracy takes about an hour to play, and is an enjoyable game to play with people whose thinking process you probably only think you know.

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