
To help you become
a better suspect, the inventor of Simply Suspects has listed some helpful
hints on how to play the game.
GET-AWAY
CARDS
Get-away cards are very important. Use them wisely. “O” get-away
cards will let you land on the same space you are on. Then you can do
whatever that space allows you to do again. (Example: You may want to
use this if you are on the “take a get-away card away from any player”
space.)
TAKE A GET-AWAY
CARD FROM ANY OPPONENT
When you land on the “take a get-away card away from any player”
space, look at what get-away cards your opponents may be planning to use
on their next move. Then take one of those cards away from your opponent.
GRAND JURY
If you know your opponent’s identity, you may guess it when you
land on the “Grand Jury” space. Be careful though, you will
be eliminated if you are wrong. If your opponent knows your identity,
they can’t land on the “Grand Jury” space to reveal
you - if you have 2 pieces of evidence in their identity. Ha! Ha!
PHOTOS OF
SUSPECTS
A quick way to add 2 pieces of evidence to a suspect is to land on the
photograph of a suspect that already has 2 pieces of evidence in it. Then
you can move the evidence wherever you want.
MOVE ANY
OPPONENT FORWARD OR BACK
The “move any opponent” spaces can be used to move another
player and ruin their strategy. (Example: You may be able to move another
player onto the “Grand Jury” space.) If they have 2 pegs in
their suspect, they are out of the game!
BLUFFING
Bluffing is extremely important. You may want to put a piece of evidence
in your own identity. Be careful, that may backfire. A less dangerous
way to bluff is to keep pulling evidence from a suspect other than yourself.
Players may think you are that suspect.

Spy Alley Partners
L.L.P., Maple Grove, MN 55369
Phone: 800-611-1270 E-mail: info@spyalley.com
Simply
Suspects
is a trademark of Spy Alley Partners L.L.P.
Copyright © 2002, 2001 Spy Alley Partners L.L.P. All rights reserved.
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