Sleeper Agents

Sleepers are already inside your party. Expose them before they recruit everyone.

Players
8 to 40+
Length
2, 2.5, or 3 hours from the start. 3 is the party default.
Features
Activation cards, arrests, prisoners, briefings, and the Prison board.
Sleeper Agents on a guest's phone: Their mission, the reports they have left, the Prison board.

The premise

Sleepermasters are hiding among your guests. Everyone else starts the night as an agent. Nobody knows who the Sleepermasters are, except the Sleepermasters.

Cards move from hand to hand all night. Scan one and it's usually a power. Sometimes it's a recruitment, and you quietly become a sleeper. You keep playing; you're just on the other side now.

When enough people report the same person, Mission Control arrests them, and the Prison board, on every phone and on the TV if there is one, shows what they really were.

The sides

Agents

Everyone starts here. Agents win by arresting all the Sleepermasters, or by arresting more sleepers than are still hiding, before the night ends.

Sleepers

The Sleepermasters, and everyone they recruit. They win if the agents run out of time. A wrong arrest helps them: it costs the agents a report and a teammate.

That's all you need before the night. Each phone explains the rest to its owner, and only to its owner.

On their phones

  • Joining: A name and a costume, so people can find them.

    Joining

    A name and a costume, so people can find them.

  • Their home: Their mission, the reports they have left, the Prison board.

    Their home

    Their mission, the reports they have left, the Prison board.

  • Who they are: Their side and their powers, on their phone and nobody else's.

    Who they are

    Their side and their powers, on their phone and nobody else's.

  • Prison: Every arrest, as it happens.

    Prison

    Every arrest, as it happens.

How a night runs

  1. Guests scan the invitation

    The QR on the invitation at the door opens the game. Each guest types a name, then scans the training card so they know how a card works.

  2. Mission Control starts the game

    The host is Mission Control. They pick the Sleepermasters in secret and press Start. From here every phone keeps its owner's secret.

  3. Missions and cards

    Phones send guests on missions: reach a pickup point, escort someone, carry a card. Finish one and Mission Control hands you a card. Cards get passed around; some of them recruit.

  4. Reporting opens

    A sixth of the way in (half an hour on a 3-hour night), everyone gets 3 reports. Enough reporters on one person and Mission Control arrests them. Arrested guests are prisoners: still talking, still arguing, out of the game.

  5. Briefings

    Three times in the night the briefing room opens. Guests who gather there piece together a cipher, and the intel hints at how many sleepers stand among them.

  6. Declassified

    When the time runs out, or the agents win early, the Prison board shows the network, everyone's role, the awards, and every report made all night.

What gets printed

Sleeper Agents

Your party's name

  1. 1Scan the big code with your phone's camera.
  2. 2Type your name and join.
  3. 3When your phone asks, scan the training card.

Training card

Scan it when your phone asks. It's only practice: this is how every card and spot works.

Invitation

Tape it by the door. The big code joins your party; the small one is the training card, so everyone learns how a scan works before it counts.

Training card

1JOKER1

Scan this

2GVDR9N

Scan this

3QCUFXJ

Scan this

4YPE3QF

Scan this

5C4VPHC

Scan this

6KHFDA7

Scan this

7UVWXY3

Scan this

86CGMRW

Scan this

9FPXAJT

Scan this

10P4HVCP

Scan this

11XHYJ3K

Scan this

12AVJ7TG

Scan this

13JC3TKD

Scan this

14TPKGD9

Scan this

15444444

Scan this

16EHMQUX

Scan this

17NV6EMU

Scan this

18WCNYEQ

Scan this

199P7N6M

Scan this

20H4PCVH

Cards

20 to a page, with cut lines. Print on card stock, or tape each one to the back of a playing card. A new party has 120 unless you pick another number, and you can print any range or add more.

The Shed

Word FALCON

Scan this, or tell Mission Control the word.

Under the Stairs

Word COBALT

Scan this, or tell Mission Control the word.

The Garage

Word ORCHID

Scan this, or tell Mission Control the word.

The Fridge

Word MERIDIAN

Scan this, or tell Mission Control the word.

The Couch

Word NIGHTJAR

Scan this, or tell Mission Control the word.

Spot 6

Word CINDER

Scan this, or tell Mission Control the word.

Spot 7

Word BISHOP

Scan this, or tell Mission Control the word.

Spot 8

Word TANGO

Scan this, or tell Mission Control the word.

Spot 9

Word QUARTZ

Scan this, or tell Mission Control the word.

Spot 10

Word HARBOR

Scan this, or tell Mission Control the word.

Spot 11

Word SPARROW

Scan this, or tell Mission Control the word.

Spot 12

Word ZENITH

Scan this, or tell Mission Control the word.

Pickup points

12 to a sheet, with cut lines: one for each pickup point in your house. Name them after real places, give each a word, and tape them up where the hint says. A new party has 12.

The briefing room

When the briefing opens, scan this for your cipher fragment.

Use Scan a card in the game. Code ALTAR

Briefing room sign

Tape it in the room you pick for the briefings. While it's open, guests scan it for their cipher fragment.

Letter or A4. Print it all at once or one part at a time, or save it as a PDF for a print shop. These are the real pages with sample codes; your party's codes are made when you create it, and only you (or a co-host with the party's PIN) can print them.

How the host runs it

Make a party, pick Sleeper Agents, and print the kit. Rename the pickup points after the real places in your house.

On the night you run the console from your phone. Pick the Sleepermasters, scan in their activation cards, choose the game length, and press Start.

During the game guests come to you: you hand out a card when someone finishes a mission, and you make the arrests the console calls for. A co-host can help from their own phone with the party's PIN.

The host doesn't play. You know who the Sleepermasters are; your job is the operation.

What you need

Guests need only their phones. You need a phone to run the game from and a printer, or a print shop, for the kit. A TV or a laptop is optional, and either does the same job: a big shared screen for the Prison board and the console. Nobody needs one; it just helps.

Fair warning

It's a game about reporting your friends to their faces. People will lie to you, convincingly, and you'll be wrong about someone you trust. Lying is allowed. Showing your screen isn't.

Ready to open the file?

Every printable included.