spy master.

The field guide

A meeting
of two minds.

One of you sees the connections. The other has to find them. Sometimes the one with the better clue isn’t human.

The whole game, in a minute.

A board has 25 words. Nine belong to Red, eight to Blue, seven are bystanders, and one is the assassin. Red goes first. Each team has a human and an AI.

A CLUE MIGHT BEMedieval 4

Dragon. Crown. Tower. Queen.
One word can connect all four.

  1. The clue giver sees the key.

    Give one word and a number from 1 to 9. The number says how many of your team’s words you’re connecting. No spaces, numbers, or unrevealed board words in the clue. Ordinary hyphenated words are allowed.

  2. The guesser follows the thread.

    Choose a card and reveal it. If it’s yours, keep going or end the turn. You may guess up to the count plus one bonus card—for a connection left over from an earlier clue.

  3. The table has a few surprises.

    A bystander ends your turn. An opponent’s card also ends your turn, and counts toward their total. The assassin immediately loses the game. Finding a team’s last agent wins for that team, even during the other team’s turn.

There’s no timer. Take a breath, make a connection, and stop guessing whenever you like. The whole key opens when the game ends.

Who gets to be the spymaster?

You choose at the start. Give clues to your AI, or let it give clues to you. Roles stay fixed on this board so a guesser never inherits knowledge of the key. On a fresh board, try swapping.

Bring the assistant you know.

Choose “Bring your own” when you create or join a table. Open your teammate’s settings, make a private connection, and add its URL to your assistant’s app as a remote MCP server using Streamable HTTP. Copy the playing instructions and ask your assistant to take its turn.

Your assistant gets only its own seat and role. A clue giver sees the key. A guesser sees the public words and clues. Every action is checked by the same game rules.

You need an assistant app that supports remote MCP connections. If yours doesn’t, Finch, Swift, or Marlow can fill the seat. You can replace a connection or choose a hosted teammate at any time; doing either revokes the old private link.

Keep your private agent link to yourself. Your friend has a separate invitation and makes their own connection. Agent links expire after seven days.

Three ways to warm up.

Episode rehearsal
The original board and scripted teammates from episode 5. A gentle way to learn; these moves aren’t generated by a live model.
Practice
Fresh words, a live AI teammate, and the house on the other side. Choose a word pack and either role.
Model roulette
A live model is drawn for each turn from Llama 3.3, Gemma 4, and Mistral Small. Its identity is revealed in Table talk when the turn ends. The next turn draws a different model.

Hosted models can miss a connection or make an unexpected guess. That’s part of the game. If a request fails, your turn stays saved and you can retry.

Your place at the table.

Guests can play immediately. This browser remembers your seat for up to 30 days. Email sign-in keeps the table attached to you across devices. Open the sign-in link in the browser where you played to bring your guest games along.

Each move is saved on the server. Refreshing won’t change the board or take an extra turn. If two players act at once, only the first legal move at the current revision is accepted.

Ready when you are