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Printable party game

Secret Missions

Everyone at the party has three jobs to do, and nobody knows what yours are.

Missions get handed out at the start and the game runs quietly underneath the whole event. Pull yours off without anyone noticing, and call out anyone you catch trying theirs.

  • Runs all event
  • 6-20 players
  • Runs all event
The printed Secret Missions rules page
The printed Secret Missions accusation and score page
A printed Secret Missions mission card

How to play

There are no turns. It runs for the whole party.

  1. A printed sheet of mission cards, one per guest

    Step 1

    Everyone gets three missions, in secret

    Deal one card to each player at the start, three missions on each. Yours are built around the people actually in the room, and nobody else ever sees them.

  2. YouHold these a sec while I tie my shoe?
    JakeYeah, no worries.

    Mission complete. Jake has no idea.

    Step 2

    Pull them off without being noticed

    There are no turns and nobody stops the party. You wait for the right moment in an ordinary conversation and quietly steer it where you need it to go.

  3. The printed rules page

    Step 3

    Get caught and it is dead

    If somebody calls you out mid-attempt, that mission is gone. Call one wrong and you lose a point yourself, so nobody accuses on a hunch. When the deadline hits, everyone reveals what they got away with.

Why this one runs the whole party

01

You never stop the party to play it

There is no table, no turn and no moment where somebody has to explain the rules to a room. You hand the cards out once and it runs underneath everything you were already doing.

02

The paranoia starts before anything happens

The second everyone knows missions are live, an ordinary compliment sounds like a set-up. Half the fun happens to people who are not even attempting anything.

03

It all cashes out at once

A whole event of quiet scheming gets revealed in one go at the deadline, and most of it nobody saw coming.

What makes it yours

The missions are built around the guest of honour

You tell us about the guest of honour, and missions come back naming them, plus material from the group worked in around roles everyone at the table will recognise.

Ava always says she is leaving by ten

Get Ava to promise she is leaving in the next ten minutes

The group always argues about who is driving

Get whoever is driving to change their mind twice

Someone always brings the same dessert

Get whoever brought dessert to offer a stranger the first slice

A printed mission card
Missions naming the guest of honour are the ones with the sharpest edge, because everybody at the table knows exactly why it lands. The rest are built from roles the group will recognise instead of names, so no mission depends on one particular guest turning up.

What you print

  • Mission cards, three missions each24+
  • Score sheet1 page

Prints on plain A4 or Letter. Black and white is fine. Cut along the guides and you are ready.

See a real printed pack (PDF)

Before you play: a pen for every player, for ticking missions off as they land.

Is this one for your group?

Perfect for

  • A long party with space to move around
  • Groups who already tease each other kindly
  • Anyone who hates being made to sit down and play a game
  • Big groups, it runs happily up to thirty
  • A guest of honour who enjoys being part of the chaos

Maybe not if

  • ×A seated dinner where nobody moves. The missions need traffic.
  • ×A group who have never met. It wants existing history.
  • ×Anyone who wants a scoreboard filling up all through the party. This pays out once at the end.

Questions

When should we start it?

Hand the cards out first thing. It needs runway. Start it late and half the missions never get a chance to land.

What if I get caught?

That mission is dead and cannot score. You still have the other two, and denying everything loudly is well within the rules. Whoever called you out is taking a risk too, because a wrong accusation costs them a point.

Does the guest of honour play?

No. They do not take a card. Every other mission in the room can be aimed at them, so they spend the whole party being worked on without knowing it.

Do we have to stop the party to play?

That is the entire point of it. There is no round, no turn, no table. You deal the cards once and the game runs underneath everything else you were already doing.

How many people do we need?

Six is enough. It gets better with more, because there are more people to use as unwitting props.

What do we need besides the pack?

A pen. That is it.

Great for these occasions

Ready to play?

Build a party around Secret Missions.

Choose the games that fit your group, then print the pages you need.

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