Conspiracy.

by Promptbox
Tap to Pay$10,000
STANDBYStart an operation to take your seat.

EYES ONLY / CLASSIFIED

YOUR NEXT OPERATION

Conspiracy.

Trust no one. Pay everyone.

A briefcase. Eight spies. One way to win: bring the secrets home.

Tap to enable game audio. Microphone access is requested only when you use Hold to Talk.

OPERATIONS CONTROL

Settings

Random assigns each AI Jev, DeepSeek, GLM, GPT Sol, or Gemini. Assignments stay fixed until a new game or model change.

Microphone closed.

Activity log 0
    Influence record 0
      Prior Learning

      Guidance updates after each completed game.

      CONSPIRACY VERSION 1.1.79

      How to play

      1. Bring the briefcase home. Move a spy carrying the briefcase into your headquarters to win.
      2. Keep your account secret. Everyone starts with $10,000. There is no opening payment round; play begins immediately with Player 1. Tap a checkbook portrait during your turn to pay.
      3. Choose one action per turn. Drag any active spy to a connected city, pay one spy, or use one spy to blow another’s cover. Tap a spy and then a highlighted city as an alternative to dragging. Enlarge the board for easier phone play.
      4. Move the case. A spy leaving the briefcase’s city carries it. The move appears first, then challenges are resolved. A successful challenge returns the spy and briefcase along the highlighted purple route.
      5. Ask or make a payoff by voice. Hold to Talk to ask a question about the game, or say “Pay Tanya $500.” Amounts must be multiples of $100 within your balance; $0 is allowed and uses your turn. Only one active spy can be paid per turn. Money cannot be recovered or transferred.
      6. Challenge an action. A move can be challenged by an agency with at least $100 invested in the acting spy. An exposure can be challenged only by an agency with at least $1,000 invested in the acting informer. AI responses are resolved clockwise using the public Influence record and their own checkbooks. The record includes round-numbered challenge amounts and successful exposures; each exposure lowers the actor’s public influence lower bound in the informer by $1,000. More than one agency can challenge if earlier challenges fail. Influence is compared on the acting spy. The challenger needs strictly more investment; ties favor the actor. A successful challenge cancels the action. An unsuccessful challenger misses their next turn.
      7. Blow a cover. During your turn, tap an agent in whom you have at least $1,000 invested. If another agent is in the same city, you can choose whose cover to blow. You can also use Blow a cover from that informer’s checkbook portrait. If unblocked, the target leaves the game and the informer’s influence drops by $1,000. Your bank balance is not refunded, and money on the exposed spy is lost.
      8. Classic tactics. Save a cash reserve, protect a route home, remember revealed investments, and interrupt an imminent enemy victory. All agents are shared. There are no special powers, trains, or Solomon Gambit endgame rules.

      Unofficial adaptation of Eric Solomon’s classic game, with original artwork. Original route network and classic rules cross-checked against the documented board and rules.

      FIELD REPORT

      Make a payoff

      Multiples of $100. Pay $0 to use this turn without spending.

      OPERATION COMPLETE