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What is
Spy Club?

Spy Club is a turn-based spy game for players who enjoy thoughtful, skill-based play. If you like real challenges, learning from your mistakes, steadily improving, and playing with equally committed teammates and opponents, you might be in the right place. Read on…

Spy Club - Mind Game
Spy Club - Tough Gameplay

Easy to Learn,
Hard to Master

Spy Club uses deliberately simple rules you can learn in minutes. The real challenge lies in how you use them. Every move opens new possibilities, and every choice truly affects what happens next. The game rewards creativity, intelligence, and adaptability. Simple? Always. Easy? Never.

Hidden Movement

As hunters, you never see your target — only the traces it leaves behind. A footprint here, a clue there. Every piece of information helps you narrow down the possibilities and anticipate the next move. Success depends on calculation, intuition, reading your opponent’s mind, and coordinated team play. Sometimes, you simply have to take a risk.

As the target, you move in secret, trying to stay one step ahead. You decide where to leave your traces, what risks to take, and when to mislead your pursuers. Every choice is a trade-off between speed, safety, and deception.

Spy Club - Hidden Movement
Spy Club - Two Games in one

Two Games in One

Playing the hunters means managing a coordinated unit on the board, tightening the net with every move. Playing the target means reaching your goal in time without getting caught — each turn becomes a balance between speed and safety. Same mission — but each side feels like a completely different game.

BE PREPARED FOR THE UNEXPECTED.

Turn-Based Play

Spy Club is a turn-based strategy game. The two teams alternate turns, and each character can combine movement with actions in every round. Some abilities are permanent, while others can only be used a limited number of times, so it’s important to decide when to use them. The right choice can change the course of the game.

Every mission unfolds on a tactical map with special zones, routes, shortcuts, and blind spots. Each area offers unique options for movement, tactics, and decision-making.

Spy Club - Game Plan
Spy Club - Lone or Team

Lone Wolf or Team Play?

A player may control a team alone — or as part of a group. When multiple players control a team, it’s not about each having their own character — it’s about dividing tasks and sharing responsibilities. One player may plan the next moves, another track searched areas, and another monitor available options and suggest how to use them effectively. Playing solo means handling everything yourself; team play adds depth, precision, and fresh perspectives.

Unique Missions

Even on the same map, no two missions play alike. Each game sets up different conditions that shape how and where you start, move, plan, and adapt. The objectives may stay the same, but the path to achieving them never does.
Spy Club - Mission Map
Spy Club - Sudden Twists

Sudden Twists

In Spy Club, nothing is ever fully under control. Things can shift in the blink of an eye. You think you’ve lost them — until they appear where you least expect. You think you’ve escaped — until one move changes everything. But these turns aren’t just luck — they’re the result of smart play, sharp thinking, and a design built for surprising moments.

Time Is Not on Your Side

Every turn is limited by time. It keeps the game sharp, focused, and free of delays. But time is more than just a limit — it’s also a tool. Think during your opponent’s turn, act quickly when yours begins, and you’ll leave them with less time to respond. In Spy Club, pressure cuts both ways.

Spydr: Tactical Planner

Spy Club includes a built-in drawing tool called Spydr (Spy Draw). It lets you mark routes, clues, ideas, and sketch your plan directly on the tactical map during gameplay. Especially useful for coordinating multi-player teams or visualizing your next move before you make it. See a demo.

Chess-By-Mail Style

You can play Spy Club in real time — with both teams online at once — or in turn-based mode (similar to correspondence chess). When it’s your turn, you’ll receive an email notification inviting you to make a move. You can even mix both styles — for example, start a mission online and finish it later turn by turn.

EVEN NO TRACE IS A TRACE.

Modular Design

Each mission is built from simple components: a map, a game mode, a set of rules, and available actions. By combining them, you define how the game plays — from pacing and restrictions to the range of tactical options.

This modular structure keeps the core experience clear and accessible, while allowing for a wide range of strategic variations.

Create Your Own

The same system is open to modders. You can create your own maps, design new rules, actions, or entire game modes — all compatible with the existing framework.

Step-by-step guides will help you build and share your own content, expanding the game in ways that fit seamlessly with its design.

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Copyright © Martin Vlach

Developed by Ondřej Gertner