Hidden Role Party Game · 6–25 players

Operation Nightfall: Double Agents at the Embassy

Operation Nightfall: Double Agents at the Embassy: hidden role party game PDF cover$11.99
$11.99 one-time
6 to 25 players plus 1 host90 minutes (6 to 11 players) to 3 hours (16 to 25 players)Ages 12 and upPrint at home: PDF in US Letter and A4Colour and Printer-Friendly editions

Operation Nightfall is a hidden role party game set at an embassy reception where nobody is quite who they seem. Every guest receives a secret role: most are Loyal Agents, but one or two are Double Agents who know each other and burn one agent's cover every night. Between quick-fire missions, heated debriefs and secret votes, the group must work out whom to trust before Extraction. The host reads from word-for-word scripts, so the game runs smoothly at birthdays, office parties, classrooms and youth groups.

  • 6 to 25 players plus 1 host · Ages 12+
  • 90 to 180 minutes, with timing plans for 90, 120 and 180
  • US Letter and A4 · Colour and Printer-Friendly editions
  • Downloads as 2 ZIP files of PDFs
  • English · Instant download

One-time purchase. Not part of the subscription.

Good to know: The MurderMysteryTime subscription includes only the online games in the Cases section. Printable PDFs are not included and are sold separately. See the online membership.

What is a hidden role party game?

Operation Nightfall is a hidden role party game: at the start, every guest secretly receives a role card and keeps it to themselves. Most players are Loyal Agents of the Service. Hidden among them are one or two Double Agents who know each other and pretend to be loyal. Nobody else knows who they are, and that is where the fun begins.

The game moves in short rounds. Each round opens with a Briefing, followed by a quick Mission such as a codeword scramble, a cipher grid or a memory challenge. Then comes the Debrief: everyone asks questions, accuses and defends, and the group votes. The agent with the most votes is recalled and shows their role. In the Blackout that follows, everyone shuts their eyes while the Double Agents secretly burn one agent's cover. Players who are out become Watchers with small assignments, so nobody sits around bored.

No experience with hidden role games is needed. The host does not play: they read from a word-for-word script, keep time and count the votes. The rules for guests fit on one page, and the Host Guide explains everything else, from the first envelope to the final reveal.

How a round works

  1. Briefing: The host reveals whose cover was burned during the night. That agent becomes a Watcher.
  2. Mission: A quick challenge such as a codeword scramble, riddles, charades or a cipher. The winners earn a Safe House that protects them for one night and add credits to the Mission Fund.
  3. Debrief: Everyone questions, accuses and defends, then votes. The agent with the most votes is recalled and their role is revealed. If 10 or more agents were in when the Debrief began, it recalls two agents, one after the other.
  4. Blackout: Everyone shuts their eyes, or hands in a folded note, while the Double Agents secretly choose one agent whose cover they burn.
  5. Extraction: When only a few agents are left, the helicopter is on its way. From now on recalled agents hand in their cards face down, and after every vote each agent secretly chooses Extract Now or Hold Extraction. The helicopter leaves only when every card says Extract Now, or when only two agents are left. The Loyal Agents win only if the vote just before take-off caught the last Double Agent.

The roles

  • Loyal Agent: The majority. Loyal Agents know only their own role. They win when the last Double Agent is recalled before Extraction, or when the helicopter leaves right after the vote that caught the last one.
  • Double Agent: Working for the other side. Double Agents know each other, act loyal, steer the votes and burn one agent's cover each night.
  • Watcher: A player who is out. Watchers stay in the game with a small assignment card and never give away a secret.
  • The Analyst (optional): A Loyal Agent with top clearance who can check one player each night. For experienced groups.

What’s inside

  • Host Guide (21 pages): rules, word-for-word scripts for every phase, timing plans for 90, 120 and 180 minutes, tips and FAQ
  • One-page Player Rules for the guests
  • 36 role cards with matching backs: Loyal Agent and Double Agent cards for every group size, plus the Analyst
  • Mission File with 14 missions, host tips and answers (host only)
  • 11 Mission sheets: codeword scramble, riddles, spot the difference, memory picture, quiz, cipher grid and word slips
  • Envelope labels, Cell Slips, Debrief ballots, Blackout Notes and Extraction cards
  • 12 Safe House tokens and 60 Mission Fund credits
  • 18 Watcher assignment cards and large reveal cards
  • Control Log for the host
  • Fill-in invitations, name badges, 6 tent signs and winner certificates
  • Read Me First guide, Colour and Printer-Friendly editions, US Letter and A4

How to host it

  1. Read the Host Guide once (about 20 minutes) and find your group size in the role table.
  2. Print the role cards and pages for your group, then cut and fold the cards.
  3. Choose how the night works: eyes closed, folded notes or phone messages.
  4. Deal the roles into named envelopes and note them in your Control Log.
  5. Pick five or six Missions, print one sheet per team and set out the chairs, tokens and the Fund.

Who it’s for

Great for birthday parties, office parties and team building, class parties, youth groups, game nights and large family gatherings. Ages 12 and up, from 6 to 25 players plus one host who runs the game.

Printing tips

Print single-sided on plain paper. The Printer-Friendly Edition uses light backgrounds and saves ink; the Colour Edition looks best on screen or on a colour printer. You can also mix: read on tablets and print only the pages you want to hold.

Look inside

The colour Host Guide, role cards, Mission Fund credits and a Safe House token
The printer-friendly edition: Host Guide, Player Rules and role cards
Mission sheets: The Tampered Photo and The Cipher Grid, with a Mission File page
Invitation, winner certificates, Extraction cards and a Watcher assignment card

Questions

How many players do I need?

From 6 to 25 players, plus one host who runs the game and does not play. The role table in the Host Guide tells you how many Double Agents to use for your group.

How long does a game take?

About 90 minutes with 6 to 11 players, 2 hours with 12 to 15 and 3 hours with 16 to 25. The Host Guide has a timing plan for each, and small groups can play two or three games in one evening.

What ages is it for?

Ages 12 and up. There is no violence: covers are burned and players become Watchers. Younger children can join as Watchers or team up with an adult.

Does it work for an office party or a class?

Yes. The missions are quick group challenges (codes, riddles, memory, charades, drawing) that need no special knowledge, and the night phase can be played with folded notes instead of closed eyes.

Does the host play?

No. In a hidden role game someone has to know every role, so the host reads the scripts, keeps time and counts the votes. Take turns being host if you play again.

How many Double Agents are there?

One or two, depending on the group size; the Host Guide has the table, and the host announces the number at the start. We simulated 20,000 games for every group size from 6 to 25 with sensible play: the Loyal Agents win between 41% and 57% of them.

What if someone has to leave early?

Before Extraction they show the host their card, the host reveals their role, they leave as a Watcher, and the host checks whether that ends the game. During Extraction they hand in their card face down, and their leaving counts as the next Extraction vote.

What do I print, and on which paper?

Everything comes as PDF files in US Letter and A4, in a Colour edition and a low-ink Printer-Friendly edition. Print single-sided. The Host Guide lists exactly which pages to print for your group size.

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