Live the city. Expose the story behind appearances. Join the revolution.

 Invisible city: Rebels vs. spies

In the original game, the players who are expelled continue to participate in the game by observing the rest of the players until the game ends. They now know who the assassins and who the citizens are and can interpret the behaviour of the players and watch the game in the same way one would enjoy a performance

In a location-based game this is not possible since the game unfolds in mutliple locations. This was problem was overcome by replacing the ostracism component with a combination of scoring and location based missions


The backstory is that you, the player, belong to a team of Rebels who fight for a cause. To advance the cause the Rebels need to carry out some missions. But you are warned: A number of Spies have infiltrated your team and will try to supress the cause by sabotaging the missions. 

Missions and Scoring

In each round each player has to carry out one individual mission. The mission takes place in a different location and involves a task in the form

  1. find a location or object
  2. solve a puzzle

To identify some puzzles one needs only to approximate a locations. For others, the players might need to locate and scan a qr code which looks like:

Some of the missions are critical and some non-critical. The difference is almost trivial: A critical mission has to be completed successfully or else the Rebels loose the round. A non-critical mission has no influence on the scoring. The individual players do not know if their mission is critical or not, so if they are Spies, they have to make a judgment call.

The number of critical missions is the same as the number of Spies. If all critical missions are completed successfully the Rebels win the round, else the Spies do.

Mission assignment

Each round starts by choosing a leader. The leader is temporary and has the task of assigning missions. The leader is the only one who knows who the players with the critical missions are.


There is a mechanism for prematurely ending the game if the Spies are uncovered and there is no point in continuing. The majority of the players requests a Revelation vote where they indicate who the Spies are. If the number of correct votes is the same as the number of Rebels, then it is assumed that all Rebels know who the Spies are and the game ends. If the vote fails, the Spies gain one more point.


The players gather together somewhere in the city. The Spies already know their role and also know who the other Spies are. The Rebels know only about the number of the Spies.


A leader is voted by majority. It is somebody who gains the trust of the most players.


The leader assigns individual missions. Some players get critical missions, which have to be completed successfully, otherwise the Spies win the round.


The players spread out in the city to find the relevant locations in time and complete the missions. The missions have the form of simple puzzles.


At each location, the Spies have the choice to sabotage their mission, or in other words, to willingly fail to solve their puzzle.


After a missions is completed, or timed-out, the next location is revealed and the players gather together to vote for a new leader.