There are a lot of card games about spies, secret plans, and hidden information. Most of them say you should bluff and outplay each other. Spytails: Tactics in the Shadows is one of the few where our table actually started behaving differently after a couple of rounds.
People became weirdly protective of certain cards. Somebody would suddenly go quiet after winning an operation they clearly did not want. Another player kept pretending they were “completely fine” while staring at their forecast tracker like it had personally insulted them.
That shift caught me off guard.
The artwork makes the game look pretty approachable at first glance. Cute spy animals, colourful cards, and chunky wooden meeples… it almost gives off “casual game night” energy. Then the game starts, and everybody slowly realises this thing is far more tactical and mean than expected.
At the centre of the game is a very simple idea: players secretly predict the exact number of operations they think they will win each round. Winning too much can ruin your round just as badly as losing too often. A strong hand suddenly becomes dangerous. High cards stop feeling automatically good. You end up looking at your own cards with suspicion, which is not a feeling most trick-taking games usually create.
There was one round where a player accidentally won a third operation they desperately did not need and just sat there rubbing their forehead for ten seconds while the rest of us laughed. That moment explained the entire game better than the rulebook did.
The game is launching on Kickstarter soon, and after spending time with this preview version, I wanted to talk about how it actually played at our table. Not the polished campaign version. Just the game itself.
👥 2-4 players, ages 10+
⌛ Playing time: 45-90 minutes
📝 Designer: Seb Hawden
🎨 Artwork: Emio Poon
🏢 Publisher: Mokuomo (prototype copy provided)

Gameplay overview
Spytails is played over several rounds, with each round containing seven operations. At the start of the round, players look at their hand and secretly decide how many operations they expect to win.
If you hit that number exactly, you gain influence. Miss it, and things become painful very quickly.
Once forecasts are locked in, players start playing cards clockwise while following suit whenever possible. The four suits are codebreaking, surveillance, stalk, and intimidation. Intimidation works similarly to a trump suit in traditional trick-taking games, unless a special card suddenly changes the situation. And that happens regularly.
The game becomes far more interesting once players stop trying to win every operation. Let’s say you already reached your forecast halfway through the round. Suddenly you’re trying to avoid victories instead of chasing them. Players start wasting strong cards on purpose, trying to dump operations onto somebody else, or carefully holding back cards that would normally be automatic wins.
One operation can suddenly become awkward because nobody actually wants to take it anymore. Everybody starts trying to read each other’s intentions while pretending they totally meant to play that weak card. Somebody says “don’t worry about this operation” and now everybody worries about the operation.
Mission and event cards also play an important role. Without them, the game could start feeling repetitive after several rounds because the central puzzle would always remain the same. Missions constantly tempt players into risky decisions they would normally avoid, while events slightly reshape the rules from round to round.
There’s also a team mode called Westoula vs. Eastaria. We only tried it briefly, but it immediately changed the atmosphere at the table. Players suddenly start trying to help teammates while secretly protecting their own forecasts at the same time. It becomes wonderfully untrustworthy very quickly.


Artwork, components, and table presence
This is probably one of the game’s biggest strengths.
Spytails has a very distinct look once it hits the table. The wooden agent meeples immediately stand out. Every character has their own shape, colours, and little visual details that make them feel recognisable without becoming overdesigned.
The anthropomorphic spy theme could easily have gone in a very embarrassing direction. Somehow it avoids that. The game stays playful without turning into parody.
The card art deserves credit too. Strong colours, thick borders, and clear iconography make the table easy to read even once operations start getting messy. Rooftops, alleyways, hidden operatives, underground locations… the artwork consistently supports the spy theme without drowning the cards in unnecessary detail.
I also liked that the game doesn’t look overly polished. It has a slightly rough comic-book style that fits the setting much better than something glossy would have. The special cards stand out immediately as well. Whenever alpha strike appeared, people around the table reacted before the card effect was even fully resolved.
The only slight issue is that the presentation may create the wrong expectations. Somebody looking only at the box art could easily assume this is a lighter family-style card game. Underneath the colourful animals is actually a fairly demanding tactical game where players constantly track forecasts, powers, missions, and shifting priorities.


Our experience
What surprised us most during our first few games was how quickly people stopped playing this like a normal trick-taking game.
Strong cards stopped feeling safe. Winning operations became uncomfortable. Players would suddenly hesitate before taking a trick they easily could have won ten minutes earlier.
The forecasting system completely changes the way players evaluate their hands. A powerful hand can become dangerous because you may lose control of your forecast. Meanwhile, weaker hands sometimes become easier to manage because players can safely aim lower and protect that prediction more carefully.
That shift creates the best situations in the game.
One player throws away an obviously strong card for reasons nobody fully understands yet. Somebody else suddenly becomes desperate to avoid winning anything. Then the operation collapses into complete confusion because every player around the table wants a different outcome.
Those moments felt far more entertaining than simply watching somebody play the highest card.
The agent powers add a lot to this without overwhelming the game. Some players recover cards, others manipulate suits, while certain agents gain more flexibility around operations or forecasting. Because the powers stay relatively focused, players still spend most of their attention watching each other rather than staring only at their own player board.
The special cards create the biggest swings. Alpha strike, ghost move, and skunk bomb regularly interrupt carefully planned rounds. Sometimes the entire table suddenly has to rethink the rest of the operation because one player changed the rules at exactly the wrong moment.
Reactions to this varied a lot in our group. Some players loved the disruption and uncertainty. Others became visibly frustrated when a forecast fell apart after several carefully planned turns. One player actually leaned back in their chair and announced they were “retiring from espionage permanently” after a skunk bomb ruined their final operation.
The reinforcement system ended up being more interesting over time as well. Early on, most players barely thought about it. A few rounds later, people started paying much closer attention to which cards they wanted to remove or keep.
Player count also changed the experience quite a bit. Four players felt strongest for us because the table became harder to read and much more suspicious socially. Lower player counts gave players more control, but also removed some of the uncertainty that makes the spy theme work so well.
What impressed me most, though, was how naturally the mechanics support the theme. Forecasting hidden outcomes, misleading opponents, sabotaging operations, holding back useful cards… players genuinely start behaving like spies protecting hidden objectives.
Or failed spies trying to avoid blame afterwards.


Our thoughts
After several plays, the thing that stayed with me most was how different Spytails feels once players fully understand what the game actually wants from them.
Most trick-taking games reward direct efficiency. Play strong cards, win tricks, collect points. Spytails pushes players into stranger decisions where restraint matters more than raw strength. Some of the most useful cards in the game are not the strongest ones, but the ones that let players escape tough situations or shift control somewhere else. And that creates a very different kind of table dynamic.
At the same time, the game asks a lot from players mentally. By the final rounds, our table usually looked like everybody was trying to solve multiple problems at once. Someone was counting forecasts, another player was rereading mission cards, somebody else was trying to remember whether ghost move had already been played.
The game also feels more interactive than many traditional trick-taking games because players constantly interfere with each other’s plans instead of quietly building their own score. Forecasts collide. Missions compete for attention. Special cards interrupt carefully prepared turns. The result is a game where players remain involved in almost every operation, even when it technically is not their turn.
I also appreciated that the game never became too clean or predictable. Some rounds completely collapsed into chaos, but those were usually the moments everybody kept talking about afterwards. One failed forecast would trigger another, somebody would panic and waste a powerful card, then another player suddenly realised they accidentally won too many operations. That spiral of tiny disasters became weirdly entertaining.
Spytails will not work for every group. Players looking for something very streamlined or perfectly controlled may bounce off the unpredictability and constant interaction. But groups that enjoy bluffing, reading opponents, tactical card play, and adapting to shifting situations will probably get much more out of it.
By the end of our plays, the game stopped feeling like “cute spy animals doing tricks” and started feeling like a genuinely tense prediction game hiding underneath a colourful presentation. And that contrast ended up being one of the most interesting things about it.
The game launches on Kickstarter soon.
📝 We received a preview copy from Mokuomo.








