There are four capitals, four bankbooks, one top secret briefcase and eight greedy spies that anyone can control. The object is to move the briefcase to your headquarters. Players can either secretly pay off or openly move a spy one space on their turn. Each player has an account of $10,000 and can bribe spies in increments of at least $100. If you move a spy, another player may challenge the move. The two players then slowly reveal how much money they each have on the spy in question. If the challenger wins, the move is rescinded. If the defender wins, the move stays and the challenger loses his next turn. Players need to cooperate against whichever player is closest to victory. You can conspire openly to swipe the case or murder a spy and turn the tables on a player who is a mere one space away from winning. No dice, no cards, no luck involved. Learn to work together or games will end in a hurry.
Amigo version (Casablanca) published 1991 supports 8 players.
Why-are-the-rules-and-summaries-so-long seriously distilled rules. This game's mechanisms are simple. Why are the rules so verbose? Even the summaries I found just reduce the prolixity, but still reiterate the obvious and the congruent. These are the rules, perhaps clipped to a bleeding state. If you find something relevant, and not derivable from what's here, that is missing, please let me know. (I intentionally don't describe how to write numbers in the book.)
Given that the game isn't ideally balanced for 3 players, I felt sure that somebody must have solved this with a 3 player board. I was surprised that I couldn't find a 3 player board, so I decided to attempt one myself, for nothing other than academic curiosity.
Please forgive the basic presentation at present, but this could obviously be improved upon with more elaborate art. The 3 home cities are the big green hexagons around the outside. I have managed to preserve the 4 step intervals between home cities and from home cities to the centre.
In this version of the game, there is no home city for 2 of the 8 agents. I therefore suggest that these 2 'lost' agents are either eliminated from play altogether, or could begin the game at the centre with the briefcase.
A 2 page PDF for Conspiracy. It is the complete setup and rules of play, but not exhaustive or repetitive. It assumes that you have the instruction booklet for reference. These Quick Rules are based on the 1983 Milton Bradley edition.