Classified Information is a two-player cyberpunk deduction microgame about cracking a rival's three-number code while revealing as little as possible about your own. The entire duel runs through a tiny 18-card deck, but every card can be used in several ways: trigger its ability, enlist it as a Guard, Assassin, or Sentinel, or encrypt it face down so your opponent never gets to see it. After only a handful of turns, both players are trying to work out not just what the other person's code is, but which card they need to keep in hand to actually exploit that information. Knowing the Code Isn't Enough That distinction is the interesting part of Classified Information. You can correctly deduce your opponent's secret and still lose. Your final card has to match one of the numbers in their code, and a matching Guard can block that number. Meanwhile, cards disappearing into the encrypted pile narrow some possibilities while creating uncertainty elsewhere. By the end, you are tracking what has been played, what may have been hidden, which Guards are protecting which numbers, and whether your opponent has figured out the same things about you. How the Game Works Each player secretly receives a Suitcase code made from three consecutive numbers. The cards themselves provide the information needed to reason through the possible codes, and the included Cypher Wheel gives you a place to track what you have learned. On your turn, draw a card and then use one card in one of three ways. Deploy it to resolve its printed ability. Encrypt it face down into the shared encrypted pile, permanently hiding that information. Or Enlist it according to its Guild affiliation: Guards protect your code, Assassins attack opposing Guards, and Sentinels can fill either role. When the draw pile runs out, each player is left holding one Final Card. Reveal the codes and Guards. If your Final Card's number appears in the opponent's code and is not protected by a matching Guard, you have cracked their Classified Information. If both or neither player succeeds, the number of surviving Guards can decide the winner. Why Youโll Love It Fits a genuine deduction game into roughly ten minutes and 18 cards. Every card creates a choice between its ability, Guild function, and the information you reveal by using it. Encrypting cards lets you deny information as well as gather it. Correctly solving the code is only part of the puzzle; you still need the right Final Card and a way around the Guards. Repeated plays reward learning the deck and recognizing what your opponent is trying to hide. Game Details ๐งฉ Players: 2 โฑ๏ธ Playtime: 10โ15 minutes ๐ Age: 12+ ๐๏ธ Genre: Cyberpunk deduction, two-player card game, code cracking, hidden information ๐ฏ Complexity: Medium-light; the rules are compact, but deduction gets considerably sharper once both players understand the deck ๐ Replayability: High for a microgame because knowing the cards improves the mind game rather than solving it ๐ฎ Great for fans of: two-player deduction games, Hanamikoji-style multi-use card decisions, compact head-to-head games, and puzzles built around reading an opponent What's in the Box 1 Citrine Game Deck 1 Custom Fabric Travel Pouch 2 Card Stands 2 Dry-Erase Markers 2 Cypher Wheels