SPYLIGHT ← Back to the game

How to play

Pick the cards to suit the day. A few minutes to set up.

The full rules — the same ones printed in the booklet that comes in the box.

This is a game where you choose it all:

Simple, flexible rules — change whatever suits your crew.

What’s in the box

You supply: torches — at night, at least one per team, because a team hunts together on one beam — and treats for the Find game, if you want them.

First, give the cyclops its eye

Once only, before the first game. Turn the 52 mission cards over to the cyclops side — the one-eyed monster — peel off a white reflective dot, and press it over the white centre of the eye. The two answer cards stay at Base, so they don’t need one.

That dot is what makes the game work. It throws a torch beam straight back the way it came, so the moment a beam sweeps past, the eye flashes white — one bright spark in a dark hedge, half a garden away.

Can’t see the flash?

Hold the torch up near your eyes, not down at your waist. The dots bounce light straight back to where it came from — so the closer the torch is to your eyes, the brighter the flash.

Where and when

Outdoors — back yards, parks, camping grounds, beaches, school grounds. Indoors — right through the house: the lounge, bedrooms, under tables, along shelves. Excellent on a wet day. Or hide some inside and some outside for a bigger adventure.

After dark, put the cyclops side out and let the torches find the eye. In daylight, put the picture side out for the little ones, or the cyclops side out for a tougher hunt.

At Easter the eggs stay safe inside: the kids hunt for the numbered cards, then swap each one for its matching numbered egg. Nothing melts in the sun, the dog doesn’t find them first, and there’s nothing still lost in the grass in June.

Play every player for themselves, in pairs or in teams — any number per team. In teams, pick one player as spokesperson to give the answers. The Game Master decides how long it runs.

Before you start

Setting up and hiding

Game Master tip

Players carry the whole holder back to Base, card still inside — or the empty holders get left behind. The cards slide out, so you can change the mix between games. At the end, count all 12 holders back in — nothing gets left in the grass.

Every hunt works the same way

Find cards

A straight treasure hunt. Bring the holders back and trade them for treats. No reading needed — this is the one to start with.

  • Every card found and brought back = 2 points.
  • Swap the holder for the treat with the matching number.
  • The Game Master ticks the found numbers off the score pad.

Act cards

Bring the holders back, then perform for extra points.

  • Every card found and brought back = 2 points.
  • Whoever found the card performs the action first.
  • The other player or team can try to outdo them.
  • The winner scores 3–5 points on quality, energy and creativity. The Game Master decides.

Solve cards

Bring the holders back, then work out the riddles.

  • Every card found and brought back = 2 points.
  • The finder answers the riddle first, for 3 points.
  • Wrong? The next player — or the next team’s spokesperson — may try, for 3 points.
  • Still wrong? Read out the easy clue, then hand it back to the original finder for 2 points.
  • Mixed ages? Little ones can go straight to the easy clue, while the big kids take on the riddle.

Choose your mix

See what your crew is in the mood for — a straight-out treasure hunt for treats, a riddles night, or an acting challenge. You have 12 holders, so pick 12 cards. You decide.

How it adds up

An example from the score pad — three teams, all three kinds of card:

Quick fixes

Too hard?

Too easy?

Spare dots

You fit 52 dots, one on each card you hide. The sheet holds 150, so 98 are spare. Mostly they’re replacements, but there are two good uses for them.

Easier, for younger players. Add a second dot to the cyclops’s hand. Two reflective points are easier for a small child to catch in a beam. Start with one dot per card and only add more if the hunt is proving too hard.

Harder — false treasure. Stick a spare dot on a scrap of cardboard and hide it among the real ones. It flashes exactly the same. The groan is half the fun.

The dots are permanent — strong adhesive, which is exactly why they stay put on the cards. It also means they can lift paint and varnish: only stick spares on paper or cardboard you’re happy to throw away — never on furniture, walls, windows, cars or toys.

Safety

Get one

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Last updated 4 October 2026