Super Spy - The Electric Alarm Game

Super Spy

The Electric Alarm Game

Milton Bradley - 1971
2 - 4 Players; Ages 8 to 14


In Super Spy the players are given the task of sneaking through the headquarters of a spy agency and retrieving secret documents. They have to do this without setting off the hidden alarms.

At the start of the game, each player draws an assignment card which tells them the documents they must find. For example, one card may tell them to get the "Radio Messages from Project Seafarer" and the "Micro-film of laser beam patterns". They travel through the spy headquarters visiting the Map Room, Radio Room, Microfilm Room and File Room and must carry their documents to the Vault.

What makes the game difficult is that there are hidden "alarms" throughout the headquarters. Whenever a player lands on an alarmed space the bell rings. The player must then draw an alarm card and go to the "safe spot" in the room on the card. As players move around the headquarters they must remember where the alarms are.

Whenever a player lands on the name location of one of the rooms they search the documents in that room and retrieve the one they are looking for. The first player to get all of their documents to the vault is the winner.


The most fun part about this game is the alarm. I took one of these apart to see how it worked. Under the game board there are two parallel sheets of metal. There are about a dozen copper coated metal disks between the metal sheets. The spy counters used by the players have magnets in their bases. Whenever a spy counter lands over a disk the magnet attracts the disk and it "tilts", which makes contact between the two metal sheets completing a circuit which sets off the alarm. By shaking the board the disks move around which means the alarms are in different locations each time.

The documents also add a nice flavor; they sound like something the spies in James Bond or The Man from UNCLE might be looking for.

Other than that this is pretty much just a "race" game with the added complication of having to remember where the alarms are. The players don't even have to draw a document card at random; when they reach the appropriate location they get to look through the cards and select the one they like. Still, the difficulty is probably appropriate for the stated age range.

6 comments on Super Spy:

SCRUBBER59 at January 6, 2013 16:33 said:
Hi Dennis,How did you open up this game in order to examine it's construction? i want to open my Super Spy Game in order to check the copper coated disks & sheet metal surfaces for corrosion.My game is not responding right to the magnetic game piece bases,all other testing reveals problems with the game playing surface.Thank you.
Karjohar at January 26, 2012 01:05 said:
I loved this game as a of the few my sister would play with me.
shonny62 at November 19, 2011 22:27 said:
Loved this game as a kid!! It was always fun shaking the board and not knowing where the alarms would be set each new game you started. Wonderful memories!!
SuperSpy Lover at May 20, 2011 20:47 said:
My sister and I loved playing this game when we were little. Thanks for the memories!
anna at February 9, 2011 18:48 said:
my brother and I loved this game when we were kids. grandpa still has it at his house and my son found it and would love to play but the buzzers not working!
Alarm scared me at June 15, 2010 23:18 said:
I remember loving/hating this game. The alarm scared the crap out of me every time it went off.

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