Yorkshire, 1928. After robbing the police station, a gang of thieves returns to a grand manor to recover their stolen loot, while the police lie in wait to catch them in the act. But hidden among the police and thieves may be a spy, secretly working to keep the two sides evenly matched.
In Secret Night, players move around the manor, collecting and exchanging cards, completing objectives, and using special actions to deceive, negotiate, steal, and gather information. The police try to obtain the handcuffs and arrest thieves while they are carrying money, while the thieves must collect the loot and escape through one of the available vehicles. Both sides can also score points by completing their respective item sets. Player roles are hidden, creating a constant tension of suspicion and deduction as players try to identify who they can trust.
The police and thieves compete on a shared score track. The first team to reach 4 points wins immediately. If neither side reaches 4 points after 10 rounds, the game ends when the clock reaches 6 o’clock and any remaining Money cards are counted to determine the final score. In games with an odd number of players, the Spy has a different objective: they win if the final score is tied, secretly supporting whichever side is losing throughout the game.