Game manual
Operation Mole
Build an espionage squad without knowing whom to trust. Propose teams, vote and carry out up to five missions while Double Agents try to sabotage them. Every vote is a clue; the Informant must protect their identity.
Rules for the Montelana web version.
Set up this game →Set up the game
For 5–10 players. Scan the QR code, enter your name, and privately review your identity. Everyone confirms they are ready before the first proposal.
Double agents: 2 with 5–6 players; 3 with 7–9; 4 with 10. Leadership also rotates for the next mission.
Roles and information
Double Agents know one another. The Informant identifies them except the Deep-Cover Agent. The Liaison sees the Informant and the Shadow but cannot tell which is which.
How to play
- The leader proposes the required number of agents. Everyone votes; votes are revealed together and approval needs more than half. A tie rejects. Leadership rotates after rejection. Five consecutive rejections in one mission give victory to double agents.
- Only the approved squad acts. Loyal agents can only carry out the plan; double agents may succeed or sabotage. One sabotage usually suffices. Exception: mission four with 7 or more players needs two sabotages. Individual decisions remain anonymous.
| Players | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| 5 | 2 | 3 | 2 | 3 | 3 |
| 6 | 2 | 3 | 4 | 3 | 4 |
| 7 | 2 | 3 | 3 | 4 | 4 |
| 8 | 3 | 4 | 4 | 5 | 5 |
| 9 | 3 | 4 | 4 | 5 | 5 |
| 10 | 3 | 4 | 4 | 5 | 5 |
Optional powers
With digital powers, each double agent has one jammer charge and one delayed sabotage charge. The jammer anonymously changes an approval to rejection. Delayed sabotage counts as success now and increases the sabotage threshold next mission: plus one or double, depending on the table setting. This makes loyal success easier. Multiple delayed actions in one mission do not stack; immediate sabotages still count.
Scoring and winning
Three failed missions give victory to double agents. After three successes, the AI Tracker has 15 seconds to identify the Informant. A correct choice gives victory to double agents; a wrong choice or timeout gives victory to loyal agents.
Display, controllers and reconnecting
Open montelana.com/tv on the shared display and enter the room code. Each player scans the QR or visits montelana.com/join, enters a name and keeps that browser as a private controller. An invitation QR never grants control over another player. The host starts the game; the public display does not take a seat. Keep the same session to reconnect. There are no saved games or email recovery; tables expire after 24 hours without activity. Opening this manual in another tab does not pause timers.