U.S. — U.S.S.R. // OPS UNCLASSIFIED · TRAINING

Field manual

How to play

Code Red is a social-deduction party game: everyone shares one room, but not everyone shares the same orders.

Quick walkthrough — or scroll down to read the manual.


The story

U.S. intelligence operatives have earned a night off. You are at a gathering—music, drinks, small talk. The brief is simple: blend in, relax, and keep your cover.

There is a complication. Soviet assets walk among you. They look like friends. Their mission is not to blow cover—it is to steer the night, complete covert assignments, and if the cell coordinates, poison the punch: eliminate U.S. operatives one by one until the balance shifts.

No one reveals their dossier aloud. Trust is a liability. Observation is the job.


Roles

  • U.S. INTEL — You are loyal and out for a good time. Your goal is to spot who is steering the room and vote them out at tribunal. Each round, HQ issues the same shared signals multiple-choice question to the whole cell: you see the full question and choices. Glance at your phone when prompted—debrief cannot start until every survivor has answered that round’s signals prompt, even if the mission timer has already expired.
  • SOVIET ASSET — You are hostile. Your objective is to eliminate U.S. operatives without blowing cover. Each round you receive a covert cover assignment (something sneaky to pull off in conversation). You never see the signals question text—only the answer choices—so pick something you can defend in discussion. Your cell tracks cell progress: everyone on your side must log their assignment when the strike is ready to count. You also coordinate Poison the punch: the cell votes on which loyal operative is eliminated when they next complete a mission; the strike goes through after every Soviet asset has logged for the round (ties may be broken at random).

Phases of a round

  1. Signals briefing — At the start of the operation (and at the start of later rounds), the cell answers the same shared signals question. Loyal operatives see the full prompt; Soviet assets see only the choices. Soviet assets also coordinate Poison the punch during this phase when the UI allows—votes can be placed before the mission begins. Sometimes the software surfaces an intercept recap (random leaked answers) before the mission—everyone acknowledges, then the mission clock starts.
  2. Mission — Timed to match the host’s mission length exactly (as entered on the authorize screen—half-minute settings count). Soviet assets work their cover assignment and coordinate poison targets when the UI allows it. The same shared signals question may unlock once during the mission at a random moment for anyone who still needs to answer. If anyone is still holding out when the timer hits zero, the mission can stay open until every survivor has submitted signals—then debrief begins.
  3. Debrief / interrogation — Timed (host-chosen debrief length). The table compares stories. Casualties from poison or tribunal may be announced here.
  4. Tribunal — Each surviving player casts one accusation. Votes are revealed ballot-by-ballot; then a verdict removes someone from the operation. Soviet assets may finalize Poison the punch for the next mission during this phase when ballots are open.
  5. Next round — If neither side has won, survivors acknowledge and the cell receives a fresh briefing block before the next mission.

How Soviet assets operate

  • Cover assignment — Your handler gives you a concrete task for the round. Log it when complete so your cell knows you are still in play.
  • Signals blind — You never see the intelligence question—only the multiple-choice answers—so choose lines you can sell in conversation.
  • Cell progress — Strikes and scoring respect whether every Soviet asset still in the game has logged their assignment when the software requires it.
  • Poison the punch — Your cell votes on which loyal operative is eliminated when they next complete a mission. You can vote early; the elimination resolves when the strike is allowed—after every Soviet asset has logged for that round. Plurality wins; ties may be broken at random.
  • Ties — If poison votes tie at resolution time, the operation may pick at random—do not assume mercy.

How loyal operatives fight back

  • Use the shared signals answers as live tells—Soviet assets never see the question text, only the choices.
  • Use debrief time to pressure inconsistencies—not personalities.
  • In tribunal, vote your best read. There are no take-backs.
  • Eliminating every Soviet asset wins the night for the loyal side.

If you are compromised

Removed players are out of the living game, but not out of the fiction. From the ghost channel you can add covert assignments to a shared pool and vote on which ideas should haunt future rounds—so the living never quite control the agenda.


Victory

  • U.S. INTEL wins when hostile influence is voted off the floor.
  • Soviet assets win when loyal numbers fall far enough that the party belongs to them—or when the mission completes on terms your handler sets.

Exact parity rules are enforced by the operation software at the table—when in doubt, read the on-screen verdict.

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