How to play
Martha Hurry - Double Agent is a real-time, hidden-information Cold War strategy game. You and your opponent each command a network of secret agents — but you don't fully know whose side they're really on.
Getting started
- Sign in (or create an account), then set your call sign, side preference, and date of birth on your profile.
- From the lobby, challenge another player from the list, or challenge the AI opponent for solo practice.
- Add players as friends to challenge them again later, or to hide yourself from strangers ("visible to friends only").
The agent network
Each game has 26 agents, lettered A–Z. Every agent has a rank from 0 to 4 as you see them, and a possibly different rank as your opponent sees them — that gap is the whole game.
- Your rank 4 agent is your only guaranteed-loyal agent, and you know it from the start.
- Your rank 1–3 agents are a mix: most are genuinely loyal to you, but some are actually senior agents loyal to your opponent, hiding at a lower rank in your own numbering.
- Your rank 0 agents are either true mercenaries — loyal to neither side, willing to work for cash — or hidden enemy operatives.
You can't be certain which of your non-rank-4 agents are secretly working for the other side until a mission or a forced confrontation reveals it.
Loyalty and orders
There are two factors that decide who an agent obeys:
- loyalty, whichever side currently has the higher rank for them;
- whether the orders are Mandatory or Don't Blow Cover.
A Mandatory order always beats a Don't Blow Cover order, but if both sides issue mandatory orders:
- the agent obeys the side they are loyal to;
- the agent's disloyalty is exposed to the other side.
If both sides issue Don't Blow Cover orders, the agent quietly follows their loyalty.
Missions
- Travel — move an agent between connected cities on the world map ($1M). Drag the map to pan, scroll to zoom, and (on desktop) right-click an agent or city for quick actions.
- Assassinate ($15M) — send a team to eliminate a named enemy agent. The higher their rank, the more agents you need. A failed attempt exposes your team's identities to the defender.
- Start Revolt ($50M) — send a team to flip a city to your side. Independent cities need fewer agents than enemy-held ones. If even one team member is secretly disloyal, the mission fails automatically — choose your teams carefully, or use Auto-Assign to let the game pick for you from your known-safest agents.
Rank-0 mercenaries charge $3M per second on a mission, billed until the slowest member of the team arrives.
Economy
Each city you hold generates income over time. Every mission costs money up front, and mercenaries bill by the second on top of that — balance expansion against your ability to actually pay for it.
Winning
You win by controlling 18 of the 28 cities on the map, or by eliminating every one of your opponent's truly loyal agents. A game can also end if your opponent resigns, or is abandoned if neither side returns after a disconnect.
Pausing
Either player can pause the game from the in-game HUD, and resume it later — game time (travel progress, income, mercenary wages) freezes while paused.
Ranked play
Games against another player affect your ELO rating; games against the AI opponent don't. Your rating and match history are visible to other players via the lobby.