Classified Information is a compact, travel-friendly game that delivers a satisfying mental challenge in just 15 minutes. The base game includes three sets, each containing 18 cards. Card numbers range from 1 to 9, with two copies of each. Its gameplay offers a strategic depth reminiscent of Netrunner, but in a more accessible, streamlined format. If this game is in your collection, you're probably someone who enjoys cracking clues and outsmarting your opponent—after all, it’s a head-to-head, two-player battle of wits. This guide will provide general tips and spotlight key cards from each of the three sets.
To secure victory in Classified Information, a player must focus on accomplishing four key objectives during the game’s six brief rounds:
1. Deduce the Opponent’s Secret Suitcase Card: While important, this is not a strict requirement for victory, but gaining this knowledge will significantly improve your chances.
2. Match the Code: In the final round, your last card must either be identical to the opponent’s suitcase number or fall within ±1 of that number to “match the code.”
Secret Suitcase (6) Example
3. Get Past the Opponent’s Guard(s) : Even if you’ve accomplished objectives 1 and 2, you still cannot win if your opponent has played a guard that blocks your final card from getting through. For example, if your opponent’s secret suitcase number is 6, you can play a 5, 6, or 7 as your final card to "match the code," provided there are no guards. However, if the opponent has placed a 5 as a guard, only the 6 or 7 will count as an "unguarded match," since the 5 is blocked.
To overcome this obstacle, you’ll need to eliminate any guards your opponent has played, either through assassination or by using cards that allow you to switch, flip, or take control of their guards. The goal is to give yourself more flexibility and information in choosing your final card, ensuring it matches one of the opponent's three suitcase codes but not the guard’s card number.
4. Guard Your Own Secret Suitcase Card: The most effective guards are numbers that either match your suitcase card or are ±1 of it. Each player can deploy up to 3 guards, so if you can successfully play all three of these cards by the end of the game, your opponent will be unable to breach your defenses.
Picking Petals (3) & Test Access Codes (2)
For your first couple of games, you'll most likely be playing with the first set (Citrine), which is well-balanced and designed to introduce you to the core mechanics and flow of the game. To kick things off, we recommend starting with either Test Access Codes (2) or a Picking Petals (3) —both are great for early deduction and will bring you one step closer to deducing your opponent’s suitcase number. Keep in mind that Picking Petals (3) is only effective once—after that, your opponent can simply repeat the same numbers they gave you the first time, limiting its usefulness.
If you don’t draw a 2 or 3, consider playing a guard or two early on. Any cards with a shield icon can be played as a guard, and the ones whose numbers match - or are ±1 of - one of your suitcase’s three-digit codes can block your opponent even if they correctly guess your code. Thinking in reverse, pay attention to whether your opponent’s guards are clustered closely in value during an assassination attempt. This pattern may reveal their intentions and help you narrow down the possible numbers in their suitcase.
Fortune Teller (1) & Neutralized Target (8)
By round 3, you should have at least one guard in play. If your opponent already has a guard on the field, consider playing Neutralize Target (8)—this lets you flip that guard face-up and peek at the final two cards in the draw deck. If you’re getting close to cracking their suitcase code, playing Fortune Teller (1) can also help clarify your deductions.
Still uncertain? If you’ve already deployed 1–2 guards, now might be the time to assassinate your opponent’s guard. In the event of a tie, the player with more guards wins—so taking the offensive can shift the odds in your favor. Even if the assassination fails, you still get to flip their guard face-up, and they must reveal a card from their hand, giving you valuable information.
Finally, Encrypt should be used as a last resort. Only play it when you have no other useful options and want to avoid giving away information by deploying a card that doesn't help your position.
4 Noteworthy Cards from the Emerald Set
Set 2 (Emerald) introduces more tactical abilities, with a greater focus on defense and triggered effects. The overall strategy for this set remains consistent with what we've discussed previously—focus on deduction, play guards, and assassinate the opponent’s guards. The deduction-oriented cards in this set are somewhat weaker compared to others. High-Tech Bookends (1), Interrogate (3), and Digital Dig (7) are less effective in the early game but become more valuable midway through, once more cards have been revealed and there’s a clearer picture.
On the upside, the ability to manipulate guards is much more prominent and impactful here. A standout in this set is Mind Control (2), which allows you to steal an opponent’s guard. When played strategically—especially toward the end of the game—this card can be extremely powerful and game-changing.
Shine Spotlights, Hacking Dart, Rooftop Sniper and Decoy Guard from Set 3
Set 3 (Ruby) introduces even more advanced abilities, giving players greater control and deeper manipulation of the game state.
If you draw Hacking Dart (1) at the start of the game, play it as early as possible—it effectively cuts the number of possible suitcase codes in half. When paired with Shine Spotlights (8) or an assassinated Decoy Guard (2), you’ll likely have enough information to confidently pinpoint your opponent’s suitcase number.
However, if any guard is eliminated by Rooftop Sniper (9), any triggered effects on that guard are ignored.
While cards like these may seem overpowered, they can all be countered by Pull the Plug (6). If you happen to draw this card, try to hold onto it for the perfect moment—it can give you valuable flexibility and serve as a strong counter when you need it most.
Pull the Plug - I see your take that & I raise
-Jackie
(About the author - Jacqueline Chao is the executive producer and main content contributor at Show Me How to Win. Follow her board game journey on instagram @boardgamesetc )
Classified Information was designed by Justin Gunnell. It is published in 2025 by IncrediQuest Games in the US and our copy was provided by the publisher.