George Washington’s Culper Spy Ring #1
🕵️‍♂️ ACTIVITY: THE CULPER RUN
THE HISTORY: The Culper Ring
The Problem: British soldiers occupied New York City. General Washington (Code Name: 711) was stuck outside in New Jersey. He needed to know troop movements, but messengers were constantly caught and searched.
The Solution: The Sympathetic Stain. A special chemical formula (invented by James Jay, brother of John Jay) that was completely invisible on paper. Needed a second “developer” chemical to reveal.
The Code: To be extra safe, they didn’t just write English. They used a Numerical Dictionary.
Example: They wouldn’t write “Washington.” They would write “711”.
Mission: You are a Patriot Spy. You must deliver secret messages across “British Occupied Territory” (the middle of the room).
The Enemy: British Soldiers (Staff) are patrolling. They are looking for suspicious behavior.
THE RULES OF ENGAGEMENT
Write: Compose a message of at least 3 codes using the key below. Write it with the UV Pen.
The Walk: Walk across the room to deliver it to your partner on the other side.
DO NOT RUN. Running attracts attention. Spies act natural.
DO NOT LOOK GUILTY. If you avoid eye contact or sneak around, they will spot you.
JUST AMBLE. Walk like you are just taking a stroll.
The Interception:
If a British Soldier yells “HALT!”, you must stop.
Hand them your paper.
If stopped you must walk back to your start line and try crossing again.
The Goal: The team with the most decoded replies wins.
🗝️ OFFICIAL CULPER CODE DICTIONARY
Combine these numbers to form your secret sentences.
| PEOPLE | PLACES | THINGS |
| 711 = Gen. Washington | 727 = New York | 640 = Ships |
| 721 = John Bolton (Spy Chief) | 728 = Long Island | 219 = Gunpowder |
| 355 = Lady Spy | 78 = Camp | 286 = Ink / Letter |
| 371 = Man | 523 = House / HQ | 230 = Gold / Money |
| 178 = Enemy (British) | 28 = Boston | 281 = Horses |
| 179 = Friend (Patriot) | 729 = Setauket | 26 = Cannons / Guns |
| ACTIONS (VERBS) | DESCRIPTORS | TIME |
| 38 = Attack | 522 = Quickly | 670 = Today |
| 134 = Come | 627 = Surprise | 672 = Tomorrow |
| 247 = Go / Leave | 600 = Secret | 675 = Morning |
| 580 = Send | 569 = Safe | 678 = Night |
| 290 = Hide | 126 = Dangerous | Â |
| 574 = Watch / Look | 65 = Bad | Â |
| 206 = Find | 215 = Good | Â |
Example Messages:
“Enemy Ships Attack Tomorrow”
178 – 640 – 38 – 672
“Send Gold Quickly to Camp”
580 – 230 – 522 – 78
“Hide Washington In House”
Â
“Lady Spy Find Gunpowder”
Â
EXTENSION 1: The “Decoy” Letter (Historical Accuracy)
Real spies didn’t just carry blank paper—that looks suspicious! They wrote fake “boring” letters and hid the secret ink between the lines.
The Setup:
Use the “Newspaper” prop or a plain sheet.
The Mission:
Visible Layer: The student must write a totally normal, boring message in regular pen/pencil.
Example: “Dear Aunt, I am bringing you this newspaper. The weather is nice. Love, John.”
Hidden Layer: They must write the Invisible Code Numbers (UV Ink) in between the lines of the normal text.
The Test: When the “British Soldier” stops them, they hand over the letter. The soldier reads the boring part and says, “Boring! Move along.”
Why it works: It teaches Steganography (hiding messages in plain sight).
EXTENSION 2: The “Anna Strong” Signal (Visual Signaling)
Anna Strong was a spy who used her laundry line to signal messages. A black petticoat meant “The boat is here.”
The Setup: Two teams (Senders and Receivers) separated by the “British Zone.”
The Mission: The Receiver is NOT safe. The British are watching them.
The Signal: The Sender cannot cross until the Receiver gives the “All Clear” signal.
The Code:
Holding Newspaper in Left Hand: “Coast Clear. Come over.”
Holding Newspaper in Right Hand: “DANGER! British are watching. Stay back.”
The Game: The “British” facilitators should stand near the Receivers randomly. If a Sender crosses while the British are close, they are caught instantly. They must wait for the visual signal.
EXTENSION 3: The “Double Agent” (Social Deduction)
Benedict Arnold wasn’t the only traitor. Paranoia was a spy’s best friend.
The Setup: Before the game starts, hand out role cards (or whisper to students).
Most are Patriots.
One student per group is a British Sympathizer (Double Agent).
The Mission:
The group works together to decode the incoming messages.
The Twist: The Double Agent’s goal is to secretly mess up the decoding (give the wrong word for a number) OR drop the paper “accidentally” near a British soldier.
The Challenge: The team must figure out who is sabotaging them before the game ends.
EXTENSION 4: The “Interrogation” (Roleplay Challenge)
Spies had to be good liars. Getting caught wasn’t the end—unless you cracked under pressure.
The Setup: If a student is stopped by a British Guard (Staff), they don’t just hand over the paper. They enter “Interrogation Mode.”
The Mission: The Guard asks 3 rapid-fire questions:
“Where are you going?”
“Who gave you this paper?”
“Why are you sweating?”
The Rule: The student has 5 seconds to answer each question without stuttering or contradicting themselves.
Pass: “I’m… uh… going to the… store?” (FAIL! Go back to start).
Pass: “Going to the market, sir. My mother gave it to me. It’s hot outside!” (PASS! Move along).
