- players
- 4–8
- minutes
- 35
- years
- 12+
In the box
2 screens · 110 Word cards · 48 Code cards · 1 sand timer · Interception and Miscommunication tokens · 1 notepad
Official rules (PDF, publisher's site)
Box details
- Designer
- Thomas Dagenais-Lespérance
- Artwork
- Fabien Fulchiron, NILS, Manuel Sanchez
- Publisher
- Scorpion Masqué
- Mechanics
- Communication LimitsPaper and PencilCluesTeam-Based
- Expansions
- Decrypto: Expansion #01 – Laserdrive · 2019
Where to buy it
Near you and online
In a shop
Within 50 km.
Online
Affiliate link: Marquoir may earn a commission, at no extra cost to you.
The basics
Each team must pass on a three-digit code pointing to its four secret words, without the opposing team understanding the link. Each round, one player draws a code card and gives three clues: their team must work out the order of the digits, while the opponents try to intercept it. Two interceptions win, two miscommunications lose; after eight rounds, interceptions minus miscommunications decide.
The rules, step by step
Setup
2 teams, 4 secret words, 1 to 4, 3-digit code cards
- Two teams, each with a screen showing four secret words numbered 1 to 4.
- A deck of code cards, each showing three digits.
How to play
3 clues, 1 per digit, Find the order, Opponents intercept
- One player draws a code card and gives three clues, one per digit, pointing to their secret words.
- Their team must work out the order of the digits.
- The opposing team listens and tries to guess the same code: this is the interception.
Scoring
Interception: 1 token, Fail: 1 miscommunication
- Intercepting an opposing code earns an interception token.
- Making your own team fail gives a miscommunication token.
- Enter 1 for an interception, -1 for a miscommunication.
End of the game
2 interceptions win, 2 miscommunications lose, 8 rounds at most
- Two interception tokens win the game.
- Two miscommunication tokens lose it.
- The game cannot last more than eight rounds. If nobody has won by the end of the eighth, or if both teams meet an end condition in the same round, each team counts its interceptions minus its miscommunications: the higher total wins.
- If it is still a tie, each team tries to guess the opponents' four words: the team that finds more wins; otherwise, the game is a draw.
House rules and pitfalls
The difficulty rises on its own: the overly obvious clues of the first rounds become gifts for the opponents.
- The difficulty rises on its own: the overly obvious clues of the first rounds become gifts for the opponents.
Going further
Frequently asked questions · Rules on video · In the same family
Frequently asked questions
What is the idea?
Two teams each have four numbered secret words. You must get your teammates to guess a three-digit code with clues, without the opponents cracking your words.
How does a round work?
A player draws a code (for example 4-2-1) and gives three clues matching their secret words at those positions. Their team must find the order of the digits.
How do the opponents score?
By intercepting: if they guess the other team's code from the clues, they win an interception token. Two interceptions win the game.
How do you lose?
By giving your own team clues that are too obscure: two miscommunications (your teammates fail to find the code) lose the game.
Where does the tension come from?
Being clear for your team without being clear for the opponents, who collect the clues round after round. The further the game goes, the more you have to muddy the trail.
Rules on video
- Rules video 1 · Professeur Board Game
- Rules video 2 · Videoregles.net
- Rules video 3 · Jean-Emmanuel Royer
Videos in French, hosted on YouTube.
