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Party games

Wavelength

Get your team to guess where a target is hidden on a dial marked between two opposite ideas, and reach 10 points before the other side.

players
2–12
minutes
45

You’ll need the game box. Marquoir sums up the rules and keeps score.

Setup

  • Form two teams and put the dial in the middle of the table.
  • The team that plays second starts with 1 point.

How to play

  • On its turn, a team names a Psychic. They draw a card showing two extremes (cold / hot, for example).
  • The Psychic spins the wheel out of sight, notes where the target is, then closes the screen.
  • They give a clue that, in their view, sits at the same spot on the scale between the two extremes.
  • Their team discusses and sets the needle where they think the target is.
  • The other team then calls whether the target is more to the left or to the right of the needle.
  • Reveal the target, score the points, then play passes to the other team.

Scoring

  • Needle in the target's central zone: 4 points.
  • In a neighbouring zone: 3 points. In an outer zone: 2 points. Outside the target: 0.
  • The other team scores 1 point if its left / right call is right.
  • A team that scores 4 points while still behind on the score plays again straight away.

End of the game

  • The game stops as soon as a team reaches 10 points; that team wins.

Frequently asked questions

Can the Psychic comment after giving the clue?

No. Once the clue is given, they must give nothing away while their team debates.

Does the Psychic change every turn?

Yes: within each team, players take turns being the Psychic.

The box

score sheets for this game →

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