- players
- 2–12
- minutes
- 45
- years
- 14+
In the box
1 wheel dial with its screen · Spectrum cards with two extremes · Score pawns
Box details
- Designers
- Alex Hague, Justin Vickers, Wolfgang Warsch
- Mechanics
- Team-BasedCluesMatchingCommunication Limits
Where to buy it
Near you and online
In a shop
Within 50 km.
Online
BCD Jeuxin stock (affiliate link, opens in a new tab)Philibertsearch for the game (affiliate link, opens in a new tab)
Affiliate link: Marquoir may earn a commission, at no extra cost to you.
The basics
Each team must guess where a target is hidden on a dial marked between two opposite ideas. The Psychic sees the target in secret and gives a clue sitting at the same spot on the scale, their team sets the needle, then the other team bets on left or right. Depending on the zone reached, the team scores 0 to 4 points, the opponents 1 point for a correct call, and the first team to 10 points wins.
The rules, step by step
Setup
2 teams, Dial in the middle, 2nd team on 1 point
- 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
Psychic gives 1 clue, Set the needle, Left or right call
- 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
Centre: 4 points, Neighbouring 3, outer 2, Opponents' right call: 1
- 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
First team to 10 points
- The game stops as soon as a team reaches 10 points; that team wins.
Going further
Frequently asked questions · In the same family
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.
