A Decryption egy kiváló társasjáték, 3 - 6 játékos részére, az átlagos játékidő rövid, csak 20 perc. A társast, 12 éves kortól ajánljuk kipróbálni. A játékmenet erősen épít a minták és a minta felismerés mechanizmusokra.
Players take on the role of rival hackers of the early 1980's trying to decipher each others secret rule they used to encrypt an important piece of code. S E T U P Deal each...
Players take on the role of rival hackers of the early 1980's trying to decipher each others secret rule they used to encrypt an important piece of code.
S E T U P
Deal each player 8 cards. The remaining cards form a draw pile.
Think of a secret rule using the colors, shapes, and numbers on the cards that you can begin with 2 cards from your hand
even, odd, even, odd numbers
only green and numbers increasing by 2
Write the secret rule on a sheet of paper and keep it hidden from your opponents
Place the 2 cards that start your pattern in order, face up in front of you.
G A M E P L A Y
Player to the left of the dealer begins
Play a card, face up, from your hand as the next card in one of your opponents patterns
If the card is played correctly, your opponent says “yes” and leaves the card as part of the pattern
If the card is played incorrectly, your opponent says “no” and pulls the card towards them in that space
Discard a card from your hand that you believe will not be the next card on any of your opponents patterns
Starting with the player to your left, a player can pick up the discard and place it on their pattern, if it works.
The card is pushed forward in its space to show this card was picked up from being discarded, but is correct
Play a key generator card from your hand in front of one opponent
The opponent draws one card
Then, ask that opponent to play a card from their hand onto their own pattern
If the opponent doesn’t have a card that will play as the next card in their pattern, they must discard a card
S C O R I N G
When all 8 cards have been played from each players hand, players total the point value of the cards that are placed on their own pattern. After 3 hands, Highest score wins!
The 2 cards played to begin the pattern are worth 2 points
Cards that were played correctly are worth 1 point
Cards that were played incorrectly (pulled back) and cards that were picked up from the discard pile (pushed forward) are each worth 2 points.
If a player has less than 3 cards played on his pattern (including key generaor cards), they receive 10 bonus points for the round