Decrypto

Scorpion Masqué, 2 Pionki, ADC Blackfire Entertainment · Board game · 2018
3–8 · best 6 15–45 min Weight 1.8/5
8.2 rating Ludopedia
7.8 rating BGG
STEP BY STEP

Objective of the Game

Welcome, codebreakers! In **Decrypto**, two teams of 2 to 4 players (or a 3-player variant with a lone Interceptor) face off in a thrilling battle of wits. Your ultimate goal is to prove yourselves the superior **codemasters** by successfully transmitting secret codes to your teammates while simultaneously intercepting the opposing team's communications. It's a delicate balance: your clues must be clear enough for your team to understand, but vague enough to confound your rivals. Your team wins the game if you collect **2 Interception tokens**. Conversely, your team loses if you accumulate **2 Miscommunication tokens**. Get ready to dive into a world of clever wordplay and strategic deception!

Preparation (Setup)

Getting started with **Decrypto** is quick and easy. Here’s how to set up your game:
  1. First, divide yourselves into two teams as evenly as possible.
  2. Have all members of one team sit on one side of the table, and all members of the opposing team sit on the other side.
  3. Each team takes **1 Screen**. These screens will hide your secret **Keywords**.
  4. Next, each team draws **4 Keyword cards** and places them in the appropriate spaces on their **Screen**, making sure NOT to show them to the opposing team. These are your team's secret words for the entire game!
  5. Each team then takes the **Code Deck** that matches the color of their **Screen** (either black or white).
  6. Grab **1 Note Sheet** per team. This is where you’ll record your clues and track your opponents' clues. Choose a fun name for your team and write it down! Remember, the **Note Sheet** is double-sided, with colors matching the screens to help you keep track.
  7. Finally, place the **Sand Timer**, **Interception tokens** (white), and **Miscommunication tokens** (black) in the center of the table, accessible to both teams.

The Turn of Play

**Decrypto** unfolds over a series of rounds, typically 4 to 6. Each round, one player from each team steps up as the **Encryptor**. This role rotates among team members. Here’s a step-by-step breakdown of each round:
  1. Draw Code Card: Both teams' **Encryptors** secretly draw one **Code card** from their team’s deck. This card shows a 3-digit code (e.g., 3.4.2) that the **Encryptor** must get their teammates to guess.
  2. Write Clues: Each **Encryptor** then uses their **Note Sheet** to write three clues, one for each digit of their code. The clue for the first digit goes on the top line, and so on. As soon as an **Encryptor** finishes writing their clues, they can flip the **Sand Timer**. The opposing **Encryptor** must finish writing their clues before time runs out!
  3. White Team's Clues Revealed: The White Team’s **Encryptor** reads their three clues aloud. They then hand their **Note Sheet** to their teammates. The Black Team also writes down these clues on the white side of their own **Note Sheet**.
  4. Discussion and Guessing: Both teams discuss the clues, trying to decipher the code. When a team thinks they have the answer, they write their guessed 3-digit code in the first column of their **Note Sheet** for the current round. Remember, the **Encryptor** who just gave the clues must remain silent and not react to their teammates' discussion!
  5. Black Team Attempts Interception: Once both teams have written their guesses, the Black Team announces the 3-digit code they believe the White Team is trying to transmit. (Important: Neither team attempts to intercept in the first round, as there are no previous clues to help them.)
  6. White Team Deciphers: The White Team then announces the 3-digit code they believe their own **Encryptor** sent.
  7. Reveal and Score: Finally, the White Team’s **Encryptor** reveals their **Code card**.
    • If the Black Team's interception was **CORRECT** (they guessed the exact code), they receive an **Interception token**.
    • If the White Team's deciphering was **INCORRECT** (they failed to guess their own code), they receive a **Miscommunication token**.
    Both teams record the correct code in the second column of their **Note Sheet** and also note the clues in the keyword sections at the bottom of the sheet, organizing them by the **Keyword** number they refer to.
  8. Reverse Teams and Repeat: Steps 3 through 7 are then repeated, but with the Black Team’s **Encryptor** reading their clues aloud, and the White Team attempting to intercept.

End of Game and Scoring

A round ends after both teams have revealed their codes and tokens have been awarded. Check for victory conditions:
  • If a team has collected **2 Interception tokens**, they immediately win the game!
  • If a team has collected **2 Miscommunication tokens**, they immediately lose the game!
If either of these conditions is met, the game ends. Otherwise, both teams return their **Code cards** to their decks, shuffle them, and choose new **Encryptors** for the next round.

Tiebreaker

In some rare cases, a tie might occur:
  • If a team has 2 **Interception tokens** AND 2 **Miscommunication tokens** at the end of a round.
  • If both teams collect their second **Interception token** in the same round.
  • If both teams collect their second **Miscommunication token** in the same round.
  • If neither team has won or lost by the end of the eighth round.
To determine the winner in a tie, count points: an **Interception token** is worth +1 point, and a **Miscommunication token** is worth -1 point. The team with the most points wins. If it's still a tie, each team tries to guess the opposing team’s four **Keywords**. The team with more correct guesses prevails. If there's still a tie, both teams share the victory!

Tips for Winning

To become a master **Decrypto** player, keep these strategies in mind:
  • Be Clear, But Not Obvious: Your clues need to be understood by your team, but not by your opponents. Think about connections that are unique or personal to your team's shared knowledge, but still publicly available. For instance, "Odonata" for "Dragonfly" is a good example of a clue that might confuse opponents but be understood by a knowledgeable teammate.
  • Build a Web of Clues: Remember that **Keywords** don't change. As the game progresses, you'll accumulate a list of clues for each of your **Keywords** on your **Note Sheet**. Use this to your advantage! If you used "Mexico" for "Sombrero" in round one, a later clue like "amigos" for "Sombrero" might be too obvious for your opponents to intercept. Try to vary your clues for the same **Keyword** over time to keep your opponents guessing, while still providing enough context for your team.
  • Pay Attention to Opponents' Clues: Every clue your opponents give is a piece of information about *their* **Keywords**. Write them down diligently on your **Note Sheet**. Even if you don't intercept their code, understanding the connections they're making between their clues and their **Keywords** will give you a huge advantage in future rounds!
Rules videos

In English

OFFICIAL RULEBOOK
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