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Decrypto · Reference sheet

Decrypto reference sheet

Overview

  • 2 teams of 2–4 players compete to intercept each other's codes [p.2 — Overview]
  • Each team has 4 secret Keywords (numbered 1–4) hidden behind their Screen [p.4 — Setup]
  • Each round, the Encryptor gives 3 clues to transmit a 3-digit code to teammates [p.7 — Round]
  • Clues are heard by both teams — opponents try to intercept [p.2 — Overview]
  • Win: collect 2 Interception tokens | Lose: collect 2 Miscommunication tokens [p.5 — Tokens]

Setup

  1. Split into two equal teams; sit on opposite sides of the table [p.4 — Setup]
  2. Each team takes 1 Screen, draws 4 Keyword cards, places them in Screen slots 1–4 (hidden from opponents) [p.4 — Setup]
  3. Each team takes the Code Deck matching their Screen color (black or white) [p.4 — Setup]
  4. Each team takes 1 Note Sheet — one side per team color [p.4 — Setup]
  5. Place Sand Timer, 4 Interception tokens, and 4 Miscommunication tokens in the center [p.4 — Setup]

Turn structure

Each round, run steps 1–7 for White Team, then repeat steps 3–7 for Black Team [p.12 — Summary]

  1. Both Encryptors draw 1 Code card (secret 3-digit code, e.g. 3.4.2) [p.7 — Round]
  2. Both Encryptors write 3 clues on their Note Sheet (one per digit, in order) [p.7 — Round]
  3. White Encryptor reads 3 clues aloud; Black Team writes them on their sheet [p.7 — Round]
  4. Both teams privately write their best guess for the code [p.7 — Round]
  5. Black Team attempts to intercept — reads their guess aloud (skip in round 1) [p.7 — Round]
  6. White Team reads their own guess aloud [p.7 — Round]
  7. White Encryptor reveals the Code card; distribute tokens; then repeat steps 3–7 for Black Team [p.12 — Summary]

Actions

Encryptor — clue rules:

  • Clues may be a word, sentence, hum, mime, etc. [p.5 — Clue Rules]
  • Must refer to the meaning of the Keyword [p.5 — Clue Rules]
  • Must be based on publicly available information [p.5 — Clue Rules]
  • NEVER: same clue twice in a game; spell/position/pronunciation hints; read the code aloud; use a Keyword (or its translation) as a clue [p.5 & p.12 — Clue Rules]
  • Must spell out clues if asked; cannot change a clue once read [p.5 — Clue Rules]
  • Sand Timer (30 s) starts when the first Encryptor finishes writing [p.7 — Round]

Scoring

  • Interception token → opposing team correctly guesses your code (in correct order) [p.5 — Tokens]
  • Miscommunication token → your own team fails to decode your Encryptor's code [p.5 — Tokens]
  • No reward for correctly decoding your own Encryptor's code [p.10 — Example]
  • No penalty for failing to intercept the opposing team's code [p.7 — Round]

End of game

  • Win: your team collects 2 Interception tokens [p.5 — Tokens]
  • Lose: your team collects 2 Miscommunication tokens [p.5 — Tokens]
  • Check win/loss conditions at the end of each round [p.12 — Summary]
  • 3-player variant: Interceptor wins with 2 Interception tokens in ≤5 rounds; otherwise the 2-player team wins [p.11 — 3 Players]

Glossary

  • Encryptor: the player giving clues for their team that round; role rotates each round [p.7 — Round]
  • Code card: card showing a secret 3-digit sequence (e.g. 3.4.2) drawn by the Encryptor [p.7 — Round]
  • Keyword: one of 4 secret words behind a team's Screen, numbered 1–4; unchanged all game [p.2 — Overview]
  • Screen: barrier hiding a team's 4 Keywords from opponents [p.4 — Setup]
  • Intercept: when the opposing team correctly guesses your code in the right order [p.5 — Tokens]
  • Miscommunication: when your own team fails to correctly decode your Encryptor's code [p.5 — Tokens]
  • Note Sheet: record sheet for logging clues and guesses; one side per team color [p.4 — Setup]

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