Tag: Communication Limits

Decrypto

Players compete in two teams in Decrypto, with each trying to correctly interpret the coded messages presented to them by their teammates while cracking the codes they intercept from the opposing team.

Each team has their own screen, and in this screen they tuck four cards in pockets numbered 1-4, letting everyone on the same team see the words on these cards while hiding the words from the opposing team. In the first round, one team member from each team takes a code card that shows three of the digits 1-4 in some order, e.g., 4-2-1. They then give a coded message using synonyms of the code words so that their teammate can guess the sequence. If the teammates guess incorrectly, the team receives a black mark of failure.

Subsequent rounds have the same structure, except now the other team can attempt to guess your code. If they’re correct, they receive a white mark of success; if not, then the first team must guess the number correctly or take a black mark of failure. (Guessing correctly does nothing except avoid failure and give the opposing team information about what our hidden words might be.)

The rounds continue until a team collects either its second white mark (winning the game) or its second black mark (losing the game). Games typically last between 4-7 rounds. If neither team has won after eight rounds, then each team must attempt to guess the other team’s words; whichever team guesses more words correctly wins.

Game Mechanics:

  • Communication Limits
  • Paper and Pencil
  • Team-Based Game

Game Specifications:

  • 3 – 8 Players
  • 15 – 45 Minutes
  • Difficulty Weight 1.83

Crew, the: The Quest for Planet Nine

In The Crew: The Quest for Planet Nine, you and your friends embark on a perilous journey as astronauts investigating an unknown planet. Each astronaut will have a specific mission to complete, portrayed through a classic trick-taking game. However, communication is difficult in space, and while you are all on the same team, not everyone knows your specific mission. It will take trust and a good sense of timing to successfully complete all 50 missions!

Game Mechanics:

  • Communication Limits
  • Cooperative Game
  • Hand Management
  • Trick Taking

Game Specifications:

  • 2 – 5 Players
  • 20 Minutes
  • Difficulty Weight 1.96

Crew, the: Mission Deep Sea

The sequel to The Crew: The Quest for Planet Nine, this trick-taking game builds onto the original with more missions, more flexibility, and an improved scalability system for different player counts. 

In The Crew: Mission Deep Sea, you and your friends are assuming the roles of deep-sea explorers in a classic trick-taking game. Unlike most games, you all must work together to accomplish unique tasks – without being able to tell each other what that is. Some players will need to win specific card while others will need to avoid it entirely! With 32 missions, each game is sure to offer a new challenge representing the immense pressure of the depths of the ocean.

Game Mechanics:

  • Communication Limits
  • Cooperative Game
  • Hand Management
  • Trick Taking

Game Specifications:

  • 2 – 5 Players
  • 20 Minutes
  • Difficulty Weight 2.04