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Palm Court | Wavelength: A Telepathic | Party Game | Ages 14+ | 2-12 players | 30 to 45 Minutes Playing Time

£9.9£99Clearance
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Taking between 30 minutes and an hour to play, Wavelength does demand more mental investment than some party games, so it might not be best for a drunken night out (though it certainly works well for a slightly sloshed evening). On the other hand, that does give it some appeal to people who like a bit of strategy in their games, despite its cast iron party credentials. Think of it like a speedometer. With a random spin the bullseye may be at 20mph or it may be far to the right at 120. So let's say it's at 30, halfway between the centre and zero.

In this example, the target is slightly to the "hot" side, so the Psychic says "Coffee" since coffee is hot, but not the hottest thing imaginable. Wavelength looks like it belongs on a gameshow. It feels like it belongs on a gameshow. It ought to be a gameshow. But it is a social team game, ideal for 6-8 people, possibly more. Wavelengthis a social guessing game in which two teams compete to read each other's minds. Teams take turns rotating a dial to where they think a hidden bullseye is located on a spectrum. One of the players on your team — the Psychic — knows exactly where the bullseye is, and draws a card with a pair of binaries on it (such as: Job - Career, Rough - Smooth, Fantasy - Sci-Fi, Sad Song - Happy Song, etc). The Psychic must then provide a clue that is *conceptually* where the bullseye is located between those two binaries.At the start of the game, the active team chooses one player to become the psychic (clue giver). This changes from player to player. The clue giver draws a card from the wavelength cards. Each of these cards has two sides which have two opposing concepts. He or she chooses one of the cards to use and places it in the presence of all to see. The other team analyses where the other team placed the dial compared to the clue and the wavelength card. They will need to decide if they think the center of the target (the four point section) is to the left or right of the position of the dial. The players can discuss before making a decision. When they have decided they will place the guess marker in the slot to the left or right of the wavelength card. The Psychic’s team has chosen their location for the dial. The other team now has to choose if they think the target is to the left or right of the dial. The team has chosen to place the guessing token on the right side because they think the target is to the right of the dial. Scoring in Wavelength While discussing, the players on the Psychic’s team can turn the dial to better illustrate what they think. Players can discuss for as long as they want. When all of the players agree to the positioning of the dial, they will tell the other team that they are done. After this point the dial cannot be turned anymore. The Psychic’s teammates are analyzing the clue “football” that was given to them. The teammates debate whether it is more round or pointy before choosing where they want to place the dial. Left/Right Phase

First there's this big contraption. It's a plastic wheel on a post that you sit upright in the bottom of the box. Take a look at one of the pictures because it's a dandy. You give the wheel a spin or two and then open this little viewing slot. You see, the face of the wheel is purposely obscured, hiding the location of a scoring wedge that the guessers are not allowed to view. Teams take turns rotating a dial to where they think a target is located along a spectrum that's hidden behind a screen. Open the screen: Using the plastic handle, open the screen and look at where the target is located. You should always open the screen COMPLETELY, even if you can see the target with it partially open: otherwise, players watching you will be able to guess the general target location. Just One is an award-winning, fully co-operative word guessing game for a smaller player count and is thus ideal for families. Dixit is another fun and popular title that pushes the boundaries of guessing by using pictures instead of words. Using just images makes it playable across all ages. Once both teams have finalized their guess, the Psychic reveals the location of the target by opening the screen.As you can imagine, the joy of playing Wavelength comes not just from the game itself, but from the discussion which surrounds the guesses. So although the game would work with 4 people perfectly well, it wouldn’t be much fun… six players seems to be minimal ideal numbers. After the Psychic has given their clue, they are no longer allowed to say ANYTHING-not even clarifications-and must keep an entirely straight face. It's bright, it's visceral and it's in your face. Wavelength is a game anyone can play. There are very few rules to remember, very few components and it feels oddly familiar. Even non-gamers, once they have seen a round being played will be up in your face in the next round arguing about why your clue was rubbish. Wavelength will get your game night off to a great start, everyone is involved at all times and not just a fun game but a great team activity too. Decide who on each team will be the Psychic (the player who gives a clue) in the first round. This role will rotate throughout the game. Lacuna comes in a colorful cardboard tube. Pop the top, and just below it you’ll find a plastic panel that looks like a shaker from a large plastic jar of paprika or garlic powder. Below that panel are all the bits: 49 colorful wooden flowers, 12 metal player pawns, and a heavyweight cloth playing mat. Unboxing it is a visual and a tactile delight, but pregame setup is where the real fun begins.

The king in this space of skill-based guessing games is Decrypto. It’s another team game where you give word-based clues. But the twist here is that both teams use those clues to try and decode what code-words the opposing team has. As such it’s a little more demanding, a little less light-hearted, but more rewarding overall. Gamer Network Limited, Gateway House, 28 The Quadrant, Richmond, Surrey, TW9 1DN, United Kingdom, registered under company number 03882481. Of course, you can customise all this if you want. Play to more than 10! Do more than seven cards! Don't score at all! It doesn't break anything. Place one head into the slot on the left side that doesn’t have a number next to it. You will place the other head on the right side in the same slot.

If a Psychic ever gives away the target location after giving their clue, either verbally or nonverbally, it's up to everyone playing to decide whether to penalize the team. Convey a single thought: When giving a clue it should only be about one idea. You should avoid clues with multiple ideas or a lot of explanatory context. If the clue would force the players to debate two or more sections of the clue separately, it shouldn’t be given. The idea is deceptively simple, and it might also be a lot of fun - are you on the same wavelength as the rest of your team? Gameplay When does Apex Legends Season 19: Ignite start? Try a new Legend and unite your accounts with cross progression

But there’s a wrinkle. If any players write the same word, then those clues are eliminated and never seen. It’s a wonderful wrinkle that causes you to think outside the box and manage risk. If the word is “yellow” and two people write “color,” then you may very well be doomed. But as you’re sitting there, trying to determine the best possible word to write, you wonder if everyone else is overthinking and not a single person will write “color.” There’s a self-inflicted mind game going on, and legitimate strategy and critical thinking may help the group prevail. After the psychic has given the clue, the active team discusses among themselves, with the goal of knowing where to turn the dial. They will choose where to place the dial. Left/Right phase Instead of playing as two different teams, you can choose to have all of the players play together. This is recommended if you have between 2-5 players, but can still be used with more players. Giving and discussing clues is the heart of the game. And it’s just as chaotic and confounding and comical as you could want from any party game. While you’re in the throes of agony over where to nudge that needle, the opposing team has a much easier task. They just have to decide whether they think the zone is to the left or right of the other team's guess to earn a bonus point, so they’re not left out of the action as it unfolds.One player from the active team-the Psychic-knows where the target is, but can only give a clue ON THE SPECTRUM between two opposing concepts. After that, their team- mates have to guess where the target is. The game ends when one of the teams reach ten or more points. The team with the higher score wins the game. The left/yellow team has reached ten points. As they have scored more points than the right/orange team, they have won the game. In front of each team is a group of cards laid out in a grid. These have common words on them such as “hose” and “winter.” A leader from each team is secretly given a unique randomized grouping of these words, and they must get their team to guess all of their cards before their opponents guess theirs. The idea is to give one-word clues that link multiple cards together — such as “stark” to get your team to guess “winter” and “bare.” The slyest of clues links three or even four cards. Your team’s goal is to guess correctly using the clue given by one of the players (the psychic) to hit the target as close as possible. If so, congratulations. We will help you not only understand the process but take you by the hand through each step of the process on how to play wavelength.

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