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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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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 Components: plastic device, 84 Wavelength cards, 42 Advanced cards, 2 head scoring tokens, 1 guess token, plastic tray, instructions No matter how much a team is losing in Wavelength, there's always a chance to catch up. If the Psychic's team scores 4 points, and is still losing to the other team after that round's scoring, they immediately take another turn (with a different player as Psychic).

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.

Give a clue: Look at where the target's center is located spatially along the visible area of the wheel. Now think of a clue that is conceptually where the target is located ON THE SPECTRUM between the two concepts on your card. Rules for how to give clues can be found later in this book. Wavelength is easy to teach but hard to explain in words. At the table, a 10-second demonstration will show everyone how it works, but let's continue with our example. Imagine the scoring zone is way over to the left-hand side of the dial, which the clue card says is Bad Pizza Topping. You could say something disgusting like "maggots". Or if it's over to the right-hand side you could go with an undisputed classic like "pepperoni". So far, so easy.

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? GameplayWavelength is a straightforward game to play. Players are assigned to two teams. One player on one of the teams is presented with a card, on which two dichotomous extremes are written, e.g. dark - light. The “active” player is shown a randomised position on a sliding dial - let’s imagine that the position is near, but not at the very end of, the “dark” end of the scale. They have to come up with a word which matches that position on the scale - they may choose “twilight”, or “Deadpool”. The rest of the team then have to guess where on the scale they think that word belongs. 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. The game ends once one team gets 10 points. If both teams get 10 points during the same round, the team with the most points after the round wins, but if still a tie, then another turn is taken to get the winner. Clue Restrictions

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