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

£9.9
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Palm Court | Wavelength: A Telepathic | Party Game | Ages 14+ | 2-12 players | 30 to 45 Minutes Playing Time

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

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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Description

Don’t Make Things Up: When giving a clue you can use a fictional thing/person/etc if it existed outside of the game you are playing. You are not allowed to make up something on the spot for a clue. Now that you have the whole picture you can see the flow of play is a little confusing at first. This is mostly due to Wavelength’s unique setup and that big contraption not making immediate sense. Once a turn or so has passed everyone will have their "Aha!" moment and the magic will happen. Ever wanted to be part of a game show? Ever wanted to play a team-based board game with a great prop centre-piece? Look no further, Wavelength may be the game for you. Wavelength is a team game where you must crank a big dial in the middle of the table to try and work out where, between two sides of a scale, a clue fits. If the 4 point wedge is not completely visible, you will have to randomly select a new location for the target. Should some of the wedges be on both sides of the spectrum, you will keep the target where it is. When giving clues you are trying to get your teammates to target the side of the spectrum that the four point wedge is on. You will not score points if your teammates hit a wedge on the other side of the spectrum. When the player randomized the target area, the result was as pictured. As the 4 section is still visible, the player will not change the target area. The player will try to target the right side of the spectrum as that is the only way that their teammates will score points. 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

Close the screen: Using the plastic handle, close the screen completely. Now turn the box to face your team, so they can interact with the device. For instance, let’s go with the funny/not funny prompt. If the point was leaning just ever so slightly toward funny, you may give a clue such as “squirting hot sauce in your eye.” That’s painful to think about, but it’s also going to induce a giggle or two. The closer you lead the group to the correct position on the spectrum the more points you score. After the active team has made their decision, the other team also gets the chance to discuss and guess where the dial is supposed to be. Whether it’s supposed to go to the left or right. Also, whether it is too far right or too far left. After this, the next phase begins. The Scoring PhaseIf 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. The worst part of playing a modern board game is “the teach” — that interminable period of time when you first sit down to share something unusual with a new group of people. Very rarely comes a game that literally has no “teach” moment, where you can just sit down and run through the opening few rounds and things just sorta make sense. Lacuna, the latest offering from CMYK, is just that sort of magical offering: a chill game, built for good vibes, that requires almost no explanation. We will go over the components, the setup, gameplay mechanics, and the clue restrictions needed to play the game successfully. How to play Wavelength

For example, if I am giving a clue using the word an old coin. Using the adjective extremely to qualify the clue is giving away too much. Benefits of playing the wavelength board game 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. With permission from (but no affiliation with) the Wavelength team, we've made the webapp available here: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. 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.

Everyone thinks out loud and ponders very dumb ideas-all while the other team poisons your brain with bad suggestions. Once both teams have finalized their guess, the Psychic reveals the location of the target by opening the screen. When you have played all of the chosen wavelength cards, the game will end. You will then compare your score to the chart below to see how well you did. Chose which team will start the game. The team that goes first keeps their head token in the zero slot. The other team moves their head token to the one point space. After the Psychic's team has come to an agreement, they let the other team know that they've finalized their dial position.

Randomize the target location: Turn the wheel-using your fingers along the wavy edges-until you're sure that the target is in a completely random position. The plastic screen should be CLOSED while you spin: you can't keep it open to select the target's location. 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). 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. 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.



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