Passcode
Congratulations! You have been recognized as one of the world’s top codebreakers. The Byzzuf Corporation would like to extend the opportunity for you to test their systems; and possibly, become their new head of security. But, there’s a catch. You will be competing with other codebreakers, and only the winner gets the job. Good Luck!
CODEBREAKERS: 2-6 Ages: 14+ Time: 20-40 minutes
OBJECT: To be the first codebreaker to complete and lock in all 4 codes.
CONTENTS: One deck of 90 cards, consisting of 60 DIGIT cards numbered 1-6, 20 FAIL cards, and 10 KEY cards, 1 six-sided die, 6 code boards, and 6 dry erase markers.
BEFORE PLAY: Any codebreaker rolls the die to decide the first number of each codebreaker’s individual code. Each codebreaker’s number is the one facing them on their side of the die. If there are 5 codebreakers, the fifth codebreaker uses the number on top of the die, and a sixth codebreaker would use the number on the bottom of the die.
Note: Opposite sides of the die always add up to 7.
Codebreakers would then take turns rolling the die to establish the rest of the numbers needed: 3 numbers for LEVEL 1, 4 numbers for LEVEL 2 and so on. Each codebreaker should write down the numbers in the appropriate squares on their Code Board.
Note: As the die may not line up squarely with each codebreaker, the roller has the choice of turning the die in either direction until it is aligned perfectly.
Once the codes have been established, a chosen codebreaker will shuffle the cards and deal 1 card to each codebreaker, then turn over a card creating a discard pile. See below for a description of each type of card.
Note: FAIL cards cannot start the discard pile, and should be placed at the bottom of the draw pile. If a codebreaker picks up and uses the first card in the discard pile, simply flip over another from the draw pile.
PLAY: Codebreakers roll the die to see who goes first, then play continues clockwise. On your turn, draw 1 card, either from the draw pile, or from the discard pile, and add it to your hand. If you are dealt, or draw a FAIL card, it must be laid down in front of you immediately, ending your turn. If you draw a DIGIT or KEY card, end your turn by discarding either of your cards onto the top of the discard pile, or by playing it on your code board. You should have 1 card left in your hand at the end of a turn.
During play of the first round, each codebreaker tries to complete LEVEL 1, a 3 digit code, in order, from first digit to last. If a code is completed, a codebreaker will then move up to LEVEL 2 for the next round. However, if they did not get all the digits of the code, they will remain on the same LEVEL for the next round. The winner of the previous round plays first in the next round.
COMPLETING A CODE: If, during your turn, you are able to complete a code, you may then lay down your remaining DIGIT or KEY card, and it will function as the final number you need to LOCK IN the code. On your next turn(s), you’ll roll the die, trying to match the number on that card. If you finish with a KEY card, it is automatically counted as a 1.
SCORING: LEVELS 1-3 After a codebreaker completes the code, and locks in the final number with a die roll to win the round, all other codebreakers add to their score the number of the card left in their hand, or the LOCK IN card, if they completed the code.
LEVEL 4: When a codebreaker completes the code, the card in their hand should be set to the side. On their next turn they will roll the die to try and reduce their score to 0. If, for example, their score is 15, and they roll a 6, it would take their score down to 9. This is repeated on their next turns until they hit 0 exactly with one roll to win the game. If a codebreaker on a lower level completes and locks in to win the round, any codebreaker on LEVEL 4 would add the card that was set to the side to their current score, and replay the level.
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DIGIT CARD: One of 60 cards, 10 each of numbers 1-6.
KEY CARD: One of 10 cards that can be used in place of any DIGIT card.
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FAIL CARD: One of 20 cards that, when drawn, cause a codebreaker to lose that turn. When a codebreaker collects 3 FAIL cards, they are “locked out” of the game for 3 turns unless they successfully roll the next number needed in their code. They have 3 tries to get back in the game early, and turn over one of the FAIL cards after any unsuccessful attempts. Once the correct number is rolled, the codebreaker can immediately resume normal play. If all 3 rolls are unsuccessful, then the codebreaker may return to normal play on their next turn. Those 3 FAIL cards should be set to the side, and are no longer in play. Any subsequently drawn FAIL cards will start the process over again. Codebreakers get one roll of the die per turn.
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Shorter Version: Play may be sped up by allowing codebreakers to finish their codes in any order and/or choosing to complete less than 4 codes.