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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! 


OBJECT: To be the first codebreaker to complete and lock in all 4 codes. In the case of a tie, the codebreaker with the lowest score is the winner.


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 the 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 then take turns rolling the die to get the rest of the numbers. Each codebreaker writes down the numbers in the appropriate squares on the 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. 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.


During play of the first round, each codebreaker tries to complete LEVEL 3, a 3 digit code, in order, from first digit to last. If a code is completed, a codebreaker will then move up to LEVEL 4 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. There are four LEVELS total: LEVEL 3, 4, 5, and 6.  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, you may choose any number, but must state what number you are trying for, and can not change it on subsequent attempts. 


After a codebreaker completes their code and locks it in, all other codebreakers have one last attempt to advance to the next level, or to lock in their code on LEVEL 6. 


If a codebreaker completes LEVEL 6, but is not able to lock in the code before a codebreaker on a lower level locks in theirs, then they must repeat LEVEL 6.


SCORING: After a codebreaker completes the code, and locks in the final number with a die roll to win the round, all other codebreakers count their points. The codebreaker who won the round does not score, but all other codebreakers record the number of the card left in their hand, or the LOCK IN card, if they completed the code. The scores come into play if multiple codebreakers can complete LEVEL 6 and lock it in on the same turn, in which case the codebreaker with the lowest score would win the game. If players are tied at this point, they would play a one number code playoff, with the first person able to lock in that code declared the winner.

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.


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” and have to roll the die until they hit the next number needed in their code. Once the correct number is rolled, the codebreaker can immediately resume normal play. Those 3 FAIL cards should be turned over 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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