DECRYPTO / THE SIGNAL ROOM
A message for your team.
A mystery for theirs.
Your team has the clues. The other side is listening.
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TRANSMIT. DECODE. INTERCEPT.
Stay on the
same wavelength.
Give your team three clues. Crack their code without giving the other side too much to work with.
3–8 friends · Two teams · Saved as you play
OPEN A CHANNEL
Connecting…
Intercept notebook
Revealed clues are grouped by keyword number. Both teams see this record.
Transmission log
How to play
Split into White and Black teams of 2–4 players. Each team sees four secret words. A rotating encryptor draws a private three-digit code and gives three clues in that order. Both encryptors lock their clues before decoding starts.
White transmits first, then Black. Agree privately, then one teammate locks your code guess. The encryptor cannot submit their own team's guess. From round two, the opposing team also locks an interception guess. Guesses stay private until both are locked.
A correct interception earns a token. A wrong friendly decode earns a miscommunication. Finish both transmissions before checking victory: two interceptions win; two miscommunications lose. After eight rounds, or simultaneous victory/loss, compare interceptions minus miscommunications. If tied, guess the opposing four keywords. Exact words count regardless of order, case or punctuation; another tie is a shared victory.
With three players, the solo team is the interceptor. The pair alternates encryptors. A correct interception or a failed friendly decode earns the solo player a token. Two tokens win; otherwise the pair wins after five rounds. No interception in round one.
Clues may be words or phrases and must refer to meaning and public information. Do not use keywords, translations, spelling, sounds, positions, private references, or previously used clues. Semantic clue rules are agreed and enforced by the players. There is no turn timer. Any player may advance after a reveal.
Rooms save after confirmed changes and expire after seven days without a move. Completed games remain in private history. Seats belong to accounts, so returning to setup during play keeps your seat for reconnecting. Replays open only after the game finishes and retain each participant's perspective.