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A classic number-deduction game in which you guess your opponents' black and white number tiles one at a time, using the rule that they stand in ascending order. Tiles showing the same number can stand side by side no matter their color, which widens what you have to work through. The games are short and turn on pure logic, so it plays well again and again at any player count.
👨👧👦 Played with our kids
Played with children aged 6 and 4.
A deduction game where you knock down the wall of numbers your opponents stand in ascending order, one tile at a time. The rules fit in five lines, but one condition — guess wrong and your own tile is revealed — makes the whole game.
| Tile | Count | Note |
|---|---|---|
| Black number tiles | 12 | 0 to 11, one each |
| White number tiles | 12 | 0 to 11, one each |
| Joker tiles | 2 | 1 black · 1 white. Marked “—” instead of a number |
Two ordering rules
① Lower numbers go to the left. ② When two numbers are equal, black goes to the left of white. Because of these two rules, the position of an opponent's tile is itself information.
A joker can go anywhere
A joker has no number, so you may put it anywhere between 0 and 11. You can use it to disguise a sequence you have already built — but once you have placed it, you cannot move it during the game.
Continue or stop — that is the whole game
Push your luck after a correct guess and get it wrong, and you may have given away more than you just learned. When you are not sure, stop and slot the Clue Tile in hidden.
Putting a joker at the end of your sequence invites the guess “that must be a 0 or an 11.” Conversely, once a joker is revealed, the range deductions around it collapse and your opponents lose their bearings.
No. You choose whether to continue or stop. If you stop, the Clue Tile goes in hidden and the turn passes.
No. You must reveal it and slot it into its correct place. That is the price of being wrong.
You have to name the color as well, because every number exists as both a black and a white tile.
No. Only hidden tiles can be guessed.
No. You only insert new tiles in the place the ordering rules require; the rest stays as it is.
You guess without drawing a Clue Tile. A wrong guess then reveals nothing and your turn simply ends.
| Item | Detail |
|---|---|
| Origin | From the Japanese “Algo” family of deduction games |
| Common Korean name | Da Vinci Code |
| Name abroad | Coda |
The number of tiles per player and the handling of jokers vary a little between editions. Where your rulebook differs from this guide, follow your rulebook. This guide has not been checked against the official rulebook.
Sources
Rules summary — UltraBoardGames: Da Vinci CodeWiki cross-check — BoardGameGeek: Da Vinci CodeWiki cross-check — Namuwiki: Da Vinci Code (Korean)Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.
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Last updated 2026-09-08
💡 Master tip
Note the color and position of every tile your opponents drew along with the numbers already revealed, and you narrow the possibilities fast. Bring the position of the joker tiles into your deduction too, and the range of places their tiles can sit shrinks much further.
If this one has gotten too easy, try these — same feel, one step up in weight.
Not built yet. Let us know if you want one — it goes on the list.
Tile odds calculator
Lists the black and white numbers still possible
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