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Decrypto
A demanding word code game where you pass codes to your own team while listening in on the other team's code system to take Interception tokens away from them. It goes beyond simple word association: as the rounds pile up it also asks for memory and pattern deduction, making it a brain-teasing party game.
Rules
Your team sends three-digit codes through four secret Keywords while the opposing team builds a record of your clues and tries to intercept the number mapping.
The whole game at a glance
Each team keeps four Keywords, numbered 1–4, for the entire game. The Encryptor sees a three-digit code and gives one clue for each digit in order. Their team must decrypt it while the opponents try to intercept it.
Components and setup
| Component | Amount | Purpose |
|---|---|---|
| Screens | 2 | Hide each team's four Keywords |
| Keyword Cards | 110 | 440 words across both sides |
| Code Cards | 48 | 24 for each team color |
| Interception Tokens | 4 | Win with 2 |
| Miscommunication Tokens | 4 | Lose with 2 |
| Note Sheets / Sand Timer | 50 / 30 sec | Classify clues and pace clue writing |
- 1Split the players as evenly as possible into White and Black teams and sit facing the opponents.
- 2Each team takes a Screen and its matching deck of Code Cards.
- 3Draw four Keyword Cards and slot them into positions 1–4 without showing the opposing team.
- 4Take one Note Sheet with your team's color facing up and write a team name. Put the tokens and timer in the center.
Step 1 — Create the clues
Each team appoints an Encryptor every round. Both Encryptors secretly draw one card from their team's Code deck and write three clues in the same order as the three digits.
The 30-second timer is suggested
When one Encryptor finishes, they may flip the timer and give the opposing Encryptor the remaining 30 seconds. Your group may use this pacing rule, but always separate the three clues clearly.
Step 2 — Intercept, then decrypt
- 1The White Encryptor reads all three clues and gives the sheet to their teammates. Both teams record the clues.
- 2Both teams quietly discuss and write a three-digit guess. The Encryptor must not react in a way that reveals the answer.
- 3Black announces its Interception attempt first, then White announces its own Decryption attempt.
- 4The White Encryptor reveals the actual code and the teams assign tokens.
- 5Reverse the colors and resolve the Black team's clues in the same order.
No Interception in Round 1
Neither team attempts to intercept in the first round because no earlier clues link the opposing Keywords to numbers yet. Both teams still decrypt their own codes.
Step 3 — Assign tokens
- An incorrect Interception attempt has no penalty.
- Correctly decrypting your own code gives no reward; it only avoids Miscommunication.
- The opponents can intercept successfully while your team also miscommunicates, so both sides may receive a token from one code.
Step 4 — Build the clue record
After the reveal, copy each clue under its actual number at the bottom of the Note Sheet. This table is the main tool for discovering the opposing Keywords.
A safe clue still leaves a trace
A specific clue may be easy for your team this round, but it makes the opponent's number dictionary stronger in every later round. Approach the same Keyword from new angles.
The boundaries of a legal clue
- A clue may be a word, sentence, hum, dance, or mime, but the three clues must be clearly separated.
- Clues must refer to the meaning of a Keyword. They cannot point to spelling, letter count, Screen position, or pronunciation.
- Use only publicly available information. Private facts such as what you ate for breakfast or a couple's pet names are illegal.
- Spell a clue if asked, and share any additional information equally with the opposing team.
- Once read aloud, a clue cannot be changed or improved. The same clue cannot be reused during that game.
- You cannot read the code aloud or use a Keyword, including its translation into another language, as a clue for any position.
Round end, victory, and ties
Always finish the round
Even if one team receives its second token, resolve the other team's communication and finish the entire round before checking the result. Both sides can meet an end condition in the same round.
- 1A team with 2 Interception Tokens wins. A team with 2 Miscommunication Tokens loses.
- 2Use the tiebreaker if one team has both kinds of token at 2, both teams gain their second Interception or Miscommunication Token in the same round, or Round 8 ends without a result.
- 3Score +1 per Interception Token and −1 per Miscommunication Token. The higher score wins.
- 4If still tied, each team guesses the opposing team's four Keywords. More correct words wins; another tie is a shared victory.
To begin another round, return the used Code Cards to their respective decks and shuffle. The same code may appear in consecutive rounds, and team members take turns as Encryptor.
Three-player game
Follow the standard sequence with one token change: when the Encryptor team miscommunicates, give the Interceptor an Interception Token instead of giving the team a Miscommunication Token. There is still no Interception attempt in Round 1. The Interceptor wins by gaining two tokens within five rounds; otherwise the Encryptor team wins.
Edition and background
Designed by Thomas Dagenais-Lespérance and published by Le Scorpion Masqué in 2018, Decrypto turns a shared clue log into its central deduction system. Every clue must remain clear to teammates yet ambiguous even after opponents combine it with earlier clues.
Korean rulebook status
The Happy Baobab retail edition and official tutorial were found, but no public official Korean rulebook text was available. Numbers and edge cases here follow the Le Scorpion Masqué English rulebook.
Frequently confused rules
Q. Do teams attempt an Interception in Round 1?
No. Both teams skip Interception in Round 1 and only decrypt their own codes.
Q. Does the game stop immediately when a team reaches two tokens?
No. Resolve the opposing team's communication and finish the round before checking victory and tiebreakers.
Q. Do both teams announce their guesses at the same time?
No. The opposing team announces its Interception attempt first, then the owning team announces its Decryption attempt.
Q. Can an Encryptor reuse an earlier clue?
No. The same clue cannot be used more than once during a game.
Q. Is identifying the right numbers enough?
All three digits and their order must match exactly for either an Interception or Decryption to succeed.
Sources
Le Scorpion Masqué official English rulebook (base game, 12 pages)Le Scorpion Masqué official product pageHappy Baobab official tutorial — Korean edition cross-referenceBoardGameGeek — players, time, weight, and componentsWiki cross-reference — Wikipedia: DecryptoWiki cross-reference — NamuWiki search (no matching article verified)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 2026-09-15
💡 Master tip
It is good to set your clues by a consistent rule, one that is hard for the other team to deduce but that your own team can remember for certain. As the rounds go on you have to come at the keywords from new angles that do not overlap your earlier clues, or you will be intercepted.
Ready for something heavier
If this one has gotten too easy, try these — same feel, one step up in weight.
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