A clue giver sees a hidden target on a spectrum and gives a clue to locate it. The fun comes from explaining why something is slightly hot, very strange or almost completely useless.
Play style
Team-based
Suggested age
14+
Time to teach
About 3 min
Time to set up
About 2 min
Player elimination
No
How it plays
CommunicationGuessing
Rules at a glance
This summary covers team play. For 2–5 players, the rulebook recommends cooperative mode, which uses a seven-card deck and different scoring.
Your goal
In team play, finish the turn with the most points when a team reaches ten; use sudden-death turns if tied.
The flow of play
1
The psychic secretly checks the target and gives a clue that fits the displayed spectrum
2
Their team discusses the clue and positions the dial; the other team predicts left or right
3
Reveal the target, award points and pass play to the other team unless the catch-up rule applies
A quick introduction to the base game. Use your edition’s rulebook for full setup, card effects and exceptions.