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Wavelength is a party game where two teams compete to read each other’s minds. It’s a thrilling experience of TALKING and THINKING and HIGH FIVING that anyone can play, but it also has some of that deep word game sorcery, where your decisions feel tense, strategic, meaningful.

Game Genre: Party Game

No. of Players: 2-12 players

Suitable for ages 14 and above

Game Duration: 30-45 min

Game Contents

1 plastic devices

84 Wavelength cards

42 Advanced cards

1 Rulebook

3 Scoring tokens

How to Play

One of the players on your team — the Psychic — knows exactly where the bullseye is, and draws a card with a pair of binaries on it (such as: Job – Career, Rough – Smooth, Fantasy – Sci-Fi, Sad Song – Happy Song, etc). The Psychic must then provide a clue that is *conceptually* where the bullseye is located between those two binaries.

For example, if the card this round is HOT-COLD and the bullseye is slightly to the “cold” side of the centre, the Psychic needs to give a clue somewhere in that region. Perhaps “salad”?

After the Psychic gives their clue, their team discusses where they think the bullseye is located and turns the dial to that location on that spectrum. The closer to the center of the bullseye the team guess, the more points they score!

 

Family Games, Light Strategy Games, Party Games

Wavelength

Wavelength is a party game where two teams compete to read each other's minds. It's a thrilling experience of TALKING and THINKING and HIGH FIVING that anyone can play, but…

$66.90

Add To Cart

Wavelength is a party game where two teams compete to read each other’s minds. It’s a thrilling experience of TALKING and THINKING and HIGH FIVING that anyone can play, but it also has some of that deep word game sorcery, where your decisions feel tense, strategic, meaningful.

Game Genre: Party Game

No. of Players: 2-12 players

Suitable for ages 14 and above

Game Duration: 30-45 min

Game Contents

1 plastic devices

84 Wavelength cards

42 Advanced cards

1 Rulebook

3 Scoring tokens

How to Play

One of the players on your team — the Psychic — knows exactly where the bullseye is, and draws a card with a pair of binaries on it (such as: Job – Career, Rough – Smooth, Fantasy – Sci-Fi, Sad Song – Happy Song, etc). The Psychic must then provide a clue that is *conceptually* where the bullseye is located between those two binaries.

For example, if the card this round is HOT-COLD and the bullseye is slightly to the “cold” side of the centre, the Psychic needs to give a clue somewhere in that region. Perhaps “salad”?

After the Psychic gives their clue, their team discusses where they think the bullseye is located and turns the dial to that location on that spectrum. The closer to the center of the bullseye the team guess, the more points they score!

 

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