How to Play

Wavelength

2-12 players 30-45 min 7.2 Board Game Geek Rating

Teams compete in this social guessing game where one "Psychic" player knows a hidden target's position on a spectrum between two concepts (like Hot-Cold or Rough-Smooth). The Psychic gives clues indicating where the target lies conceptually, while teammates discuss and rotate a dial to guess the exact location. Closer guesses earn more points.

Published 2019

Wavelength

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Divide into teams
Split up into 2 teams however you wish
2
Position the wheel
Tilt the Wheel upright in the insert so that the blue screen and dial are visible
3
Place score markers
Place the 2 "head" markers in slot "0" of their respective score tracks on both sides of the insert (look for the 0-10 track)
4
Determine first player
Choose a team to go 1st; the other team's "head" marker moves up 1 space on their score track now
5
Prepare the first card
Take 1 card from the deck and place it in the slot beneath the wheel

On Your Turn

What you can do during your turn.

1
Select a clue giver
The active team chooses a clue giver on their team
2
Take the box
The clue giver takes the box and closes the blue door
3
Read the card
Select a card from the box and read the opposite ideas to the team
4
Randomize the wheel
The clue giver rotates the wheel until they feel it is randomized, using the notches around the wheel
5
Peek at the target
Secretly open the blue door all the way in and peek at where the target zone is, then close the door again
6
Give a clue
Based on the spectrum of the card, the clue giver gives a clue that will guide their team to the target area
7
Stop communicating
The clue giver can no longer talk or gesture after giving the clue
8
Team discussion
The active team discusses where to turn the dial; the non-active team can talk too
9
Place the dial
The active team turns the red dial to where they think the clue falls on the spectrum
10
Opposing team guesses
The non-active team places the Pencil token on the side they think the 4 point zone is on
11
Reveal the target
The clue giver opens the blue door, revealing the target zone
12
Score points
The active team scores points equal to where the needle is pointing
13
Award bonus point
If the non-active team guessed the correct side, they get 1 point
14
Apply catch-up rule
If a team scores 4 points and is still losing, they take another turn with a different clue giver

Winning

How to claim victory.

1
Reach 10 points
The game is played until 1 team reaches 10 points at the end of a turn
2
Determine the winner
The team with the most points wins
3
Resolve ties
If teams are tied, each team takes 1 more turn and scores are reevaluated
4
Co-op scoring thresholds
In co-op mode with 7 cards, 16+ is winning, 20+ is amazing, and 25+ is genius

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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