Outward-hand signals
Share only legal factual information while coordinating a shared sequence.
Cooperation & communication
- Players
- 2 players
- Time
- 15–20 minutes
- Materials
- Twelve cards: R1–3 and B1–3, two copies each; three clue boxes and three error boxes.
Prepare
Shuffle the twelve cards and deal three each, held facing away so only the partner can see them. Keep positions left-to-right fixed until a card is removed. The deck stays face down. Agree the first player before dealing. Start with three available clue boxes, zero errors and empty R and B stacks.
Play
On a turn choose one action. Spend one clue to name a colour or number and point to every matching partner card; no matching card means that clue is illegal. Or discard one own card to restore one clue, capped at three. Or play one own card without looking: it must be the next number 1,2,3 of its colour. A wrong play is discarded and adds one error.
Worked example
After discarding or playing, draw to replace that position if the deck has cards. A clue “R” must identify all red cards, not just a preferred one. If the R stack is at 1, R2 is legal and R3 is an error. Duplicate R1 is not legal on the completed 1 step.
Finish and check
Win by completing both 1–2–3 stacks. Lose at three errors. When the final deck card is drawn, each player gets one further turn after that drawing turn, then score the highest number on each stack for 0–6 points. No cards left means no replacement, not an extra error.
Adaptation and limits
Use a card stand made from folded paper if holding outward cards is awkward. Partners may repeat public clues but cannot inspect their own cards or invent additional code. This separately written small kit is not a commercial edition and does not claim optimal difficulty.
Purpose, observation and provenance
Within this activity: Share only legal factual information while coordinating a shared sequence.
Check a clue includes every matching card and no extra timing or pointing code.
Our rules, examples and printable diagrams are separately prepared. The earliest inventor of the broader mechanism is not established here.
Free alternative: Copy the supplied grids, labels and cards onto reused paper. No specialist product is needed. Adults may prepare pieces or act as a scribe.
Printable materials
Preview at 100% scale, with browser headers and footers off. Cut with suitable help. Keep host keys separate. This is a manual tabletop kit, not an online opponent, automatic judge or solver.
Player materials · Outward-hand signals
Cut two copies each: R1 R2 R3 B1 B2 B3.
Clues □ □ □ / errors □ □ □; R stack ___ B stack ___ .
Last deck drawn: next player turn □ then drawing player turn □ .
Cards / pieces · prepare before play
Player record · keep the host key separate
| Turn | Action | Clues left | Errors |
|---|---|---|---|
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
| ________ | ________ | ________ | ________ |
Host key · separate from players
Only next number of same colour succeeds; clue identifies all matches. Score maximum 6.
Run the round
Shuffle the twelve cards and deal three each, held facing away so only the partner can see them. Keep positions left-to-right fixed until a card is removed. The deck stays face down. Agree the first player before dealing. Start with three available clue boxes, zero errors and empty R and B stacks.
On a turn choose one action. Spend one clue to name a colour or number and point to every matching partner card; no matching card means that clue is illegal. Or discard one own card to restore one clue, capped at three. Or play one own card without looking: it must be the next number 1,2,3 of its colour. A wrong play is discarded and adds one error.
After discarding or playing, draw to replace that position if the deck has cards. A clue “R” must identify all red cards, not just a preferred one. If the R stack is at 1, R2 is legal and R3 is an error. Duplicate R1 is not legal on the completed 1 step.
Win by completing both 1–2–3 stacks. Lose at three errors. When the final deck card is drawn, each player gets one further turn after that drawing turn, then score the highest number on each stack for 0–6 points. No cards left means no replacement, not an extra error.
Use a card stand made from folded paper if holding outward cards is awkward. Partners may repeat public clues but cannot inspect their own cards or invent additional code. This separately written small kit is not a commercial edition and does not claim optimal difficulty.
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Activity library · Four-symbol secret code: rules and printable materials