Teleprompter: Cyphers of the Spiritual Hinterlands

Teleprompter: Cyphers of the Spiritual Hinterlands 2012

Design Joe Riehle Art cat K. Publisher (Web published)
3–0
Players
5
Minutes
3
Age

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Expansions & Promos

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About the Game

1. Players agree to play to a number of points. 2. The players take turns being the Teleprompter. 2. The Teleprompter first chooses a number of receivers equal to half the number of players rounded down and describes a situation that the first player has caused through supernatural means. The situation is actually an enciphered message to the receiving players. The Teleprompter chooses a number of guesses: 1-3, inclusive, for the round. 3. A non-receiver is allowed to guess what the message means. Then, a receiver is allowed to guess. Then, a non-receiver is allowed to guess. The two groups alternate trying to figure out the message until either: a. someone figures out the message or b. everyone (save the originator of the message) has the opportunity to guess the predetermined number of times determined in step 2. 4. If 3a occurs and a receiver is the correct guesser, the Teleprompter and the receiver who guesses correctly each get a point. If a non-receiver is the correct guesser, then the non-receiver gets two points. If no-one guesses correctly, then the Teleprompter loses a point. It is not possible to have negative points. 5. The first player to the predetermined number of points wins. There can be ties.

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refreshed Sep 6, 2026