# Decrypto: Rules and UI Guide

**Decrypto** is a clue-coding duel between red and blue. Each team owns four private keywords numbered 1 through 4. Every transmission draws a three-digit code with no repeated digits, such as `3-1-4`. The cluegiver publishes three clues in that code order. Their team must decode it while the opponents try to intercept it.

## Goal, player counts, and turn caps

- Supports **4 / 6 / 8 players**, split evenly between red and blue. The cluegiver rotates within each team.
- Correctly guess an enemy code to gain one **Interception**. Two Interceptions win.
- Fail to decode your own code to gain one **Miscommunication**. Two Miscommunications give the other team the win.
- A 4-player match lasts at most 10 turns. A 6- or 8-player match lasts at most 12.

## Start a match

![English Decrypto setup page with Classic and four, six, or eight players](/docs/game-guides/en/decrypto/01-setup.webp "Choose Classic and an even player count before creating the red and blue teams")

1. Select **Classic** under the game mode.
2. Choose 4, 6, or 8 under **Players**. The game divides all seats evenly between the teams.
3. Keep **New match** selected, check the drop cost shown on the button, then press **Enter game**.
4. Enter a nickname if prompted. Your team is assigned automatically, and the game rotates cluegiver, interceptor, and decoder duties by turn.

## Read the cipher table

![English Decrypto table with the cipher dial, keyword plates, transmission clues, token tracks, and ledger](/docs/game-guides/en/decrypto/02-gameplay.webp "Check the current phase and active team, then submit clues or a three-digit code from the bottom dock")

- **Header:** Shows the current turn and cap, the Clue, Intercept, or Decode phase, and the team currently acting.
- **Transmission band:** Names the cluegiver and holds the three public clues. Your secret code appears here and in the composer only when you are the active cluegiver.
- **Your word plates:** Four numbered plates show your team's private keywords. Enemy keywords remain sealed until the match ends.
- **Three-ring dial:** The three selected digits form a code. When you must guess, the bottom dock also shows three clickable digit slots.
- **Token tracks:** Each team has Interception and Miscommunication progress. Reaching `2/2` triggers the result immediately.
- **Crew and Code ledger:** The desktop layout keeps the crew on the left and the ledger on the right. On mobile, use the expandable sections and **Ledger** control.

## Give three clues

If you are the active cluegiver, the bottom dock changes to **Give clues**:

1. Read **this turn's code**, for example `3·1·4`.
2. The first, second, and third fields correspond to those code positions. Each placeholder also names the friendly word that position points to.
3. Enter three clues in order. Reordering them changes the code your team will infer.
4. A clue cannot contain one of your team's exact keywords. A leak warning keeps **Send clues** disabled until the problem is fixed.
5. Press **Send clues** once all three fields are valid. The clues become public; the true code waits for resolution.

For keywords `1 Ocean / 2 Bridge / 3 Key / 4 Shadow` and code `3-1-4`, a valid sequence might be “unlock / tide / streetlight.” Teammates should map it back to `3-1-4`.

## Intercept and decode

Turn 1 has no interception because the opponent has no resolved clue history yet. From turn 2 onward, every transmission follows this order:

1. **Enemy intercept:** The opposing team guesses the transmitting team's code first.
2. **Friendly decode:** The transmitting team guesses its own cluegiver's code.
3. **Resolve:** The true code, both guesses, and any Interception or Miscommunication mark enter the resolved history.

When it is your code-guess turn, tap each of the three digit slots to cycle it through 1, 2, 3, and 4. All three digits must be distinct or the submit button stays disabled. Press **Submit intercept** against the enemy or **Submit decode** for your own team. A submitted code cannot be changed.

## Work with the Code ledger

The **Code ledger** files every resolved clue under its true digit:

- **Our sheet** shows your four keywords and their accumulated clue history.
- **Their sheet** hides the enemy keywords during play but sorts their revealed clues into columns 1 through 4.
- **Resolved** shows the true code, interception guess, friendly decode, and token result for each completed turn.

Do not intercept from the current three clues alone. Compare all clues that resolved to the same enemy digit and look for the stable idea they share.

## Win and turn-cap tiebreak

The match ends immediately when a team earns two Interceptions or a team reaches two Miscommunications. If the turn cap is reached first, the engine compares:

1. More Interceptions.
2. If tied, fewer Miscommunications.
3. If both totals are exactly tied, the current engine awards the match to **Blue**.

## Controls and clue discipline

- The header provides **How to play**, **Rename**, **Ledger**, **Sound**, and **Exit**. Exiting ends the current progress.
- Enemy words remain sealed until the result. **SEALED** is intentional, not missing data.
- Change the angle used for one keyword across turns: property, setting, action, and cultural reference can all work.
- Friendly decoding should be reliable before it is clever. A clue only you understand creates a Miscommunication for your team.
