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Coda Rules

Expose your opponents secret code before yours is fully revealed.

26 numbered plastic panels –a set of 13 dark and a set of 13 light. Each set contains panels numbered 0 -11 and one dash panel (note: dash “-“ panels are only used in advanced game play).

1. You may not write down your guesses after you make them. You must remember them as you go.

2. It is recommended that opponents do not talk about their strategies out loud.

3. As tension builds during game play it is common that a player will take too long to make their guess. It is recommended that after 1 minute, opposing players impose a 20 second rule forcing the player to make their guess. If they do not make their guess in a timely fashion, they are penalized and must reveal the panel drawn at the outset of their turn.

1. Place the 24 numbered panels face down in the center of the table and mix thoroughly. (Put the “dashes” aside.)

2. Each player takes 4 panels (3 if four players are playing) at random, and stands them up in a line, facing himself. You may choose any combination of light and dark panels. NOTE: Make sure to carefully pick up the panel when drawing. If you accidentally flip a panel when drawing, you MUST take that panel.

• Place your panels in numerical order, with the lowest number on your left through highest, on your right. For example, you draw Dark 4, Dark 1, Light 7 and Light 10.
Arrange them as follows: D1, D4, L7, L10

• IMPORTANT: if you draw the same number on two panels, always place the dark one on the left. For example, you draw D5 and L5 --place the Dark 5 to the left of the Light 5.

3. Youngest player will play first. Play passes to the left.

1. On your turn, begin by drawing any one of the remaining panels. Stand it conveniently to one side so only you can see its number.

2. Next, you must “attack” (guess) a number in an opponent’s code. You may choose any opponent you wish. To do so, point to a specific panel and say what you think it is.

For example, you decide to attack the low-end panel of the opponent across from you. You think this panel might be a “Dark 1” so you say, “This is a dark one.”

• If you are correct, the opponent must “knock-down” his panel so that everyone can see its identity.

• If you are wrong, you must “knock down” the panel you drew and then insert it face-up (so all opponents can see it) into your code in its correct position. By so doing, you give your opponents clues about the identities of your hidden panels.

3. As your turn continues, if your first guess was correct, you may go again – that is, you may continue your turn by attacking “any” other opposing panel. Or, you may decide to end your turn. If you end your turn, insert the panel you drew at the outset of your turn into your code. Do not show it to your opponents. Leave it standing. Your secret code is now longer by one panel.

Play passes to the left. Continue to play until only one player has a panel(s) still standing. This last surviving player wins the game.

• Same as Standard Play with the following addition:

• Add the dash panels into the set before play begins. The “-“ panels can be inserted anywhere within a player’s code acting as a “wild panel.” This complicates the opponents’ challenge. When guessing one must say “this is a Light Dash,” or “this is a Dark Dash.” Once the dash panel is inserted into your code, you may not move it.

Game play is the same as described above but scoring is added in tournament play. Please use a sheet of paper and pencil to keep score. Scoring is as follows:

• 1  point for each correct guess (attack)

• 3 points completely exposing an opponents code

• 5 points for winning the round

• As a bonus score, winner of the round gets the sum total of the face value of panels remaining in his hand. Please note, the dash is worth 0 points.

• Winner of the game is the player with the most points after 3 rounds.

Q: What happens if we run out of panels?
A: Game play continues. Players continue taking turns attacking. If correct, a player’s turn continues. If they are incorrect, the player must “knock-down” one panel of their own. Continue play until a winner emerges.

Q: Who starts the next game after game 1 is over?
A: The winner of the previous game should start the next game.

Q: What do we do to speed up the game?
A: As tension builds during game play, sometimes a player will take too long to make their attack. It is recommended that after 1 minute, opposing players impose a “20 second rule” forcing the player to make an attack within the next 20 seconds. If the player does not make an attack during that period, the player must reveal the panel drawn at the outset of their turn, and insert it in his code.

Q: Can I place the dash to the left of a zero?
A: Yes, the dash panel is a true wild panel and can be used anywhere in your code. Remember, you may NOT move the dash once it’s placed in your code.

Q: Can I still guess my opponents code even though my entire code is exposed?
A: No. Once your code has been exposed, you are out of the game.