Wavelength rules: how to play and how to score
Reviewed on 20 October 2026 against the publisher’s rulebook. How we check
Wavelength plays 2 to 12 players in two teams: the Psychic gives a clue, and their team turns the dial as close as possible to a hidden target. Here are the essential rules, scoring and setup, based on the official rulebook.
- Players
- 2 to 12 (cooperative with 2 or 3)
- Play time
- 30 to 45 minutes
- Winner
- The team with the most points once one reaches 10
Wavelength quick rules
- The goal
- Two teams face off. A target is hidden behind the device’s screen, in a random spot. Your team must turn the dial as close as possible to its center, guided by the clue of the Psychic, the only one who saw it. As soon as a team reaches 10 points, the game ends.
- The Psychic’s clue
- The Psychic draws a card and picks a side: two opposing concepts, like hot and cold. They spin the wheel at random with the screen closed, look at the target, then give a clue that sits on the spectrum where the target is. After that, they stay silent and straight-faced.
- The team turns the dial
- The Psychic’s team discusses freely and turns the dial, without numbers or percentages. The other team may plant doubts.
- Left or right
- Once the dial is set, the other team guesses: is the center of the target to the left or to the right of the dial? They place the guessing token.
- Scoring
- Open the screen. The Psychic’s team scores 2, 3 or 4 points depending on the wedge, the better one if the dial sits on an edge. The other team scores 1 point for a correct guess, unless the 4 point center was hit.
- The catch up rule
- Teams take turns, with a new Psychic each time. A team that scores 4 points and is still losing takes another turn right away.
- The end of the game
- When a team reaches 10 points, the team with the highest score wins. On a tie, each team takes a sudden death turn, guess included, as many times as needed.
- Clue giving rules
- A single thought, something that already exists, real or fictional; on topic, no puns; no words from the card, no synonyms, no numbers. Suggestions: five words or fewer, no qualifiers like “very,” proper nouns.
- Cooperative mode
- Everyone forms a single team, with 7 cards; recommended for 2 to 5 players. No left or right guess; the center is worth 3 points and adds a bonus card. A chart gives the result, a win from 16 points.
- Beginner traps
- The Psychic always opens the screen completely and doesn’t react after the clue. The team going second starts with 1 point. A sliver of target on the other side of the device doesn’t count.
How to score Wavelength
- Target points
- In its round, the Psychic’s team scores 2, 3 or 4 points depending on the dial’s wedge; on an edge, the better wedge. Outside the target: 0.
- Left or right guess
- In the other team’s round, your team scores 1 point if it guessed which side of the dial the center is on. Nothing if the other team hit the center.
- Starting point
- The team going second starts with 1 point.
- End and ties
- As soon as a team reaches 10, the highest score wins. Tie: sudden death turns.
- Cooperative mode
- Separate sheet: 2 or 3 points per round, the center worth 3 and adding a card. A win from 16 points on the chart.
Worked example
Emma and Jake against Alex and Mia, who start at 1 point. Emma is the Psychic, the dial lands in the 3 wedge: her team scores 3, and Alex and Mia, who guessed left, were right: 1 point. Score: 3 to 2. Next turn, Mia gets her team to hit the center: 4 points for them, nothing for the others. Score: 3 to 6.
Common mistakes
- Forgetting the starting point of the team going second.
- Awarding the guess point when the 4 point center was hit: it doesn’t count.
- Passing the turn after 4 points while still behind: that team goes again.
- Stopping on a tie at 10: you need a sudden death turn.
How to set up Wavelength
Setup takes a minute: the whole game is played in the box.
Components
- Place the device in the slot in the middle of the box.
- Insert the 2 scoring tokens and the guessing token.
- Shuffle the cards into a deck.
Teams, 4 or more players
- Divide into two teams of roughly the same size.
- Each team picks its Psychic for the first round.The Psychic changes every time their team plays.
- The team going first starts at 0 points, the other at 1 point.
Cooperative mode, recommended with 2 or 3
- Everyone forms a single team.
- Put 7 random cards in the card slot: this is the game’s deck.The game ends when it runs out.
Frequently asked questions
How many points to win Wavelength?
The game ends as soon as a team reaches 10 points; the team with the most wins.
Can you play Wavelength with 2 players?
Yes, in cooperative mode: a single team, 7 cards, and a chart for the result.
What does the other team score in Wavelength?
One point if they guess which side of the dial the target’s center is on, unless the center was hit.
Ludingo’s Wavelength sheet was last reviewed on 20 October 2026, based on: officialgamerules.org, BoardGameGeek.