Safe Breaker
Safe Breaker Rulebook
Table of Contents
Table of Contents
Goal of the Game
The players must ask questions then draw conclusions from the answers they receive in order to find the code of each other player. They must then attempt to eliminate the other players by guessing their code.
The last player to remain in the game will know all of the codes and be the winner of the game!
Preparing the Game
- Shuffle the 6 parts of the fortress which have the colored locks on them and hand one part to each player.
- Repeat stage 1 with the parts of the fortress which have the numbered key on them (clear back).
- If there are less than 6 players the remaining parts are put aside, face down.
- Each player looks at their two parts of the fortress, this is their secret code. The two parts can be attached together in order to hide the code.
Rules of the Game
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A player is chosen to start.
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A player on their turn may either ask a question or point to another player and guess what part of the code that player holds.
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Each player always asks their question to the player to their left. The question relates to a color and number combination.
For example: "Do you have Red lock 1?"
If the person that is asked has either that color, number or both they must answer "Yes" and it is now their turn.
(If that player has the code Blue 1, Red 5 or Red 1; in each of these cases the answer would be "Yes").
If the player has neither the color nor the number, the answer is "No". If the player answers "No", the same question is now asked to the next player; in a circular pattern to the left. (This continues until a player replies "Yes" and it becomes their turn.)
If all players answer "No", the asking player gets another turn.
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If players think they broke another's code (i.e. the color and number they have) they can guess that code on their turn.
The player should point to the other player (so everyone knows it is not a regular question, but a guess) & declare: "You have
!" For example: "You have Yellow 3!"
If the guess is correct, the responding player puts his parts of the code on the table face up, and is out of the game.
If the player guesses correctly they get another turn, however if they are wrong they are eliminated from the game and must put their parts of the code on the table face down. The wrongly accused player now gets a turn.
How to Win the Game
The game continues until one player is left and all other player's codes are revealed. That player wins!
Variations of the Game
Quick Game: In order to speed up the game; when there are less than 6 players (or when playing with young children) some or all of the unused code parts can be exposed. There are then less color and number combinations to decode and the game will be quicker.
Keep it simple:
When making a guess, a player may guess on just a colored lock or a numbered key.
If the player has the color or number chosen then they must reply "yes" and place the fortress face-up on the table.
If it was the first half of their fortress it is now their turn.
If it is their second half of their fortress, they are out of the game.
Players may still make a guess with both color and number if they wish.