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S.Y.N.C. Discovery

S.Y.N.C. Discovery Rulebook

Table of Contents

Table of Contents

  • Overview
  • Synchronizers
  • Components
  • Setup
  • Game Modes
  • Game Round
    • Stage 1: Data Entry
    • Stage 2: Synchronization
    • Stage 3: Determining the Result
    • Stage 4: Updating the Data
    • End of the Round
  • Using the Mood Indicator
  • Using Block Tokens
  • End of the Game
  • Example Round: Automatic Mode
  • Example Round: Manual Mode
  • Sequence of Actions in a Round
  • Game Variants
    • Variant "Parallel Synchronization"
    • Variant "Improvised Order"
  • Achievements

Overview

S.Y.N.C. is a cooperative game in which the participants, synchronizing with one another, choose phantom character cards based on the open association key cards. The goal is to gather 5 members of the space expedition. In each round a player may choose only one phantom card, the one that best fits the available associations. Each player makes their choice secretly, without discussing it with the team. To win the round, all players must unanimously point to one and the same phantom. The mission of assembling the interstellar expedition to explore distant corners of the Universe has 9 attempts in total.

Synchronizers

Each player has a synchronizer, a device with a mood indicator disc and a phantom indicator disc.

Synchronizer diagram: attach the disc with the mood indicator to the inner side of the synchronizer, and the disc with the phantom indicator to the outer side.

  • Inner side: the mood indicator disc is attached here.
  • Outer side: the phantom indicator disc is attached here.
  • Base of the synchronizer.

Note on the source: the setup text of the Ukrainian rulebook (Stage 2 below) says the mood indicator is on the outer side, while the synchronizer diagram above places the mood indicator on the inner side and the phantom indicator on the outer side. Both are transcribed as printed; the diagram is the more specific description of the device.

Components

  • 5 synchronizers
  • 42 phantom cards of fictional characters
  • 42 phantom cards of historical characters
  • 1 control module
  • 12 block tokens
  • 10 phantom markers
  • 168 key cards
  • Result markers (a victory marker, marked with a check, and a loss marker, marked with a cross)

Setup

  1. Give a synchronizer to each member of the team. Determine the first player by any convenient method. Give that player the control module with block tokens according to the number of players (1 block token = 1 player).
  2. Shuffle the phantom deck. Lay out three cards from it face up on the table. Place under the cards the phantom markers numbered 1 to 3.
  3. Separately, in a convenient place, place the result markers. During play you will arrange phantom cards next to them, depending on the result of the round.
  4. Shuffle the key card deck. Place it next to the phantom deck.
  5. Choose a game mode and begin the mission.

Game Modes

Two main game modes are given below, but other variants are also possible (see further on page 9 of the rulebook).

Automatic mode: at the start of each round, 3 random key cards from the deck are laid out on the table. In this mode, players do not receive key cards into hand.

Manual mode: each player receives 5 key cards from the deck into hand. At the start of each round, 1 random key card from the deck is laid on the table, and then the players each lay one additional key card from hand on the table to form the common set of associations.

Game Round

Stage 1: Data Entry

Automatic mode: the first player lays 3 random key cards from the deck on the table.

Manual mode: the first player lays 1 random key card from the deck on the table. After that, starting with the first player and going clockwise, each player lays one key card from their hand of their choice.

Stage 2: Synchronization

Each player must determine the phantom that best corresponds to the laid set of key cards, and secretly from the others set that phantom's number on their own synchronizer. The inner side of the synchronizer must be kept hidden from the other players so that they cannot see the chosen number. The outer side of the device is equipped with a mood indicator, which can be used to show the other players one's confidence in the result of this round (see details below). At this stage, block tokens may also be used (see details below). The stage ends when all players place the synchronizer with the chosen number on the table or set it in front of themselves.

Important: at this stage, players may not discuss either their choice or the possible connections between key cards and phantoms.

Tip: be careful with verbal and non-verbal communication (for example, eye contact), which can give other players unwanted hints and spoil the game experience.

Stage 3: Determining the Result

All players simultaneously reveal their synchronizers with the number facing up, and the result of the round is determined. If all players chose the same phantom, the players win the round. In that case:

  • the card of the chosen phantom is moved to the victory marker;
  • a new card from the deck is laid in the place of the moved phantom;
  • the number of phantom cards increases: one more phantom card from the deck is laid, and under it a new number marker.

If the players' synchronizers show 2 or more different numbers, the players lose the round. In that case:

  • the players discuss and choose any one of the open phantom cards and move it to the loss marker (if the players cannot agree, the final decision is made by the first player);
  • a new card from the deck is laid in the place of the moved phantom;
  • the players receive an additional block token, which is added to the control module.

At this stage, the players may (and it is recommended to) discuss their choice. This will help them understand one another better and synchronize more successfully in the following rounds.

Tip: be sure to explain your choice (especially if the round was lost). This will help you understand one another better and increase your chances of success in the following rounds.

Stage 4: Updating the Data

Automatic mode: the key cards that were laid out are moved to the discard pile.

Manual mode: the key cards that were laid out are moved to the discard pile. Players may discard any number of key cards from their hand. Each participant draws new cards from the deck so that each has 5 cards in hand.

End of the Round

If the game is not finished (see "End of the Game"), the next round begins. The first player passes the control module to the neighbour on the left. That player becomes the first player in the next round.

Using the Mood Indicator

The mood indicator on the synchronizers is used so that players can show their level of confidence in winning the current round:

  • Green indicator: victory is guaranteed, the choice is easy, and the connection between the key cards and one of the phantoms is obvious.
  • Yellow indicator: victory is uncertain, a choice can be made, and a connection between the key cards and one or several phantoms exists, although it can be interpreted in different ways and different phantoms may be chosen.
  • Red indicator: victory is unlikely, the choice is difficult, there is no connection between the key cards and the phantoms at all, or the set of key cards fits three or more phantoms at once.

Using Block Tokens

In a situation where the players find it difficult to decide on a choice, or most of the mood indicators show a low probability of winning the round, block tokens may be used by decision of the first player. In that case the first player determines whether to use a block token themselves or to pass it to be used by any other player.

Block tokens may be used to block:

  • one of the phantom cards: in this case that phantom cannot be chosen in this round;
  • one of the key cards: in this case it is not taken into account when choosing the phantom;
  • one player's synchronizer: in this case that player's choice does not affect determining the result of the round. (This format of block token use is not recommended for games with up to 4 players.)

Limit: up to 3 block tokens may be played in one round. In this case it is permitted to block more than one phantom card, one key card, and one player's synchronizer.

End of the Game

The game ends when:

  • 5 phantoms have been collected next to the victory marker: you won, congratulations!
  • 5 phantoms have been collected next to the loss marker: unfortunately, you lost, try again.

Example Round: Automatic Mode

Andrii is the first player; he has laid 3 key cards from the deck.

Andrii believes the key cards in play point unambiguously to phantom No. 1. He chooses this number on his synchronizer and shows a green mood indicator, demonstrating to the other players that the choice seems obvious to him. Olia and Tetiana are at first equally confident. Olia hesitates between phantoms No. 1 and No. 3, so she does not rush her final choice and shows a yellow mood indicator. Tetiana is confused in general and shows a red indicator.

Andrii realises that a block token must be used, and blocks phantom No. 3. Olia is ready to make her choice in favour of phantom No. 1 and changes her mood indicator to green. Tetiana is still not confident and continues to show a red indicator.

Andrii passes the block token to Tetiana for use. She blocks one of the key cards that caused doubt, and chooses phantom No. 1 on her synchronizer. In the end, the players win this round.

Example Round: Manual Mode

Andrii is the first player; he has laid 1 random key card from the deck. Having decided that it can point to phantom No. 3, he lays a key card from his hand which, in his opinion, also points to this character.

Olia decides that the keys point either to phantom No. 1 or to phantom No. 2. To clarify, she plays a key card which, in her view, strengthens the connection to phantom No. 1.

Tetiana decides that Andrii and Olia, with their key cards, point to phantom No. 2, and accordingly plays a key card that reinforces the connection of the card set to phantom No. 2.

Now the players must determine the one phantom to which the set of key cards points. Taking the described situation into account, however, the round may end in defeat, unless Andrii uses a block token.

Sequence of Actions in a Round

Step 1:

  • Automatic mode: reveal 3 key cards from the deck.
  • Manual mode: 1. reveal 1 key card from the deck; 2. play one key card from hand each. The circle starts with the first player.

Step 2 (optional): use the mood indicator on the synchronizer to demonstrate confidence in the result of the round.

Step 3 (optional): use block tokens.

Step 4: a. Choose the phantom that best fits the existing key cards, and show the corresponding number on your synchronizer. b. Place your hand with the synchronizer on the table, or set it in front of you.

Step 5: a. All synchronizers are revealed simultaneously. b. Determine the result of the round: if the numbers on the synchronizers of all players coincide, it is a victory; otherwise, a defeat. c. Move the phantom card to the victory or defeat marker. d. Reveal a new phantom card in place of the moved one. e. In case of victory in the round, reveal one new additional phantom card together with a new number marker. f. In case of defeat, add one additional block token to the control module.

Step 6: the key cards are moved to the discard pile.

Step 7 (manual mode only): players draw cards into hand up to 5.

Step 8: the first player's control module passes to the next participant clockwise.

Game Variants

  • Reduce the number of starting block tokens, or give them up altogether.
  • Start the game with 4–6 starting phantoms, not 3.
  • Remove from the game key cards that seem easy and unambiguously point to one phantom.
  • Remove from the game phantom cards that most players in your group easily and often choose.
  • In automatic mode, lay out not 3 but 4–6 key cards.
  • Increase the number of starting block tokens.
  • Start the game with 2 phantoms.
  • Remove from the game key cards that seem difficult and raise many questions during rounds.
  • Remove from the game phantom cards that the players in your group did not understand.
  • In automatic mode, lay out not 3 but 2 key cards.

Variant "Parallel Synchronization"

A variant in manual mode in which the players lay their key cards not in turn, but simultaneously. For this, each player (including the first) after one key card from the deck has been laid, chooses a key card from their hand and places it face down. When all the others have done the same, the cards are revealed simultaneously. Such a set of key cards will complicate the process of choosing phantoms.

Variant "Improvised Order"

A variant in manual mode in which the order of laying key cards from hand is free (not clockwise), and the players decide among themselves when each of them should play their card. It is important that each player still plays one card from hand.

Achievements

Record the date and the names of the players when a task is completed.

  • Win in automatic mode
  • Win in manual mode
  • Win in the simplified variant of the game
  • Win in the complicated variant of the game
  • Win 3 games in a row
  • Win 5 games in a row
  • Win without using block tokens
  • Win without a single lost round
  • Win after four lost rounds
  • Win a game with two players
  • Win a game with three players
  • Win a game with four players
  • Win a game with five players
  • Win without discussing decisions in the game
  • Read additional information about one of the characters
  • Read to the end the whole list of possible achievements in the game