The mysterious towers of Merkurya – mnemonic training for code breakers

HCM Kinzel - November 2015
 
 

 
Break the codes and conquer the towers – that’s what “Die rätselhaften Türme von Merkurya” by HCM Kinzel is all about. The exciting game for mental acrobats aged 10+ playfully trains your memory as well as logical thinking. Only those who ask shrewd questions and make logical deductions will be able to break the codes that are hidden inside the magnetic towers of their fellow players. Only those will be able to follow King Mercurius and seize the throne.

The king has sealed all the towers in his country with mysterious secret codes. After all, only the cleverest should be heir to the throne. Each player receives a tower that consists of two halves. One half comes with a coloured lock, the other with numbered keys. A magnet keeps the tower closed. By asking shrewd questions players have to find out which colour-number-combination is hidden inside their fellow players’ towers. The player who is able to guess most codes right (while successfully keeping their own code secret) wins the game.

Rules are easily explained: The first player asks the player to their left for their colour-number-combination according to the following pattern: “Do you have the green lock and key number three?” Now things get tricky! If you guessed either the number or the colour right, the answer is simply “yes”. So you do not know which one really was correct. Everyone should well remember the answer and try to dig deeper during the next round – but you are not allowed to note anything down. Now it’s the questioned player’s turn to ask. However, if the answer is “no” the question passes to the next player to the left to answer – and so on and so forth until one player answers “yes”.

Do you harbour a strong suspicion as to which code your fellow players hide? Well, you have to wait till it’s your turn. Then name the suspect and their colour-number-combination. If you guessed correctly, the player has to open their tower and bow out of the game.

Before you start a new game, you are well-advised to thoroughly shuffle the tower-halves. There are several variants and several levels of difficulty to this exciting game of deduction. For faster game play you can open those towers currently not used for the game. For easier game play you might well report your suspicion as to colour OR number.