FREQUENCY

FREQUENCY

How do your fellow players rank ‘green’ as their favourite colour? Is ‘green’ a 1, because he/she doesn't like the colour at all, or is ‘green’ a 10, the absolute favourite colour? In this exciting and entertaining rating game, it's all about how well you know your fellow players! Can you rate their favourite colours as accurately as possible on a scale of 1 to 10 or even guess exactly? The more accurately you hit the “frequency” of the sender, the further you advance! Clever special cards such as “Bluff” or “Chaos” provide exciting twists and unexpected laughs. Perfect for deepening relationships and experiencing unforgettable moments full of fun.

2 - 16 players

60 - 120 mins

10 years or older

Cooperative Game
Humor
Party Game
Number
Betting and Bluffing
Catch the Leader
Command Cards
Highest-Lowest Scoring
Turn Order: Role Order
Team-Based Game
Axel Sommer

Designer: Axel Sommer

Idea
Designing
Playtesting
Looking for Publisher
Publisher Agreement

Unique selling points:

Personal assessment instead of facts: The heart of the game

“Frequency” is fundamentally different from conventional guessing games, as it is not based on general knowledge or objective facts. Instead, everything revolves around the subjective assessment of personal preferences and thought processes. The active player (sender) chooses a secret number from 1 to 10 and then has to name terms from various categories that, for them personally, correspond exactly to this number on their own preference scale. The other players (receivers) have to put themselves in the mind of the sender and guess how he has scaled his preferences. This mechanism encourages a deep immersion into the personality of the other players and rewards empathy and intuition rather than pure knowledge retrieval. It's a game that encourages players to get to know and understand each other on a more emotional and personal level, which can lead to unexpected insights and lots of laughter.

Unique social experience: getting to know each other and laughter guaranteed

“Frequency” is more than just a game; it is a catalyst for a unique social experience. As the game encourages players to talk about and evaluate their personal preferences, fun and insightful discussions often ensue. The discrepancies between one's own assessment and the actual scaling of the channel always lead to unexpected and humorous moments. The aim is to laugh together, get to know each other better and discover the little idiosyncrasies and preferences of friends or family. The game creates a casual and relaxed atmosphere in which nobody has to be perfect, but the focus is on guessing together and immersing yourself in the emotional world of the other players. “Frequency” is ideal for groups who already know each other well and want to deepen their relationships, but also for those who are new to each other and want to learn more about each other in a playful way. It is a game that invites you to have a good time together and create unforgettable moments.

Dynamic interaction & surprises through special cards

The gameplay in “Frequency” is kept lively and unpredictable by a variety of interactive special cards. These cards allow players to strategically influence the gameplay, but also offer moments of surprise and chaos. Cards like “Bluff” allow one player to deliberately mislead the others and challenge their ability to read fellow players. “Chaos” forces everyone to call out their guess at the same time, rewarding speed and a good feel for the sender. A particularly innovative card is “The Other Way Round”, which completely reverses the roles in the game for one round. Suddenly, all but one player are the transmitters, and that one player tries to decipher the secret number shared by all the transmitters. These dynamic elements ensure that no two rounds are ever the same, keeping the social experience fresh and engaging as players constantly have to react to unforeseen twists and turns.

Components:

Estimated costs: ---

Component list:
CONTENTS: 1 playing field 4 playing pieces 4 arrows 36 number cards from 1 - 10 85 category cards 33 special cards

Created at: April 13, 2025

Short pitch video: Not specified

Playable digital version: Not specified

Complexity: Medium

Language dependency: Minimal Language Dependency

Inspired by:
Inspired by rating Games
Long description:
Boardgame FREQUENCY In this exciting and entertaining game, it's all about how well you know your fellow players! Can you rate their preferences as accurately as possible on a scale of 1 to 10 or even guess exactly? Show that you are on a FREQUENCY, experience exciting guessing rounds full of surprises and laughs and be the first to get round the board. A game for 2 - 4 people or teams who know each other well or would like to get to know each other, ages 10 and up. HOW TO PLAY A category card is placed. The category card contains a term that represents the preferences, favourites or favourite things of the other players. This can be a colour, food, music or something completely different. The active player draws a number between 1 and 10 - only the active player may see the number! The active player names something from the chosen category that exactly matches the number they have drawn. EXAMPLE: ‘Colours’ category. The active player draws an 8. His favourite colour (10) is blue, his least favourite colour (1) is yellow. He says ‘green’ for the 8. Guess: The other players must now estimate how ‘green’ ranks on the scale from 1 to 10. If you hit the right value, you can move forwards. Special cards can help you reach the finish line faster, but you can also be thrown back. THE OBJECTIVE OF THE GAME is to correctly estimate your fellow players as often as possible and be the first to circle the entire field in order to return to your start/finish field. PREPARATION The game is played with 2 to 4 people or teams Each player chooses a figure (to move on the board) and an arrow of a matching colour (to place) Each player receives 5 CATEGORY CARDS in their hand, the rest form the stack NUMBER, SPECIAL and the remaining CATEGORY CARDS are distributed to the stacks in the playing area The active player is the SENDER, all those who have to guess are the RECEIVERS All pieces begin on the starting space of the matching colour and the youngest player begins Players guess on the number scale on the radio in the centre of the board The game is played in a clockwise direction The first piece to go round the board wins Exceeding the target also leads to victory LET'S GO The SENDER draws a NUMBER CARD that only he can see The RECIPIENT to the left of the SENDER puts down a CATEGORY CARD The SENDER names a term from this category that matches the number drawn (e.g. ‘Spaghetti Carbonara’ with an 8 for “food”) The next RECIPIENT places a new CATEGORY CARD and the SENDER names another term from this new category that also matches the number drawn (e.g. ‘green’ for an 8 for ‘colour’) The last RECIPIENT in the row also lays a CATEGORY CARD and the SENDER again names another term from this new category that matches the number they have drawn For each discarded card, the RECIPIENTS can draw new CATEGORY CARDS after the game round Now each RECIPIENT has heard terms from different categories and can think about where they fit on the scale of 1 - 10 SET AND DRAW The RECIPIENTS place their arrow on the number that they consider appropriate. There can also be several arrows on or over a number. When everyone has placed their bets, the SENDER places the NUMBER CARD on the correct number. Everyone can now see which is the number they are looking for. At the top of the number card, everyone can see how many spaces they can move. Correct number: 5 spaces forwards Deviation by 1: 2 spaces forwards Deviation by 2: 1 square forwards Deviation by 3 or more: no movement SPECIAL-CARDS There are ‘SPECIAL fields’ on the playing board. Whoever comes to it must draw a ‘SPECIAL CARD’ and follow the instructions. You can use the cards AFTER you have learnt the category, but they must be used BEFORE ‘betting’. Some cards do not have to be played immediately and can be saved for a later - strategically favourable - moment. SPECIAL-CARD BLUFF If you have drawn this card, you are the only person - in this round in which you want to play the card - to have the SENDER show you the NUMBER CARD. Now you know the correct number. You can now move your arrow to the correct number, or you can bluff and confuse the other players by betting on a completely different number. So, are you good at bluffing and will the others follow your lead? Or have they seen through you? SPECIAL-CARD +/- 3 If you have drawn the card, you can, in the round in which you want to play the card, go the steps you have reached +/- 3 more. Hit the right number = 5 steps + 3 steps = 8 steps 1 off = 2 steps + 3 steps = 5 steps 2 off = 1 step + 3 steps = 4 steps 3 or more misses = move back 3 steps Here too, the card should be used at the best strategic moment. SPECIAL-CARD DOUBLE If you have drawn this card, the number of steps you have achieved is doubled in the round in which you want to play the card. If you win 5 steps, you can move 10 spaces, if you win 2 steps, you can move 4 spaces and so on. However, if you are out of the scoring, the number of distances you have to move back is doubled If you miss three, you have to move back 6 spaces, if you miss 4, you have to move back 8 and so on. SPECIAL-CARD CHAOS If this card has been drawn, no arrows are placed in the round in which you want to play the card. At a signal from the SENDER, everyone calls out the number they think is correct at the same time. The first person to call out the correct number is the only one to receive the 5 steps. All others go away empty-handed, but do not have to draw backwards. SPECIAL-CARD THE OTHER WAY ROUND If this card is drawn, the rules of the game change for one round and the roles are redistributed. Everyone except the player who drew the OTHER WAY ROUND card is now the SENDER! All SENDERS share a numbers card. The individual RECEIVER places a category card and tries to find out which number the SENDER shares. If the RECEIVER bets on the correct number, he may move forward 5 steps and all SENDERS must move 5 steps back. If the individual RECEIVER is wrong, he must go back 5 steps. All others remain standing. This card must be played IMMEDIATELY as soon as it is drawn. After the OTHER WAY ROUND, the game continues as before. SPECIAL-CARD BONUS If you have drawn this card, you may now immediately move the number of steps indicated on the card forwards. This card must always be used directly. SPECIAL-CARD STOLEN If you have drawn this card, you must immediately draw back the number of steps indicated on the card. This card must always be used directly.
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