How to play · Rules

How to play Wavelength

A game of intuition and shared wavelength. The psychic gives a clue, and the team turns the pointer toward the hidden zone on the scale. We break down the scale, the clue, scoring and controls on muta.pro.

Play now

In brief

Goal
Catch the hidden zone
Players
4–12
Game
20–30 min
Difficulty
Easy
Genre
Party

Aim of the game

Wavelength is not about knowledge but about how well you sense one another's train of thought. On the circle a scale between two opposites appears, for example "Hot ↔ Cold". Somewhere on it a narrow target is hidden, seen only by the psychic. They give a clue, and the team aims the pointer as close as possible to the centre of the hidden zone. The more precise the hit, the more points. The first team to reach 10 points wins.

Setup

Players split into teams — on muta.pro there are two: "Teal" (the one you play for) and "Amber" (the bot opponent). Each team has its own psychic: your oracle partner sees the target and hints at the direction, while you aim the pointer. Teams take turns. Before each round the server picks a new scale and hides the target zone on it — neither you nor the opposing team sees it in advance.

Course of a round

The scale

A pair of opposites appears on the dial — a left and a right edge, for example "Cheap ↔ Expensive". The pointer sits in the centre, and the hidden zone is already set but not shown.

The psychic's clue

The psychic sees where the target is hidden and gives a directional clue: "Rather expensive", "Almost exactly in the middle" and so on. This is your only lead.

The guess

Guided by the clue, the team moves the pointer on the dial to where it feels the centre of the zone is hiding, and locks the position in.

The reveal

The hidden zone opens up. You see how close the pointer landed to the target, and the team is awarded points for the round.

Passing the turn

The turn passes to the other team, a new scale and a new target are chosen. Rounds alternate until someone reaches 10 points.

Scoring and winning

The hidden zone is split into three nested bands. The closer the pointer is to the centre, the greater the reward: 4 points for hitting the bullseye, 3 points for the middle band, 2 points for the outer one and 0 if you miss the zone. Team scores add up from round to round. The winner is the first to reach 10 points. A good clue and a sharp sense of proportion easily bring in 4 points in a single round.

Controls on muta.pro

🔮
Clue
Your psychic bot sees the target itself and gives a directional clue — it appears on the strip below the dial.
🎯
Pointer
Aim the pointer by dragging it right on the dial or with the slider beneath it — from the left edge to the right.
Lock in
The "Lock in guess" button reveals the hidden zone and counts the points for the round.
Next round
The "Next round" button passes the turn to the opponent. The bot team plays on its own; on the right you see the round's steps and the game log.

Tips for beginners

Read the strength of words

"Extremely" and "very" push the pointer to the very edge, while "rather" and "noticeably" only shift it off centre. Listen to the intensity of the clue.

The centre means "in the middle"

If the clue is about the middle, don't move the pointer far: the target is close to the zero point of the scale.

Aim for the bullseye

Don't be afraid to take a risk for 4 points — the outer band scores too, but precision is what wins.

Talk it out

In a live group, arguing over the pointer is half the fun. Say your associations out loud before you lock in.

How to give a clue

A good clue is one vivid image on the chosen scale, not a long explanation. The psychic already sees the hidden zone; their job is to name an example that the team will mentally place at the same point. On the scale "Cheap ↔ Expensive", for a zone near the right edge "a yacht" says more than the words "fairly expensive": in the team's mind the yacht lands almost exactly where the psychic put it.

Cheap
🎯
Expensive

Zone near the right edge: "a yacht" puts the team almost on target, "an iPhone" falls short.

One example, not a list

Name exactly one thing that falls in the zone. Three examples in a row blur the point: the team averages them and misses the centre.

Calibrate by the edges

Before naming the clue, mentally place both extreme values on the scale. The zone is always somewhere between them — that tells you how strong an image you need.

Avoid ambiguous images

"Coffee" on the "Cheap ↔ Expensive" scale could be a £1 cup or a premium bean variety. Take an example everyone will place at the same point.

Calibrating the pointer

When you're not the one giving the clue, the task is reversed: translate someone else's image into a position on the scale. Don't grab at the first move — first "anchor" the edges, then move the pointer from them toward the psychic's image. Your intuition about where "a yacht" sits is the whole calculation.

Cold
🎯
Hot

The clue "cool, but not icy" — move the pointer just left of centre, not to the very edge.

Weigh the intensity

"Extremely", "maximally" pull to the very edge; "rather", "a touch" only shift it off centre. The strength of the word = the length of the pointer's move.

Don't over-tweak

The first intuitive point is often right. If you waver between two positions, choose the one closer to the centre of the scale — a mistake is cheaper there.

Argue out loud

In a group, say where each of you would put the image and find the average. A collective pointer is almost always more accurate than a single guess.

Modes and variants

The default on muta.pro is two teams racing to 10 points, but the mechanic itself is easy to tune to your group and mood. The length of the game, the psychic's role and even the harshness of the scales all change. The essence stays the same: the psychic sees the hidden zone, the team aims the pointer by the clue-image. But how many points a hit is worth, how many words the psychic is allowed and who invents the scales — all of that you can dial to your own table.

Co-op

One shared score: the team tries to earn as many points as possible over a fixed number of rounds and beat its previous record. The roles of psychic and guessers rotate, so everyone learns to calibrate. Works great for two.

All-in on 4

Agree to count only the exact bullseye. The outer bands give nothing — this forces the psychic to give sharp, risky images and the team to aim for the very centre rather than "somewhere in the zone".

Your own scales

In a live group, come up with pairs of opposites for your crowd: "Underrated ↔ Overrated film", "Fine ↔ Cringe", "Useless ↔ Indispensable gadget". The more debatable the scale, the hotter the discussion and the wider your personal calibrations diverge — and that's the real fun.

Silent psychic

A harder mode: the psychic gives the clue in a single word. Fewer words — more weight on the team's calibration.

Clue duel

Both psychics see the same zone and give an image in secret; the winner is the one whose team the pointer took closer to the centre.

Common mistakes

Misses in Wavelength are almost always a calibration failure: the psychic and the team picture the image at different points on the scale. Let's look at where the shared wavelength most often breaks.

  1. A clue off the scale. The image must land squarely on the current pair of edges. "Fast" on the "Cheap ↔ Expensive" scale doesn't help — the team has nowhere to put it.
  2. Too abstract a hint. "Something in the middle" with no example leaves the team alone with the centre. Always give a concrete lead.
  3. The pointer to the very edge. The zone almost never sits right against the edge. Extreme positions are costly: a slight overshoot and it's zero points.
  4. The curse of knowledge. The psychic forgets the team can't see the zone and gives too subtle an image. A clue must be clear to those looking only at the scale.
  5. Averaging the examples. The team heard two images and landed between them. If the psychic gave one example — aim straight at it, without shifting.

Frequently asked questions

Do you need to know anything in advance?
No, this is a game of intuition and association. No facts or trivia — all that matters is a sense of proportion.
Who comes up with the clue?
On muta.pro the clue is given by your team's psychic bot: it sees the hidden zone and phrases a direction along the current scale.
How many points can you earn in a round?
Up to 4 for hitting the exact centre of the zone, 3 and 2 for the wider bands, and 0 for missing the zone entirely.
When does the game end?
As soon as any team reaches 10 points. That team is declared the winner.
Why is "a yacht" a better clue than "very expensive"?
A concrete image gets the team to mentally place it at the same point on the scale as the psychic, whereas a vague "very expensive" means something different to everyone. One vivid example calibrates the pointer better than any adverb.
What should you do if the clue feels ambiguous?
Mentally place the image at both edges of the scale and pick the more likely reading. If doubt remains, lean toward the centre — the cost of a mistake there is lower than at the very edge.
Should you give several examples at once?
No. The team will average them and land between the points, blurring the hit. One precise image works better than three approximate ones.
How do you tell how far to move the pointer?
Go by the intensity of the words: "extremely" and "as much as possible" pull toward the edge, while "rather" and "a touch" only nudge it off centre. The strength of the clue roughly equals the length of the pointer's move.
Can two people play?
Yes, in co-op mode: one gives the clues, the other aims the pointer, and you try to push your shared score to a record over several rounds. No team-versus-team competition is needed.
Why does an experienced psychic sometimes miss more often than a beginner?
The curse of knowledge kicks in: they see the zone and give too subtle a hint, forgetting that the team is looking only at the bare scale. A clue is worth checking through the eyes of someone who cannot see the target.
Ready for a game?
Create a room, invite a friend by code or play against the bot.

Similar games