Capture combines the clue-giving of Codenames, the trick-bidding of Bridge and the visual connections of the photo cards. The result is a demanding game of creativity, visual acuity and strategy.
1) Capture requires a minimum of four people (two teams of two). In each round, one player per team acts as the “Seer.” All Seers can see the Coordinates Board, but no one else.
2) The goal of the game is to capture photo cards from a 6 x 6 board. A team's Seer attempts to indicate multiple cards at once with a one-word clue (e.g. “rounded” or “green”). The rest of their team makes guesses based on that clue.
3) Seers from opposing teams bid for the right to attempt a card-capture. Each bid represents the size of the card-capture attempted. For example, if Seer One bids 3, then Seer Two can either pass or bid 4, 5 or 6. Bidding stops when there are no more bids in the round or a Seer bids 6.
4) Seer Two can block a row or column of their choice on the Coordinates Board before bidding begins. For example, if there is a board with many circles, Seer 2 may want to block obvious circles on the board so that Seer One can't easily bid 6 right away.
5) The winning Seer marks on the Coordinates Board which cards they will attempt to capture. They then provide one clue to describe those cards. Seers can’t describe card locations (like “corners” for example, unless “corners” actually describes what you see in the cards).
6) The card-capture process is all or none. If the team guesses all cards correctly, they capture those cards. If they fail, they get nothing, while the opposing team gets to capture half the cards bid (rounded down). For example, a failed 5-card capture wins the opposing team 2 cards of their choosing from the board.
8. The first team to 20 cards (or another pre-selected amount) wins.