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Cooperative games

The Mind

PLAYERS2, 3, 4DURATION15–20 minOVERALL DIFFICULTYHard

Original game NSV / Oya, 120 cards; neither Extreme nor Devin.

Why this rating?

Silent coordination, collective management of aids and practical mastery of advanced levels.

01Discover the game

The Mind is a team challenge: to set numbers in the right order without saying what you want. There is no trick to expect around the table. The overall difficulty is hard: to succeed the last levels requires a lot of attention and silent coordination that is learned by practicing. This chapter follows the original game NSV / Oya, not The Extreme Mind nor The Devin.

02Equipment

The game contains 120 cards: 100 Number cards, one of each value from 1 to 100; 12 Level cards, numbered from 1 to 12; 5 Life cards and 3 Star cards to be launched, also called shurikens or ninja stars. There is a rule. No board or chronometer is required. Lives and stars belong to the entire team, never individually to a player.

03The goal

Everyone wins by winning the last level for the size of the group, before losing the last life. The team must get rid of the cards distributed at each level by posing them from the smallest to the largest number. There is no duel or individual score.

04Prepare the first level

On two, take two lives and prepare Levels 1 to 12. On three, take three lives and Levels 1 to 10. On four, take four lives and Levels 1 to 8. In all three cases, start with one star. Set unused levels; additional lives and stars remain in reserve for rewards.

Stack the levels used with the 1 visible above. Mix the 100 numbers and give each one a secret card for Level 1. Set the rest aside: you don't pick it up during the level. Set up a zone for the cards played in the center, next to an area for the cards spread out after an error or a star.

05Play in silence

Concentrate, then pose

When you're ready, put a flat hand on the table. When everyone is ready, take your hands off: you can start. Everyone looks at their own cards in secret. As soon as you think you have the smallest number still in hand on the team, put it visible in the center. No one needs to have played before you.

Always play your smallest card. Cards sit one by one, even if you have two neighboring numbers like 46 and 47. Do not place a package of several cards at once. The cards played form a growing stack; they are not sorted after the fact to correct an error.

Don't say "I have a little one" and don't show how much you want to wait. No code, secret sign, indication of your values or discussion during the level. You can say "stop" to re-center: everyone suspends poses, sets hands flat, then resumes after the same ritual, without redistributing. Signals for an error or a star are allowed; they don't allow additional clues.

A mistake costs a common life

If someone poses a number while you still have a smaller one, immediately report the error. The team loses a life for this error. Each one then discards all his cards smaller than the one that has just been played, visible next to the pile. Even if several cards are discarded in several players, this error costs only one life.

If a life remains available, recenter and continue the same level with the remaining cards. Do not redistribute and do not repeat the level. If it was your last life, the game is lost immediately.

Chloe laid 29 while 18 and 24 remained in the hands of Alice and Bob: only one common life is lost. The two small cards go away; 29 remain on the pile. The level continues with 70, 81 and 96 after a new concentration.

Use a ninja star

If there is at least one common star left, someone can propose its use by raising their hand. Wait for everyone to agree, without revealing your numbers to negotiate. Spend a star: each person who still has cards spreads his smallest, visible face next to the game. A person without cards does not rule out any of them. There is no life lost for this action.

You don't need to put these cards in order on the stack: they are ruled out by common help. Larger cards stay in hand. Focus again before you continue. It's neither free help nor one star per player.

A spent star, with the agreement of all, removes one card per hand that is still not empty: here 42, 44 and 46. Larger cards are retained. No loss of life or new distribution; the three cards that have been removed must not be placed on the growing pile.

Go to next level

When all hands are empty without having lost their last life, the level is successful, even if some cards have been ruled out by an error or star. Take the reward, if any, shown on the finished Level card, then put this card away. Levels 2, 3, 5, 6, 8 and 9 give a life or star according to the printed symbol. Level 2 gives a star. You can never exceed five lives or three stars available: the physical reserves set these ceilings.

Before each new level, remix the 100 Number cards, including all those played, discarded or undistributed. Distribute to each person as many cards as the level number. The remaining lives and stars are retained. Recommence the concentration ritual.

06Concrete examples

On three at level 2, Alice has 12 and 58; Bob 31 and 77; Chloe 32 and 93. The order of success is therefore 12, 31, 32, 58, 77, 93. Alice plays twice, Bob twice, Chloe twice, but not in turn. Bob must leave Chloe the opportunity to play his 32 before risking her 77. No one told her that she owns him: he tries to feel the collective rhythm.

At level 2 with three players, Alice has 12 and 58, Bob has 31 and 77, and Chloé has 32 and 93. The names identify who plays each card and do not define a turn order. The whole sequence must be strictly increasing.

In another essay, the hands are Alice 18 and 70, Bob 24 and 81, Chloe 29 and 96. Chloe poses too early 29. Alice and Bob stop the game: 18 and 24 are spread out, only one life is lost. The battery keeps 29 above. After concentration, it remains to place 70, 81 and 96, without redoing the distribution.

Another situation: Alice has 42 and 88, Bob 44 and 75, Chloé 46 and 91. One star is approved by all. They spread 42, 44 and 46; the level continues with 75, 88 and 91, which must always be placed in this order. There is no third choice "to remove a larger map to keep it quiet".

07Victory, defeat and progression

Passing level 12 by two, 10 by three or 8 by four gives a common victory. Losing the last life gives a common defeat; no one is eliminated alone. There are no points to add: to track your progress, simply note the last level completely successful, without presenting it as an official scale.

After a victory, the booklet proposes an optional blind challenge: to resume at level 1 with the remaining lives and stars, to set the hidden numbers and to check the order at the end of the level. An error costs one life. Keep this challenge for later; all examples of this chapter use the normal visible game. It should not be applied in the middle of a first game.

08Frequent errors

Don't create an order of players. Don't give a clue to your numbers, even with a discreet gesture. Don't systematically count one second per number: no chronometer or coded countdown is planned. Don't put two cards together. Don't lose a life by forgotten card in the same error. Don't redistribute after this error and don't give everyone a personal reserve of stars.

09Tips for starting

Put your hand away from the smallest to the largest to avoid personal fault. At first, do not look for a perfect method: watch how you play together. Accept to lose a life without accusing a single person; the challenge is for the whole group. After a level, exchange on your feelings without preparing secret code. Ask for a concentration break if several hands hesitate, and keep a star for a situation where it will really help the team.

10Express summary

  • Two to four, one team; starting lives equal to the number of players, a common star.
  • Final target: level 12 with two players, 10 with three, 8 with four.
  • At level N, each receives N numbers; all the other cards stay away.
  • After concentration, each person sets his smallest card when he feels it; increasing order, one card at a time.
  • No speech on numbers or coded sign; stop allowed to recenter.
  • Error: a life lost, all the lower cards still in hand spread, same level continued.
  • Star approved by all: each spreads its smallest map; a common star spent.
  • Successful level: possible printed bonus, reschedule the 100 numbers and move to the next; last life lost = defeat.

FOR FURTHER READING

References and variant

Bibliography of edition 4.0, consulted on October 27 and 28, 2026. Explanations, examples and original diagrams of the book. The documentary reserves mentioned in the tutorial remain applicable.

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