DescriptionA competitive game of mental gymnastics for up to 6 human players, Intellectual Decathlon pits the contestants against each other in a series of ten events - structured and scored just like its athletic counterpart, but exercising the human mind instead, testing various aspects of the intellect. Each event may be practiced on its own, but for the full game, all ten are played consecutively; each has its own rules for scoring, and comprehensive instructions are provided. At the end of the contest, the player with the highest cumulative score wins. The sub-games are:
- Numberstretcher: memorize numbers of increasing length as they're shown on screen, then type them back as quickly as possible.
- Note the Notes: listen to a short melody (with or without notation), then try to spot it from memory within a longer tune.
- Safecracker: try to turn all dials on a 3x3 grid to the 12 o'clock position; the dials start out in a random state and can be rotated in 90 degree increments. The catch? this can only be done in predefined groups; single dials cannot be adjusted on their own.
- [in original version] Mazerace: try to simultaneously race the other player within a randomly generated maze.
[in later version] Verdict: Guilty: review a conversation by five suspects, given some initial data about their possible crimes; based on the clues, try to divine which person is guilty - and of what.
- Apple Derby: bet on a horse race using logical reasoning alone, based on the data presented about the horses' conditions, their known track record in previous races, and the variables of the current race.
- Lying Digits: the computer presents a series of arithmetical problems with solutions, and the players must quickly decide whether the answers shown are true or false.
- Matchmaker: test your short-term memory by reviewing a list of ten random word pairs, and then matching each word (shown in series) with its counterpart.
- Brainblender: players try to capture the indicated signs on a game board, by inputting triads of letters to make their moves... without knowing how each letter affects the move's direction. This must be deduced through repeated attempts by means of memorization and logic.
- Instant Replay: memorize images of increasing complexity as they're displayed for a short time. After each image, try to determine if the next one shown is identical (in all details!) or not.
- Abstrajig: the computer generates a random abstract picture, and then scrambles it; the pieces have to be rearranged as quickly as possible to recreate the original image.
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