§ 1. Organisers

  1. The CODEBREAKERS.EU cryptology game is organized by VIATOR Cultural and Tourist Association, based in Poznań, ul. Fredry 3, in cooperation with the team.

  2. The project is co-financed by the Office for War Veterans and Victims of Oppression of the Republic of Poland.


§ 2. Terms and conditions of participation

  1. The participants of the game play in teams. To be able to take part in the game the players are required to register a team consisting of three members (hereinafter the Team).

  2. The players must be 10 years of age or older and choose a suitable level of the game as available in the relevant edition of the game.


§ 3. Registration

  1. The players can register up to the end of the game by submitting the registration form available on-line at The details submitted should include the following: the player’s name and surname, the date of birth, the selected t-shirt size, the contact number, the country of residence , the e-mail address of the team leader, and the postal address (this can be submitted before the announcement of the final results at the latest) to which we can send the prizes, in the case of winning.

  2. The personal data submitted in the form must be authentic. This information is necessary to identify the winners and award the prizes.

  3. The teams with at least one member who participated in the first edition of the game, can sign up for the game only in the special category.

  4. The teams composed of Polish citizens residing in Poland, can sign up for the game only in the special category.

  5. In case you need to change the data submitted it the registration, you need to contact the website administrator.


§ 4. Game Rules


  1. The game is organized in the form of a cryptology course (in connection with the cryptology course attended in Poznań, in 1929, by the future Enigma code breakers). The players are introduced to the subject of cryptology in the lectures published in the Team Panel.

  2. Each lecture is accompanied by a relevant task that can be solved only after having activated the relevant stage.

  3. The task ending the lecture is composed of three puzzles. Each of them must be answered by a different team member.

  4. In the case of the tasks for the lectures 1-5, it is not necessary to have solved the task from the previous stage to be able to access the next ones. This, however, does not apply to the final stage, which can be accessed only by the teams that have solved all of the published tasks accompanying each of the lectures.


  1. The aim of the game is to place the Enigma rotors, displayed in the Team Panel, so that the word ENIGMA appears in the midpoint position.

  2. Each of the Enigma rotors corresponds to one lecture and its tasks. If the submitted answer is correct, the rotor relevant to that lecture will move by one position. After submitting the correct answers to the three puzzles following the lecture, the rotor will  be set in its required position (displaying one of the letters of the word ENIGMA, relevant to the given lecture).


  1. The Team Panel at will be activated together with the access to the opening lecture on a date issued in a separate document (click here to view it).

  2. The actual competition starts with the publication of the first tasks on a date issued in a separate document (click here to view it).

  3. The subsequent lectures will be published on specific dates issued in a separate document (click here to view it).


  1. After 24h, 48h and 72h since the activation of each of the lectures, we will publish short hints to help the teams (who have not managed to complete the tasks by then) solve the puzzles.

  2. The team to solve all of the tasks accompanying the lecture before the publication of the first hint (in 24 hours), gets a time bonus of 3 minutes. Similarly with the other tips. Submitting the answers to the tasks before the publication of the second hint (but not earlier than before the first hint is published) guarantees a time bonus of two minutes, and of one minute - before the third hint.

  3. The extra minutes will be deducted from the time you spend on breaking the last cipher in the game. Therefore, the extra time you can get throughout the game may turn out to be a crucial factor for the team's final position.


  1. It is also possible to get extra minutes by participating (of one player or the whole team) in any of the additional contests announced by the Organisers for the duration of the game.

  2. The total sum for the extra minutes and time bonus collected can be seen in the player’s panel.


  1. In the game, each of the teams is allowed to use the so-called ‘cryptologic bomb’ three times. It is a device which allows the teams to solve any of the puzzles without having to submit the solution.

  2. In the event of using the cryptologic bomb you will not be granted the time bonus. Moreover, the cryptologic bomb is not allowed for the final task.


  1. The puzzles from the 6th (final) task need to be solved one after the other. Solving ALL of the puzzles from lectures 1-5 is a necessary requirement to access the puzzles in the final challenge.

  2. The date and time of solving the third (final) task of the final stage of the game are the basis for determining the final results.


§ 5. Prizes

  1. The winners of the game will get prizes. The details about the prizes can be found in the information about the current edition of the game.

  1. Players who in previous editions of the game took first, second or third place can not compete for first, second, or third place in the current edition of the game. The teams, of which at least one member took the first, second or third place in previous editions of the game, can not compete for first, second or third place in the current edition of the game.

  2. The CODEBREAKERS t-shirts will be handed out as consolation prizes among the teams that complete the game, and as prizes in other in-game contests.

  3. The teams registered in the game are required to provide a postal address at which to send the prizes. If the winning team does not fulfill this requirement during the duration of the game, the prize goes to the next team.

  4. The winners who receive prizes are required to send back a scanned copy of a signed delivery protocol, within 7 calendar days after the receipt, to the Organizer’s e-mail address


§ 6. Selecting winners

  1. The winning team is selected at each of the levels of the game under the provisions in  § 5 points 2-4.

  2. The winners are selected automatically by the game operating system. The results are checked and approved by the game committee.

  3. The results of each of the teams are calculated taking into account the time bonuses referred to in § 4.

  4. The team with the lowest final result (calculated by deducting from the final result the time bonuses obtained in the game) is the winning team.

  5. The Organizers will select the teams for the second and third place, at each of the levels.

  6. The final results will be announced on seven days after publication of the final tasks.

  7. The prizes will be delivered by post.


§ 7. Final remarks

  1. The rules and regulations are available at

  2. In the case of situations not regulated by the present rules, the Organizers have the right to make the final decision.

  3. The Organizers reserve the right to reschedule, prolong or stop the game for important reasons. The participants will be notified thereof by e -mail.

  4. The Organizers reserve the right to modify the rules for important reasons.

  5. The Organizers are liable for any problems due to any hacker attacks on the game server. Such situations will be resolved on an ongoing basis as necessary.

Under licence Creative Commons CC-BY-ND.