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regles_mysterium_US.indd 1
Background
Game Rules
06/05/2015 15:08
lan
, Scot
rwick
a
W
y of
Duch
22
th, 19
er 19
b
m
e
t
Sep
rs,
Poitie
elcour,
e de B
lphons
ssor A
Profe
Franc
on
manor
t the
a
g
n
i
curr
ld
een oc
few o
have b
ross a
s
c
t
a
n
e
e
v
n
ral e
I cam
nigh o
ernatu
ions,
vant,
e, sup
stigat
r
t
e
e
v
o
s
r
n
i
w
n
a
f my
I last
of a m
h was
urse o
Since
demise
e deat
the co
h
c
t
i
n
g
I
t
a
a
r
is.
he t
d th
ly bas
ning t
nclude
a dai
te.
mentio
kly co
c
s
i
g
u
n
q
i
ircula
t
police
d to c
er cut
e
p
e
u
a
h
n
p
t
i
s
st
t
new
ugh
s con
y gho
Altho
stance
hat m
.
t
m
o
u
g
g
c
a
r
n
i
i
ears
he c
hill
30 y
last s
bout t
in our
ours a
et my
nifest
b
m
a
u
r
m
d
,
o
I
nd
ntal
ble t
ght
accide
hed, a
is una
we mi
as rus
y, he
l
w
d
e
a
s
s
forces,
a
c
;
r
y
u
r
e
o
o
h
t
t
is s
ms
ning
efore
ith th
combi
It see
I ther
o do w
e. By
sage.
t
t
s
e
a
g
c
m
n
i
i
n
s
meth
am
ommu
ver hi
Mad
has so
o deli
h to c
ashir,
eeds t
enoug
h
n
g
d
e
r
n
h
o
l
A
a,
ve
for
energy
to sol
f Alm
world
m the
delay
hted i
ive hi
g
t
g
i
l
u
e
o
o
t
d
h
be
wit
e able
would
in me
just b
uld jo
ion: I
o
t
c
a
t
f
i
l
v
od se
my in
our go
repeat
and y
n
y
l
sa
g, Jes
Wan
ystery.
this m
est
Dear
e,
ns
Alpho
eply.
your r
iving
e
c
e
r
rd to
forwa
yours,
I look
Ever
2
regles_mysterium_US.indd 2
06/05/2015 15:08
s
w
e
N
g
n
i
n
e
v
E
k
c
i
w
r
a
W AT THE COUNT!
, 1894
ember
ec
14th D
R
Y
O
D
N
E
A
G
M
A
TR ARWICKS
OF W
r
mano
icks
w
y
r
d
a
f W
trage
unt o f a terrible rsday
o
C
u
The
eo
of Th
is
e scen
was th the night lebrating h
e
e
h
g
t
C
ay,
durin er 13th.
birthd y for
b
s
t
m
e
e
r
Dec
part
arga
etume
ter M
daugh hrew a cos uests. At on
e
t
g
h
t
t
Coun a hundred g, one of
d
n
a
d
i
e
n
n
r
d
u
mo
aro
ing
und ly tances.
in the
o
f
y
s
t
r
a
i
s
th
ts w
circum
ervan
ne
man-s et unclear at the sce
y
dy
d
o
s
e
b
a
v
in
arri
he
olice
fter t ceeded
p
a
e
s
h
e
T
ro
minut
nd p
ts.
thirty scovered a rious gues
s
i
a
d
w
v
e
i
s
e
v
wa
inter
n th
o
i
l
t
s
s
a
i
i
e
t
h
to qu ately, ini light on t
n
e
u
v
y
t
a
r
n
d a
Unfo
ice h
to she e. The pol nesses
d
e
l
i
fa
cas
wit
rious
l for
myste ued a cal
ss
now i
to
THE INVESTIGA
TION
STALLS
One mo
nth after
the crim
circumsta
e, the
nce
surround
death of th s
ing
e Count o
f
Warwicks the
servant d
uring the
mannight of D
13th, 1894
ecember
remain a
s
The call fo
murky as
r witness
ever.
es
the dece
aseds fa failed to trace
mily. It
appear th
would
at the vic
tim
relations.
The police had no close
their enq
are purs
uir
uing
avail. Acc ies, but thus far
to no
ording to
the most
the inspe
ctors,
likely ex
planation
unfortuna
te
is
an
a
cc
ident,
rumours
although
circ
a foul mu ulating locally all
ude to
rde
affair of lo r in connection w
ith an
ose mora
ls.
regles_mysterium_US.indd 3
After a four-month
investigation into
the tragic events
the Count of Warwi
at
cks manor, the po
lice have conclude
that the servants
d
death was an ac
cident. Since the
tragedy, the circu
mstances of the
servants death ha
been the subject of
ve
considerable spec
ulation. The case
the Warwick servan
of
t is now officially
closed.
s
w
e
N
g
n
i
n
e
v
E
k
c
i
w
r
Wa
13th May, 1895
F
O
S
S
E
T
N
U
O
C
D
N
A
COUNT
E
H
T
E
V
A
E
L
O
T
K
C
I
WARW
REGION
the
announcement,
In a shocking
to
n
tio
ten
in
his
Count has stated
th
wi
er
eth
tog
rt,
permanently depa
s
ha
at
the manor th
wife and children,
.
ns
tio
ra
ne
me for ge
been the family ho
n
ow
kn
ter
ac
ar
ch
g
The Count, a stron
in
and involvement
y
sit
ro
ne
ge
s
hi
for
.
ed
ss
mi
ly
ll be sore
the town affairs, wi
ly
mi
fa
s
hi
d
an
he
He explained that
e
ease following th
at
t
fel
r
ge
lon
no
e
th
at
e
took plac
tragic events that
e
us
ho
e
Th
o.
hs ag
manor five mont
d
an
le
sa
for
up
t
pu
was immediately
n
cla
in
a buyer
has already found
ly
mi
fa
y
th
weal
MacDowell. This
ed a number of
as
rch
pu
y
ad
re
has al
ea.
properties in the ar
3
06/05/2015 15:09
l
Conrad Mac Dowel
ing
Speciality: Crystal gaz
Nationality: Scottish
Scottish noblem an of
Con rad is a wealthy
traces its ancestry
cla n MacDowell, which
tions. At the age of
back through 17 genera
gra nd-mother Moiras
18, he inherited his
ic
e a promising academ
crystal ball. Despit
ant
lli
bri
ct of a
record and the prospe
tead chose a path as
ins
he
,
eer
car
ry
milita
ele
irvoya nt. His client
a crystal-gazing cla
bt
dou
No
nent fig ures.
includes numerous emi
the
urned unscathed from
ret
he
ht,
sig
set
to
d
ide
tha nks to his second
dec
he
,
iod
s turbulent per
thi
er
Aft
8.
he
191
re
in
whe
war
manor,
ly-inherited family
up home in the recent
sence
pre
ral
atu
ern
sup
e
ang
im mediately felt a str
Alma Salvador
ng
Madam Wa
ancy)
-Ching (bibliom
Speciality: I
Chinese
Nationality:
et
age by a secr
early
Scouted at an
e left her
ng I-Ching, sh
yi
ud
st
y
societ
r gift. She
he
er
st
arn to ma
fa mily to le
elf to the
rs
to devote he
was then free
progressing
,
xt
te
t
ancien
ialized
study of this
ec
sp
e
bounds. Sh
in leaps and
or
st s and
ing with ance
in comm unicat
mes of
ti
In
st lives.
ex ploring pa
in a, leading
Ch
in
al
av
of her
political uphe
with the aid
their rivals
o
used
td
ft
ou
gi
to
r
he
ht
d of seeing
figu res soug
avel Chin a,
tr
da m Wa ng tire
d
Ma
an
.
cy
re
an
ti
oy
clairv
ded to re
gain and deci
s du ring this
d
for political
the way. It wa
g
on
al
le
ell, requeste
op
l pe
Conrad MacDow
r
helping loca
Si
e,
gu
ea
her coll
y.
journey th at
an old myster
ce in solving
her assistan
regles_mysterium_US.indd 4
Alphonse de Belcour
Speciality: Numerology
Nationality: French
Ardha
Specia
shir
lity:
T
a
lisman
Nation
a
l
ity: O
A tale
ttoman
nt for
div
dow
inati
n thr
family ough the ge on has been
nerati
. The
passed
on
po
which
has be werful Amaj s in Ardhas
h
l
en in
centur
the fa ije talisma irs
ie
n,
mil
powers s, focuses
and am ys possess
. Alth
ion fo
pli
oug
served
r
the Su h the famil fies their
p
y has
ltan,
path,
tradit sychic
Ardhas
settin
his cr
io
hi
g
af
After
spendi off to expl r chose a d nally
with t t, he retur
iffere
ore th
ng yea
ned to
he aid
n
e wide
rs tra
his ho
of his
reputa
r worl t
vellin
me cou
ti
t
d.
g and
ntry t
myster on among le alisman. He
p
e
o
r
aders
y surr
f
p
h
ecting
ractic
as sin
fro
oun
factor
e divi
c
n
in his ding Sir Co m all aroun e earned a
consid ation
d the
nrad M
decisi
er
wo
ac
on to
travel Dowells ma rld. The ai able
nor wa
r of
to Sco
s
tland.
a big
Smith
Jessalyn
eading
Tarot r
:
y
t
i
l
a
Specia
rican
age to
ty: A me
i
y young ow ner,
r
l
e
a
v
n
o
a
i
at
Nat
factory
,
arried
er
absent
n was m
Rochest
Jessaly nd freq uently
home in e tarot
t
A
a
d
y
e
h
t
wealth
dly bor ularly read t
nds los
profoun
er frie
ld reg
h
u
and is
o
f
w
o
d
e
e
e
h
k, s
decid
hen on
New Yor
ia, she
ends. W
ith fri er to pneu mon ake contact
w
s
d
r
a
c
m
ht
ng daug
hat she r
ance to
her you se a tarot se It was then t
e
i
Rochest
n
.
t
a
y
i
to org
nd man
,
s spir
a
d
d
a
l
,
e
i
c
r
h
i
p
c
h
s
e
yc
gift
with th a powerful ps
of her
he
was
p. News from across t
e
l
h
e
s
h
t
r
a
e
h
h
t
r
ccepted
t
e
a
d
h
h
e
g
y
r
u
o
aturall
ming t
discove have since so
o
n
c
e
t
e
ly as
i
r
r
e
u
a
s
e w
rticul
. She q
citizen e long, peopl
nce, pa
ed ones
a
v
t
o
s
r
l
i
o
s
f
d
e
s
a
and b
act de
t for a
.
to cont wells req ues
cotland
nation
o
D
iting S
s
c
i
a
v
M
f
d
o
a
r
d
n
e
o
m
C
Sir
drea
always
she had
06/05/2015 15:09
ted
s
Player Roles
Mysterium is an asymmetric card game in which players take on one of two different
roles but share a common purpose. Players play differently according to their role:
The ghost distributes cards to guide the psychics, helping them to make the
right choices that will allow the investigation to make progress.
The psychics receive cards from the ghost and use their intuition to try to
correctly interpret his messages.
Before beginning the game, the players decide which role to play: the ghost or
a psychic.
Example: Laura, Stephanie, Paul, Carl and Alex are beginning a five-player
game. Laura decides to play the role of the ghost. The remaining four players
play as psychics. Stephanie chooses Alphonse de Belcour (blue), Paul picks
Ardhashir (white), Carl selects Madam Wang (red) and Alex opts for Alma
Salvador (yellow).
Instead, he will communicate with the psychics individually, sending them visions in
the form of "flashes", which the psychics will then share and interpret to the best of
their ability with their partners. Guided by their intuition, they will then indicate their
preferred hypothesis to the ghost, beginning by identifying the suspects. In return,
the ghost will inform each psychic whether or not their intuitions were
accurate, enabling the most perceptive among them to move forward
with their investigation. When the suspect has been unmasked, the
psychics next task is to determine where the crime took place and
what object may have served as the murder weapon.
If all the psychics successfully complete their tasks within the
allotted seven hours, the ghost will be able to recall the culprits
identity. Summoning his remaining strength, he will send the
whole group one final vision identifying the culprit. The more
clear-sighted the psychics have been during the sance, the more
unequivocal this final vision will be
Finally, the psychics hold a straw poll to formally identify
the culprit, winning the game if the majority pick the right
suspect. This frees the ghosts soul to rest in eternal peace.
If you fail, the ghosts spirit will continue to roam the
netherworld and you will have to wait another year
before reattempting to solve the mystery of the
manor
Now you know how the sance will unfold,
you are ready to play!
regles_mysterium_US.indd 5
5
06/05/2015 15:09
6 intuition
6 sleeves
tokens
Setup
36 clairvoyancy tokens
level markers
1 of each colour
1 of each colour
6 clairvoyancy
1 intuition token
6 of each colour
1 of each colour
Front
1 sleeve
or
Use
P.10
Use
P.9
Use
P.10
Use
Use
P.10
2-3 players
4-5 players
6-7 players
P.12
0
4 (numbered from 1 to 4)
6 (numbered from 1 to 6)
2
1
2
clock board
Setup
Set the hour hand to I (1h)
at the start of the game.
1 clock
2 clairvoyancy tokens
discard area
Use
P.10
Use
1 location
progress board
1 character
progress board
4 progress boards
5
character psychic cards
18
18
1 epilogue progress
board
19
psychic cards
1 culprit space
2 mission accomplished space
REAR
REAR
54
37
19
REAR
regles_mysterium_US.indd 6
board
P.10
18
1 object progress
Setup
P.8
Use
P.8
06/05/2015 15:09
10
P.9
1 game screen
1
character
ghost cards
(2 minutes)
Use
P.8
18
1 sand timer
INTERIOR
18
location
ghost cards
6 ghost tokens
front 1 of each colour
19
18 object
ghost cards
Setup
Arrange the ghost
tokens behind the
game screen. Place
them coloured side up
at the bottom of the
appropriate column.
Use
P.9
37
P.8
Setup
12
11
1 clairvoyancy track
11 6
10
culprit tokens
84
P.11
vision cards
Setup
For 4 to 7 player games
4-5
place as
shown below
6-7
place as
shown below
FRONT
Use
12
regles_mysterium_US.indd 7
REAR
P.11
3 crow markers
Use
P.9
Setup
REAR
Use
P.9
7
06/05/2015 15:09
EASY
MEDIUM
Gameplay
per game
HARD
Repeat steps 1 , 2 and 3 for the location cards and then the object cards.
During this setup phase, the ghost generates a combination of three cards (i.e. a
character, a location and an object) for each psychic.
per turn
per game
Example: In our five-player game (1 ghost and 4 psychics) at MEDIUM difficulty
level, the players draw 7 character psychic cards.
L ook through the character ghost cards and select those whose numbers match
the drawn character psychic cards. Pass the character ghost cards to the ghost.
Set up the character psychic cards in the play area (see page 6).
17
10
17
10
1
17
10
To visually represent the progress achieved by the psychics during their investigations,
each psychic will move their intuition token along the 4 progress boards (see page 6).
Each investigation is conducted in a particular order: the psychics must first identify their
character (suspect) before attempting to discover their location and finally their object.
The reconstruction of events phase takes place in two steps:
Step 1 - Vision interpretation
Step 2 - Spectral manifestation
The ghost shuffles the received cards and draws as many cards as there
are psychics in the game. The ghost then places these cards in the character
spaces on the inside of the game screen, in the columns representing the
colours of the various psychics. Put the remaining cards back in the box
without looking at them.
regles_mysterium_US.indd 8
During this phase, the psychics attempt to identify which characters are crime
suspects, determine where the foul deed might have been committed, and establish
what objects might have served as the murder weapon.
17
10
Example: Carl has drawn cards bearing the numbers 1, 3, 4, 5, 6, 10 and 17.
After sorting his cards, he passes the character ghost cards numbered 1, 3,
4, 5, 6, 10 and 17 to the ghost.
Character
psychic cards
drawn by Carl
10
Permitted
discards ( )
by the ghost
5
6
17
Number of
players
S huffle all the character psychic cards and draw (face down) the number shown
in the table below:
10
Choose the difficulty level for the game. This determines the number of character/
location/object cards that will be used.
Example: Laura (as the ghost) receives 7 cards and shuffles them. She draws the
first card (number 10) and places it in the game screen, in Alexs
column. She then repeats the operation for the other psychics.
5
6
17
06/05/2015 15:09
Sample visions
During the first turn, each psychics intuition token is placed on the character
progress board. This means that the ghosts task is to help the psychics to guess the
character card assigned to them behind the game screen. He does this by projecting a
vision to each psychic, consisting of one or more vision cards.
Laura (as the ghost) wants to help Alex to guess the "governess" character. The
characters card features a ball of red wool. Laura (as the ghost) browses the cards
in her hand and picks card A (in which a ball and a strand of red wool are visible),
but also card b (which shows other cords and ropes) and card C (which shows a
woman with a hat) to enhance this vision.
the game screen. This reminds the ghost that he has already
given vision cards to that psychic and cannot give him or her
any more cards during the current turn;
cards draw pile is empty, the ghost shuffles the vision cards
discard pile to form a new draw pile;
Laura must also steer Stephanies choice towards the "cook" character.
Card A shows some plates. Laura might also have chosen this card for
Stephanies vision. To enhance this vision, she might also have added card D
(on which some cakes appear).
4 picks another psychic and repeats the same procedure until all psychics have received
at least one vision card.
Upon receiving a vision, each psychic attempts to interpret it and discover the
character/location/object to which it refers (depending which progress board their
intuition token is currently on). To this end, psychics may freely examine their vision
cards and psychic cards, and discuss hypotheses with the other psychics.
When the ghost has projected visions to all psychics, he starts the sand timer.
Each psychic must place his intuition token on the psychic card to which he believes
the ghost is guiding him before the sand timer runs out. The other psychics may
help with decision-making by analyzing cards and giving their opinions. Psychics may
change the positions of their intuition tokens at any time until the sand timer expires.
Note: several psychics may place their
intuition token on the same psychic card.
However, as each psychic has to find a unique
combination (consisting of a character, a
location and an object), the intuition of at
least one of the psychics must be wrong!
A
Discarding vision cards (
At the start of the game, the ghost collects the number of crow
markers corresponding to the chosen difficulty level (see table on
page 8). At any point in the game (including during the Revealing
the culprit phase), the ghost may discard any or all of his vision
cards and draw new cards to make up his hand to 7 cards (subject
to the limit on the number of such discard operations determined
by the difficulty level).
At the EASY difficulty level: the ghost may discard his cards
once per turn, in which case, he places a crow on the game screen,
removing it at the end of the turn.
At the MEDIUM difficulty level: the ghost may discard his cards up to three
times during the game, each time placing a crow on the game screen.
At the HARD difficulty level: the ghost may discard his cards once during the
game, placing a crow on the game screen.
9
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10
regles_mysterium_US.indd 10
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The psychics vote in secret, and must not communicate with each other during the
voting procedure. Psychics vote at different times, depending on their clairvoyancy level,
as determined by the position of their clairvoyancy level marker on the clairvoyancy track.
Carl
Alex
Stephanie
During this step, the ghost attempts to guide the psychics towards the group of cards in the
middle of the table that contains the culprit.
To this end:
The ghost picks three vision cards from his hand. These
cards form a shared vision and must all point to the same
group. One of the three cards must point to the character
in the target group, another to the location, and the final
card to the object. The ghost then shuffles the shared vision
Shared vision
cards and places them face down in the middle of the table.
This group is designated as the culprits group.
The ghost secretly collects the culprit token with the number matching
that group and places it face down in the culprit space on the epilogue
Culprit token
progress board.
sychics with a low clairvoyancy level will see only one card from the shared
p
vision before voting to identify the culprits group;
psychics with an intermediate clairvoyancy level
will see two cards;
psychics with a high clairvoyancy level
will see all three cards.
Intermediate
w
Lo
Hig
h
Suspects
he ghost collects the 6 culprit tokens and keeps them behind his game screen;
T
The psychics collect all of their clairvoyancy tokens ( / side).
Note:
6-7
11
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Put differently, the further a psychic has progressed along the clairvoyancy track, the more
clues he will see when the psychics have to identify the group that contains the true culprit.
If the group chosen by the psychics contains the true culprit, all players win the game
together and the ghosts spirit is laid to rest! Otherwise, the game is lost and the players
must wait until Samhain comes round again before reattempting to solve the mystery
of the manor
T he player who plays the two psychics uses only one of his intuition tokens
to designate the suspected culprits group.
Psychics vote openly rather than in secret. The two players with the role of
psychics must agree which group to identify as the suspected culprits group
and place their two intuition tokens on it.
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