You are on page 1of 12

You have dared to cross the threshold of the haunted

Mysterium Manor… How very brave! Settle in around 2 Background


the table, open your mind and awaken your sixth sense
as you prepare for an extraordinary séance with
5 1
Game Rules
the aim of laying a stranded soul to rest…

regles_mysterium_US.indd 1 06/05/2015 15:08


lan d
, Scot
W a rwick
y of
Duch
22
th, 19
t e m b er 19 e
Sep Franc
rs,
Poitie
elcour,
e de B
lphons
ssor A
Profe

on
ns e, manor
est Alpho g a t the
Dear curr i n ld
een oc few o
e n t s have b e a c ross a
ral e v I cam n
ernatu ions, nigh o
w r o t e, sup i n v e stigat n - s e r vant,
I last f my of a m
a
h was
Since urse o demise
I n the co a g i c a t t h e deat
is. he t r d th
ly bas ning t nclude
a dai mentio kly co te.
t i n g s q u i c ircula
s p a p er cut t h e police t i n u e d to c st
new
Altho
ugh s con y gho
a g o . i rc u m stance n g t hat m
ears he c hill i
30 y bout t last s in our
r u m ours a ’ d b et my m a nifest
ntal , nd I ble t o
accide hed, a is una we mi
ght
s e w as rus s a d l y, he forces,
t h e c a t o r y; o u r
ms
ith th
is s ning efore
It see combi I ther
i n g t o do w n i c a t e. By m e s sage.
meth s
has so ommu ver hi Mad
am
h to c o deli
l o n g enoug h e n eeds t r d h ashir,
for energy a, A ve
world m the f Alm to sol
t o g ive hi d e l i g hted i h o u t delay
e able be wit
just b would in me
v i t a t ion: I l f c o uld jo
my in od se
repeat our go
l y n and y
sa
g, Jes
Wan
ystery.
this m
eply.
your r
re c e iving
rd to
forwa
I look Ever
yours,

regles_mysterium_US.indd 2 06/05/2015 15:08


k Evening News
ar wic
W AT THE COUNT! 14th D
ec ember
, 1894

A G E D Y
TR ARWICK’S M A N O R WARWICK SERVANT CASE -
C O N S ID E R D E A T H A C C ID POLICE
ENTAL
OF W C o
f W a rw
unt o f a terrible rsday
ick’s
mano
trage d
r
y
After a four-month
the Count of Warwi
that the servant’s
tragedy, the circu
investigation into
ck’s manor, the po
death was an ac
mstances of the
the tragic events
lice have conclude
cident. Since the
at
d
The eo of Th
u
e scen is been the subject of servant’s death ha
was th the night lebrating h the Warwick servan
considerable spec
ulation. The case
ve
g C e th e
durin er 13th. ay,
birthd y for
t is now officially
closed.
of
e m b re t’s
Dec arga part
ter M tume e-
daugh hrew a cos uests. At on
t t g th e
Coun a hundred g, one of

News
d

g
d in a

in
n n e

n
u r d

e
mo

v
aro ing

k E
und ly tances.

c
in the

War wi
i rty a s f o
th ts w circum
s
ervan ne
man-s et unclear at the sce
a s -y v e d b o dy
in arri he
h e p olice s after t ceeded
T e ro
minut nd p ts.
thirty scovered a rious gues
s d i e v a vi ew s
wa
e s ti on th tia l inter is 13th May, 1895
to qu ately, ini light on t h
Unfo
fa ile
rt
d
u n

rious
myste ued a cal
cas
d a n y
to she e. The pol nesses
l for
ice h
wit
a v e

COUNT A N D C O U N T E S S O F
now i
to
ss

WARW I C K T O L E A V E T H E
THE INVESTIGA
TION
REGION In a shocking
announcement,
the

One mo
STALLS Count has stated
permanently depa
his
rt,
in
tog
ten
eth
tio
er
n
wi
ha
to
th
s
nth after the manor th at
circumsta the crim wife and children, ne ra tio ns .
nce e, the me for ge
death of th s surround
ing been the family ho ac ter kn ow n
e Count o ch ar
servant d f Warwick’s the The Count, a stron
g
in
13th, 1894
uring the
night of D man-
hi s ge ne ro sit y and involvement
remain a ecember for ly mi ss ed .
ll be sore
The call fo
r witness
s murky as
ever. the town affairs, wi d hi s fa mi ly
he an
the dece es
ased’s fa failed to trace He explained that e
appear th mily. It lon ge r fel t at ease following th
at the vic would no e at th e
tim took plac
tragic events that
relations.
The police had no close o. Th e ho us e
their enq hs ag
uir are purs
uing manor five mont d
avail. Acc ies, but thus far pu t up for sa le an
ording to to no was immediately in cla n
the most the inspe a buyer
unfortuna
likely ex
planation
ctors, has already found th y fa mi ly
weal
te acc is an MacDowell. This
rumours
circ
ident,
although re ad y pu rch as ed a number of
a foul mu ulating locally all has al
ea.
rde
affair of lo r in connection w
ude to properties in the ar
ose mora ith an
ls.
3

regles_mysterium_US.indd 3 06/05/2015 15:09


Alphonse de Belcour

l
Conrad Mac Dowel
Speciality: Numerology
Nationality: French
Alphonse was born into the Fren
ch aristocracy,
ing in a family with close ties to
Speciality: Crystal gaz Alphonse‘s brother fought and
clan MacDowell.
died on the
Nationality: Scottish battlefield at Verdun while Alph
Scottish noblem an of onse was at home
Con rad is a wealthy studying for a doctorate in math
traces its ancestry ematics. Shattered
cla n MacDowell, which by the news, he sought comfort
by throwing
tions. At the age of himself into his research, in
back through 17 genera time realising that
gra nd-mother Moira’s the amazing secret properties
18, he inherited his ic harnessed by those able to inte of numbers can be
e a promising academ rpret them. Alphonse‘s research
crystal ball. Despit bri lliant into the science of numbers has
ct of a enabled him to partially deci
record and the prospe hidden messages embedded in pher
ry car eer, he ins tead chose a path as When he presented his thesis,
major texts from around the worl
d.
milita ele
irvoya nt. His client
his peers were unanimous: Alph
onse
a crystal-gazing cla No dou bt
would either revolutionize scie
nce or be ridiculed as a crac
nent fig ures. He has agreed to travel to the kpot!
includes numerous emi the manor out of friendship for Conr
sig ht, he ret urned unscathed from MacDowell. ad
tha nks to his second iod, he dec ide d to set
in 1918. Aft er thi s turbulent per re he
war manor, whe
ly-inherited family
up home in the recent

Ardha
atu ral presence…

shir
ang e sup ern
im mediately felt a str

Alma Salvador
Specia
lity:
Nation T a lisman
A tale
a l ity: O
nt for ttoman
dow
n thr div
inati
Speciality: Pendulum divination family ough the ge on has been
. The nerati passed
which po on
Nationality: Spanish has be werful Amaj s in Ardhas
en in l h
centur
ie the fa ije talisma ir‘s
Orphaned as a young child, Alma was taken in powers s, focuses mil n,
and brought up in a convent. She stumbled upon . Alth and am y‘s possess
served oug pli ion fo
her gift at the age of eight, while playing with the Su h the famil fies their r
path, ltan, y has p
a watch chain left behind by an absent-minded his cr settin Ardhas tradit sychic
af After g hi io
visitor. She subsequently used her talents to with t t, he retur spendi off to expl r chose a d nally
he aid ned to ng yea ore th iffere
rs tra e wide n
help other orphans find their families. The nuns reputa
ti
of his
t
his ho
me cou vellin r worl t
learned of her unorthodox activities when she myster on among le alisman. He ntry t
o
g and
pe r
d.
y surr aders h as sin p ractic f ecting
factor oun fro c e divi
was 12, and expelled her from the convent for in his ding Sir Co m all aroun e earned a n
witchcraft. Thanks to her ability to locate the soul of any human decisi nrad M d the consid ation
on to ac wo er
being she is able to earn a living; she also helps the poor track travel Dowell‘s ma rld. The ai able
to Sco nor wa r of
down missing relatives. Her charitable nature prompted her to accept tland. s a big
Sir Conrad’s request to help save a lost soul.

Smith
Madam Wa
ng Jessalyn
eading
-Ching (bibliom
ancy)
y : Tarot r
Speciality: I Specia li t
rican a
age to
Nationality:
Chinese
io na li ty: A me y young ow ner,
Nat a ver
et at factory
age by a secr
early arried , er
Scouted at an e left her n was m absent Rochest
ud yi ng I-Ching, sh Jessaly nd freq uently A t home in e tarot
societ y st
er he r gift. She wealth y a e d …
dly bor ularly read t
h t
fa mily to le
arn to ma st
profoun nds los
rs elf to the and is ld reg h er frie
to devote he k, s h e w ou
hen on e o f
decid e d
was then free t te xt , progressing New Yor ends. W ia, she
ancien ith fri er to pneu mon ake contact
study of this e sp ec ialized ca rd s w
ht m
bounds. Sh ng daug ance to hat she r
in leaps and st s and
or her you se a tarot se It was then t
ing with ance Rochest
e
in comm unicat In ti mes of to org a n i
‘s spir
i t.
a nd man y
,
st lives. c h il d h ic , pr e a d
ex ploring pa in a, leading e
with th a powerful ps
yc gift s
av al in Ch of her he
political uphe with the aid
of her he was elp. News from across t
their rivals re d t h at s
u g ht he r h
o h e r y a ccepted
ht to ou td o he r gi ft used discove have since so o ming t n aturall ly as
figu res soug d of seeing avel Chin a, e w er e c
. She q
ui te
rticul a r
oy an cy. Ma da m Wa ng tire tire an d tr s
citizen e long, peopl ed ones nce, pa
clairv ded to re or l ov is t a
gain and deci s du ring this and b ef
act de a d
t for a
s s
for political g the way. It wa ell, requeste
d to cont well‘s req ues cotland
.

4 op le al on nation iting S
helping loca
l pe
ea gu e, Sir Conrad MacDow Co n ra d M ac Do
m e d o f v i s
her coll y. Sir drea
journey th at an old myster always
ce in solving she had
her assistan

regles_mysterium_US.indd 4 06/05/2015 15:09


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

Aim of the Game 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
Mysterium is a cooperative mystery solving game, in which everyone wins or loses accurate, enabling the most perceptive among them to move forward
together. All players share the same goal of uncovering the truth behind the death of with their investigation. When the suspect has been unmasked, the
the ghost that haunts the manor, thereby putting his soul to rest! psychic’s 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

Player Roles allotted seven hours, the ghost will be able to recall the culprit’s
identity. Summoning his remaining strength, he will send the
whole group one final vision identifying the culprit. The more
Mysterium is an asymmetric card game in which players take on one of two different clear-sighted the psychics have been during the séance, the more
roles but share a common purpose. Players play differently according to their role: unequivocal this final vision will be…

The ghost distributes cards to guide the psychics, helping them to make the Finally, the psychics hold a straw poll to formally identify
right choices that will allow the investigation to make progress. the culprit, winning the game if the majority pick the right
The psychics receive cards from the ghost and use their intuition to try to suspect. This frees the ghost’s soul to rest in eternal peace.
correctly interpret his messages. If you fail, the ghost’s spirit will continue to roam the
Before beginning the game, the players decide which role to play: the ghost or netherworld and you will have to wait another year
a psychic. before reattempting to solve the mystery of the
manor…
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 Now you know how the séance will unfold,
play as psychics. Stephanie chooses Alphonse de Belcour (blue), Paul picks you are ready to play!
Ardhashir (white), Carl selects Madam Wang (red) and Alex opts for Alma
Salvador (yellow).

WHAT TO EXPECT DURING THE SÉANCE…


The game is set in the 1920s. In your role as psychics you have been invited to a night- Tips for a strong spirit bond:
time séance on Samhain (Halloween), when the visible and invisible worlds meet. This is
the day of the year when the living are most easily able to contact the "other side". You For your first game, we recommend playing at the EASY difficulty level
will have only seven hours before the spiritual connection with the ghost is lost. (see page 8), with a player already familiar with the game in the role of
the ghost.
Upon making contact, you quickly realize that the ghost is unable to communicate  he ghost may choose to play the game without uttering a single word.
T
t his killer’s identity directly. Clearly still in severe shock, the ghost has only vague For example, he might confirm the psychics’ intuitions by knocking on
memories of his death. With his help, your task is to reconstruct the events of the the table: one knock for «yes», two knocks for «no».
fateful evening: who was present at the scene? Where might the crime have taken  n atmospheric soundtrack is available to download
A
r
place? What objects may have been used as weapons? To save precious time, each from www.libellud.com (via the Mysterium product
psychic will follow a different line of inquiry, with the aim of sheet) or by scanning the code shown opposite with
identifying and reconstructing the activities of one of the your smartphone.
ted suspects.
s

Exhausted by his years wandering the astral plane, the


ghost has become too weak to speak.

regles_mysterium_US.indd 5 06/05/2015 15:09


Game Components & Setup
Set up the game as shown in the diagram.
Game components for the psychics
1 2 3 4 Setup Each psychic receives:
6 intuition 6 sleeves 6 clairvoyancy 36 clairvoyancy tokens 1 intuition token
tokens 1 of each colour level markers 6 of each colour
1 of each colour 1 of each colour 1 sleeve
Front or
1 clairvoyancy level marker. Place the marker so that
it indicates the "0" space on the clairvoyancy track.

Use P.10  lairvoyancy tokens, depending on the number of


C
players:
Rear numbered from 1 to 6
2-3 players 0
4-5 players 4 (numbered from 1 to 4)
6-7 players 6 (numbered from 1 to 6)
Use P.9 Use P.10 Use P.10 Use P.12

2 4
1

5 6 7
1 clock board 1 3
Setup
Set the hour hand to I (1h)
at the start of the game.
1 clock
2 clairvoyancy tokens
discard area
Use P.10

4 progress boards 1 character 1 location 1 object progress 1 epilogue progress


progress board progress board board board
Use P.10
1
5 6 7
18 character psychic cards 18 location psychic cards 18 object psychic cards 2
rear numbered from 1 to 18 rear numbered from 19 to 36 rear numbered from 37 to 54
1 19 37 1 culprit space
2 mission accomplished space

6 1

REAR
19

REAR
37

REAR

54 psychic cards Setup P.8 Use P.8

regles_mysterium_US.indd 6 06/05/2015 15:09


Game components for the ghost

54 ghost cards, as follows: 8 1 game screen


Use P.8
1
9 18 character
1 sand timer ghost cards 2
rear numbered from 1 to 18
(2 minutes)
Use P.9 10 1
3
INTERIOR

1
Each column corresponds to a different psychic.
Each row corresponds to a type of ghost card:
1 character ghost card spaces

18 location 2 location ghost card spaces


ghost cards 3 object ghost card spaces
rear numbered from 19 to 36

8
19
9
6 ghost tokens Setup
front 1 of each colour
Arrange the ghost
3 19 tokens behind the
game screen. Place
them coloured side up
at the bottom of the
18 object appropriate column.
ghost cards
rear numbered from 37 to 54
37

Use P.9

37

Setup P.8
12 rear numbered from 1 to 6
Use P.11
11
11 6 10
culprit tokens 84 vision cards
1 clairvoyancy track rear numbered from 1 to 6
Setup
Place the vision
Setup
cards pile behind
For 4 to 7 player games the game screen.
4-5 place as 6-7 place as At the start of the
FRONT REAR game, the ghost
shown below shown below
draws a hand of
Use P.11 7 cards from the
top of the pile.
12
3 crow markers
Use P.9

7
Use P.9 REAR

regles_mysterium_US.indd 7 06/05/2015 15:09


Game Difficulty & Card Setup 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 Alex’s
Choose the difficulty level for the game. This determines the number of character/ column. She then repeats the operation for the other psychics.
location/object cards that will be used.

10
17

6
5
S huffle all the character psychic cards and draw (face down) the number shown

6
in the table below:

Permitted
Number of discards ( )
2 3 4 5 6 7

10
17

6
5
6
players by the ghost

Repeat steps 1 , 2 and 3 for the location cards and then the object cards.
EASY 4 5 5 6 6 7 During this setup phase, the ghost generates a combination of three cards (i.e. a
Number of character/location/object cards laid on the table
per turn
character, a location and an object) for each psychic.

5 6 6 7 8 8
Gameplay
MEDIUM
Number of character/location/object cards laid on the table
per game

HARD 6 7 7 8 9 9 The game is played in two phases:


Number of character/location/object cards laid on the table
per game

Phase 1 - Reconstruction of events


Example: In our five-player game (1 ghost and 4 psychics) at MEDIUM difficulty
level, the players draw 7 character psychic cards. This phase lasts a maximum of 7 game turns, represented as hours on the
clock (I, II, III, IV, V, VI et VII).

2 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. Phase 2 - Revealing the culprit
Set up the character psychic cards in the play area (see page 6). This phase takes place if all psychics successfully complete the Reconstruction
of events phase before the end of the seventh game turn.
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.
Phase 1 - Reconstruction of events
10

17

10
17
4

6
5
3
1

6
5
3
1
1

During this phase, the psychics attempt to identify which characters are crime
suspects, determine where the foul deed might have been committed, and establish
Character what objects might have served as the murder weapon.
psychic cards
drawn by Carl
10
17
4

6
5
3
1

Character ghost cards To visually represent the progress achieved by the psychics during their investigations,
10

17
4

6
5
3
1

passed to the ghost 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.
3 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 The reconstruction of events phase takes place in two steps:
spaces on the inside of the game screen, in the columns representing the Step 1 - Vision interpretation

8 colours of the various psychics. Put the remaining cards back in the box Step 2 - Spectral manifestation
1

without looking at them.

regles_mysterium_US.indd 8 06/05/2015 15:09


Step 1 - Vision interpretation Sample visions
Laura (as the ghost) wants to help Alex to guess the "governess" character. The
During the first turn, each psychic’s intuition token is placed on the character character’s 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),
progress board. This means that the ghost’s task is to help the psychics to guess the
but also card b (which shows other cords and ropes) and card C (which shows a
character card assigned to them behind the game screen. He does this by projecting a woman with a hat) to enhance this vision.
vision to each psychic, consisting of one or more vision cards.

To project a vision, the ghost:


1 chooses a psychic and places one or more vision cards face up
in front of him or her;

2 pushes the ghost token matching the psychic’s colour against


the game screen. This reminds the ghost that he has already A B C
given vision cards to that psychic and cannot give him or her
any more cards during the current turn; Laura must also steer Stephanie’s choice towards the "cook" character.
Card  A shows some plates. Laura might also have chosen this card for
2 Stephanie’s vision. To enhance this vision, she might also have added card D
3 draws vision cards to make up his hand to 7 cards. If the vision (on which some cakes appear).
cards draw pile is empty, the ghost shuffles the vision cards
discard pile to form a new draw pile;

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 A D
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.
Discarding vision cards ( )
When the ghost has projected visions to all psychics, he starts the sand timer. At the start of the game, the ghost collects the number of crow
markers corresponding to the chosen difficulty level (see table on
Each psychic must place his intuition token on the psychic card to which he believes page 8). At any point in the game (including during the Revealing
the ghost is guiding him before the sand timer runs out. The other psychics may the culprit phase), the ghost may discard any or all of his vision
help with decision-making by analyzing cards and giving their opinions. Psychics may cards and draw new cards to make up his hand to 7 cards (subject
change the positions of their intuition tokens at any time until the sand timer expires. to the limit on the number of such discard operations determined
by the difficulty level).
Note: several psychics may place their
intuition token on the same psychic card. At the EASY difficulty level: the ghost may discard his cards
However, as each psychic has to find a unique once per turn, in which case, he places a crow on the game screen,
combination (consisting of a character, a removing it at the end of the turn.
location and an object), the intuition of at
least one of the psychics must be wrong! 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.

I mportant: although the ghost may listen to discussions between At the HARD difficulty level: the ghost may discard his cards once during the
psychics, he should NEVER make comments or gestures that could serve game, placing a crow on the game screen.
as clues, as this would disrupt the gameplay experience.

regles_mysterium_US.indd 9 06/05/2015 15:09


Using clairvoyancy tokens If the psychic has not picked the correct psychic card
Players may add clairvoyancy tokens to the intuition tokens played by the other Any psychics who played an clairvoyancy token move their marker forward
psychics, at any time until the sand timer expires. When played successfully, these one space on the clairvoyancy track;
tokens enable psychics to progress on the clairvoyancy track, potentially unlocking the psychic returns his intuition token to the same progress board from which it
extra clues when attempting to identify the culprit in the final phase of the game. was taken (Step 1);
the psychic retains his vision cards in front of him. In each subsequent turn, the
There are two types of clairvoyancy tokens: tokens bearing the symbol, ghost will provide one or more additional cards to enhance the vision, until either
indicating that the player agrees with the psychic’s intuition, and those the correct psychic card is picked or the game ends.
bearing the symbol, indicating the opposite.
A psychic may not play more than one clairvoyancy token per intuition token or
Example showing the use of clairvoyancy tokens
add a clairvoyancy token to his own intuition token;
a psychic may play as many clairvoyancy tokens as he wants during a turn, but is The ghost indicates that Carl‘s intuition was correct. Stephanie and Alex
had both added a clairvoyancy token to Carl’s intuition token. As a
not obliged to use any at all;
result, they move their clairvoyancy level marker forward one space
as multiple intuition tokens may be placed on the same psychic card, each on the clairvoyancy track. Paul, who had played a  token, does
clairvoyancy token should clearly point to the token with which it is associated; not move his marker.
players may move or remove clairvoyancy tokens at any time until the sand
timer expires.

Important: after use, all clairvoyancy tokens ( and ) must be


discarded to the designated space on the clock board. They will be
retrieved at the start of the fourth game turn.
If a psychic has just obtained his three psychic cards
When the sand timer runs out, the Vision interpretation step ends and the ghost When a psychic has successfully identified his combination of psychic cards, he
manifests itself. places his intuition token on the mission accomplished space on the epilogue progress
board. On the clairvoyancy track, he moves his marker forward one space for each
hour remaining on the clock. Thereafter, he continues to take part by helping the other
Step 2 - Spectral manifestation psychics to interpret their visions, and may still play any remaining clairvoyancy tokens.

During this step, the ghost manifests itself to let the psychics know Example: Paul discovers his combination during the fourth hour and therefore
moves his marker forward 3 spaces on the clairvoyancy track.
whether or not they have correctly interpreted their visions. The
ghost may reveal this information in any order he pleases. He
informs each psychic that his intuition was correct (if the psychic’s At the end of this step, move the hour hand forward one hour on the clock.
token was placed on the right card) or incorrect (if the token was
not placed on the correct card). After manifesting to a psychic, the If one or more psychics have not yet identified their character, location and
ghost moves the ghost token of the corresponding colour away object, a new reconstruction of events phase begins. If the clock was already
from the game screen. showing the 7th hour (VII), the game ends and all players lose.
If all the psychics have successfully identified their character, location and object
If the psychic picked the correct psychic card combinations, move on to the final phase of the game: revealing the culprit.
The ghost flips the corresponding ghost card in the game screen;
any psychics who played an clairvoyancy token move their markers forward Note: At the end of this step, the psychics’ intuition tokens may be
one space on the clairvoyancy track; located on different progress boards.
the psychic collects the correct psychic card and slides it into his sleeve;
the psychic discards all his vision cards;
the psychic collects his intuition token and places it on the next progress board. Phase 2 - Revealing the culprit
Example: Stephanie has successfully identified her character.
This phase only takes place if all the psychics have successfully identified their
During the next turn, Laura (as the ghost) will help her to guess a
character, location and object combinations before the clock strikes 8.
location. Stephanie therefore places her intuition token on the
10 location progress board.

regles_mysterium_US.indd 10 06/05/2015 15:09


The culprit’s identity is revealed in three steps: Step 2 – Shared vision
Step 1 - Suspect line-up
Step 2 - Shared vision During this step, the ghost attempts to guide the psychics towards the group of cards in the
Step 3 - Straw poll middle of the table that contains the culprit.
To this end:
The ghost picks three vision cards from his hand. These
Step 1 – Suspect line-up cards form a shared vision and must all point to the same
group. One of the three cards must point to the character
During this step, the psychics arrange their combinations of cards into groups, in in the target group, another to the location, and the final
order to compare the suspects and enable the ghost to identify the culprit. 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.
Collect any psychic cards that were not placed in sleeves and put them back in This group is designated as the culprit’s group.
the game box, together with the character, location and object progress boards; The ghost secretly collects the culprit token with the number matching
Place one ghost token per psychic in the centre of the table, numbered side up. that group and places it face down in the culprit space on the epilogue
progress board. Culprit token
Example: in our five-player game (with 4 psychics),
4 groups of cards are required and the
psychics, therefore, lay out the ghost
tokens numbered 1 to 4. Step 3 – Straw poll
Replace the unused ghost tokens in the box. During the straw poll, the psychics hold a majority vote to designate the group
The psychics remove their combinations of three cards from their sleeves and containing the suspected culprit. The ghost must not indicate which card in the shared
associate them with the numbered tokens. Several groups of cards are thus formed vision relates to which element of the combination. The true culprit is revealed at the
at the center of the table, each containing one suspect. end of this step.

Example showing card groups Voting by the psychics


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.
Stephanie

 sychics with a low clairvoyancy level will see only one card from the shared
p
Alex

Carl

vision before voting to identify the culprit’s group;


psychics with an intermediate clairvoyancy level will see two cards;
psychics with a high clairvoyancy level will see all three cards.

Intermediate
Hig
w h
Lo

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  he limits of the various clairvoyancy levels
T
changes (see page 7).

11

regles_mysterium_US.indd 11 06/05/2015 15:09


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.

Psychics vote using the numbered sides of their clairvoyancy tokens. End of the Game
Each psychic takes the token bearing the number of the group that he
thinks contains the culprit and slides it into his sleeve.
If the group chosen by the psychics contains the true culprit, all players win the game
Example showing voting by the psychics together and the ghost’s 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…
The first shared vision card is
revealed.
Stephanie, who reached space
4 (Low level) on the clairvoyancy
track, votes now. Two- and Three-Player Game
The second shared vision You can play Mysterium with 2 or 3 players by adjusting a few of the rules.
card is revealed.
Alex and Carl, who reached Special setup
spaces 5 and 6 (Intermediate 1. The clairvoyancy track, the related markers and the clairvoyancy tokens are not used;
level) on the clairvoyancy 2. Each player plays with two psychics;
track, vote now. 3. During the shared vision, the three vision cards are placed face up.

T he final shared vision card is Special rules for Phase 2 – Revealing the culprit
revealed.
Paul, who reached space Step 1 - Suspect line-up (page 11)
11 (High level) on the
clairvoyancy track, votes
2  andomly create two additional groups of cards (with a character, a location
R
now.
and an object in each group) using psychic cards discarded during the
game, bringing the total number of groups to four. Then place the tokens
When all psychics have voted, the votes are revealed. numbered 1 to 4 by the four groups thus formed.

Revealing the votes and the true culprit  3 Place the tokens numbered 1 to 4 by the four groups of cards.
Pass all the sleeves to the psychic with the highest score on the clairvoyancy track
(or in the event of a tie, to the eldest of the tied players). This player reveals each Step 3 - Straw poll (page 12)
clairvoyancy token in turn, placing it on the card group matching the number on the
ghost token. 2 T he player who plays the two psychics uses only one of his intuition tokens
to designate the suspected culprit’s group.
When all tokens have been placed, proceed as follows:
if one of the groups has received more votes than the others, it is chosen as the 3 Psychics vote openly rather than in secret. The two players with the role of
suspected culprit’s group; psychics must agree which group to identify as the suspected culprit’s group
if no single group has a clear majority, the tie is broken in favor of the group and place their two intuition tokens on it.
chosen by the player who progressed furthest along the clairvoyancy track. That
group is considered to represent the psychics’ verdict on the culprit.
If a tie persists, it is broken in favour of the group for which the eldest

12 player voted.
Now reveal the culprit token placed on the culprit space!

regles_mysterium_US.indd 12 06/05/2015 15:09

You might also like