Welcome to the haunted manor of Mysterium!
In the 1920’s, Mr. MacDowell, a gifted astrologist, entered in his new house when he immediately detected a surnatural being. Gathering eminent mediums of his time for an extraordinary seance, they will have 7 hours to contact the ghost and investigate to unlock an old mystery…
Unable to talk, the amnesic ghost will communicate with the mediums through visions (illustrated cards). They will have to decipher the images to help the ghost remember how he was murdered (who? where? which weapon?). The more they cooperate and guess well, the easier it will be to the catch the right culprit.
Thirty years ago, a servant was murdered in his employer’s mansion during a party. A group of mediums organize a séance to solve the mystery. The ultimate goal of the ghost is to indicate who killed him, where, and with what weapon. A series of illustrated cards are laid out for each of three stages: one for suspects, one for locations, and one for murder weapons. One person plays as the ghost. This player may not directly communicate with the other players, who play the mediums; however, the mediums may collaborate. The ghost secretly selects a suspect, location, and murder weapon for each medium to guess. Each round, the ghost hands out one or more illustrated cards to each medium. Mediums progress through the stages by correctly guessing their respective suspect, location, and murder weapon. Players may indicate whether they believe guesses to be correct or not through tokens. If all players have advanced past the third stage by round seven, the ghost gives a final clue as to which medium holds the true identity of the ghost's murderer. Depending on how quickly players advanced through the stages and how many correct tokens they have placed, they may see one, two, or three cards from the ghost. Players may again collaborate on interpretation of the cards, but their final vote must be secret. If the majority guesses correctly, the players win and the ghost is set free to enjoy the afterlife.
So enter in this strange manor and let yourself be led by your intuition!
a game of Oleksandr Nevskiy and Oleg Sidorenko, illustrated by Xavier Collette and Igor Burlakov
- - 84 vision cards
- - 108 psychic and ghost cards
- - 1 game screen
- - 1 sand timer
- - 6 intuition tokens
- - 6 sleeves
- - 36 clairvoyance tokens
- - 15 culprit, ghost and crow tokens
- - 5 clock and progress boards
- - 1 clairvoyance track and its 6 level markers