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Step 1 - Vision interpretation
During the first turn, each psychic’s intuition token is placed on the character
progress board. This means that the ghost’s 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.
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
given vision cards to that psychic and cannot give him or her
any more cards during the current turn;
3
draws vision cards to make up his hand to 7 cards. If the vision
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
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!
Important: although the ghost may listen to discussions between
psychics, he should NEVER make comments or gestures that could serve
as clues, as this would disrupt the gameplay experience.
Laura (as the ghost) wants to help Alex to guess the "governess" character. The
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),
but also card
b
(which shows other cords and ropes) and card
C
(which shows a
woman with a hat) to enhance this vision.
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).
Sample visions
A
A D
B C
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.
2
regles_mysterium_US.indd 9 06/05/2015 15:09
9


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