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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.
Psychics vote using the numbered sides of their clairvoyancy tokens.
Each psychic takes the token bearing the number of the group that he
thinks contains the culprit and slides it into his sleeve.
The second
shared vision
card is revealed.
Alex and Carl, who reached
spaces 5 and 6 (Intermediate
level) on the clairvoyancy
track, vote now.
The first
shared vision
card is
revealed.
Stephanie, who reached space
4 (Low level) on the clairvoyancy
track, votes now.
The final
shared vision
card is
revealed.
Paul
, who reached space
11 (High level) on the
clairvoyancy track, votes
now.
Example showing voting by the psychics
When all psychics have voted, the votes are revealed.
Revealing the votes and the true culprit
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
clairvoyancy token in turn, placing it on the card group matching the number on the
ghost token.
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
suspected culprit’s group;
if no single group has a clear majority, the tie is broken in favor of the group
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
player voted.
Now reveal the culprit token placed on the culprit space!
End of the Game
If the group chosen by the psychics contains the true culprit, all players win the game
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…
Two- and Three-Player Game
You can play Mysterium with 2 or 3 players by adjusting a few of the rules.
Special setup
1. The clairvoyancy track, the related markers and the clairvoyancy tokens are not used;
2. Each player plays with two psychics;
3. During the shared vision, the three vision cards are placed face up.
Special rules for Phase 2 – Revealing the culprit
Step 1 -
Suspect line-up (page 11)
2 Randomly create two additional groups of cards (with a character, a location
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
numbered 1 to 4 by the four groups thus formed.
3
Place the tokens numbered 1 to 4 by the four groups of cards.
Step 3 -
Straw poll (page 12)
2 The player who plays the two psychics uses only one of his intuition tokens
to designate the suspected culprit’s group.
3 Psychics vote openly rather than in secret. The two players with the role of
psychics must agree which group to identify as the suspected culprit’s group
and place their two intuition tokens on it.
regles_mysterium_US.indd 12 06/05/2015 15:09
12


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