Mysterium

2015 · Deduction

Mysterium

Players take on roles as an amnesiac ghost and a team of mediums in 1920s Scotland, conducting a séance to recover the memory of a murder. One player is the silent ghost who communicates only by handing out illustrated vision cards; the other players interpret those images to identify a suspect, a location, and a weapon assigned to each medium. Play proceeds over timed “hours.” Each round the ghost gives vision cards to mediums, who use them to place guesses and to mark agreement or disagreement with others. Correct deductions advance a medium to the next stage; failures keep them working on the same clue until time runs out or all three answers are found. If all mediums complete their sets within seven hours, a final secret-selection and voting phase determines whether the group correctly identifies the actual culprit.

Players
2–7 best 5
Playing time
42 min
Age
10+
Complexity
1.9 / 5
6.8 on Ludoyafrom $34.38Party GameMurder / MysteryCooperative GameHand ManagementStorytelling

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On Ludoya's tables

Full stats in Ludoya
1,000
Plays logged
1,179
Players
51m 11s
Average play
372
In collections
21
On wishlists

6.8/10

from 164 Ludoya reviews

  • Fun8.0
  • Interaction8.0
  • Replayability9.0
  • Uniqueness8.0
  • Looks9.0
  • Accessibility9.0
  • the-fire-archmage-ninja6.0

    I don't feel the added complexity over Dixit makes the game worthy. It requires a lot of setup and rules compared to what people that like Dixit would be typically able to sustain over time. Not complex enough for people that appreciate the rules, and too complex for people that don't. I don't think it has a good target. Otherwise, it's a nice game, with fun rules and gameplay. It just takes too much time for the people it targets.

  • Brutal2.0

    I can't understand how is this even called a game... Deduction games aren't my cup of tea but come on, the only way not to think that is a crap is not to have any experience outside Monopoly or something like that and you love Dixit. Never ever.

  • Mestremuten7.0

    Rating: 3/5 Production value: 3/4 Is the game in my collection/Love to have?: 1/1

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Can the ghost give a psychic more visions later in the same turn if they need help?

No — once the ghost gives vision card(s) to a psychic in a turn he must push that psychic’s ghost token to mark them and cannot give that psychic any more cards during the same turn (p.9).

Can we talk and help each other while interpreting visions, and can we also talk during the final vote?

Psychics may freely examine cards and discuss hypotheses during the Vision Interpretation step (p.9), but the final straw-poll vote must be secret and psychics must not communicate during the voting procedure (p.11).

Can I place more than one clairvoyancy token on the same intuition token or put one on my own token?

No — a psychic may not play more than one clairvoyancy token on the same intuition token nor add a clairvoyancy token to his or her own intuition token; however a player may play as many clairvoyancy tokens as they want overall during a turn (p.10).

If I guessed my card correctly, what happens to my vision cards, intuition token and any clairvoyancy tokens played on me?

If a psychic is correct the ghost flips the matching ghost card, the psychic slides that card into their sleeve, discards their vision cards, takes their intuition token and places it on the next progress board, and any players who played ✓ tokens on that intuition token move their clairvoyancy markers forward one space (p.10).

How many times can the ghost discard and redraw his vision cards using crow markers?

It depends on difficulty: on EASY the ghost may discard once per turn, on MEDIUM up to three times during the game, and on HARD once during the game; the crow rules and limits are explained on the discard section and the difficulty table (p.9; difficulty table on p.8).

If no single group gets a majority in the final straw poll, how is the tie resolved?

Ties are broken in favor of the group chosen by the player who progressed furthest along the clairvoyancy track; if a tie persists it is broken in favor of the group for which the eldest player voted (p.12).

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Score sheets and play helpers

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Game facts (players, playing time, age, credits) from BoardGameGeek.