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Ardhashir
Speciality: Talisman
Nationality: Ottoman
A talent for divination has been passed
down through the generations in Ardhashir‘s
family. The powerful Amajlije talisman,
which has been in the family‘s possession for
centuries, focuses and amplifies their psychic
powers. Although the family has traditionally
served the Sultan, Ardhashir chose a different
path, setting off to explore the wider world.
After spending years travelling and perfecting
his craft, he returned to his home country to practice divination
with the aid of his talisman. He has since earned a considerable
reputation among leaders from all around the world. The air of
mystery surrounding Sir Conrad MacDowell‘s manor was a big
factor in his decision to travel to Scotland.
Jessalyn Smith
Speciality: Tarot reading
Nationality: A merican
Jessalyn was married at a very young age to a
wealthy and frequently absent factory owner,
and is profoundly bored… At home in Rochester,
New York, she would regularly read the tarot
cards with friends. When one of her friends lost
her young daughter to pneumonia, she decided
to organise a tarot seance to make contact
with the childs spirit. It was then that she
discovered that she was a powerful psychic, and many Rochester
citizens have since sought her help. News of her gift spread,
and before long, people were coming to her from across the
nation to contact dead loved ones. She quite naturally accepted
Sir Conrad MacDowells request for assistance, particularly as
she had always dreamed of visiting Scotland.
Aim of the Game
Mysterium is a cooperative mystery solving game, in which everyone wins or loses
together. All players share the same goal of uncovering the truth behind the death of
the ghost that haunts the manor, thereby putting his soul to rest!
Player Roles
Mysterium is an asymmetric card game in which players take on one of two different
roles but share a common purpose. Players play differently according to their role:
The ghost distributes cards to guide the psychics, helping them to make the
right choices that will allow the investigation to make progress.
The psychics receive cards from the ghost and use their intuition to try to
correctly interpret his messages.
Before beginning the game, the players decide which role to play: the ghost or
a psychic.
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
play as psychics. Stephanie chooses Alphonse de Belcour (blue),
Paul picks
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-
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
will have only seven hours before the spiritual connection with the ghost is lost.
Upon making contact, you quickly realize that the ghost is unable to communicate
his killer’s identity directly. Clearly still in severe shock, the ghost has only vague
memories of his death. With his help, your task is to reconstruct the events of the
fateful evening: who was present at the scene? Where might the crime have taken
place? What objects may have been used as weapons? To save precious time, each
psychic will follow a different line of inquiry, with the aim of
identifying and reconstructing the activities of one of the
suspects.
Exhausted by his years wandering the astral plane, the
ghost has become too weak to speak.
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
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
accurate, enabling the most perceptive among them to move forward
with their investigation. When the suspect has been unmasked, the
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
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
clear-sighted the psychics have been during the séance, the more
unequivocal this final vision will be…
Finally, the psychics hold a straw poll to formally identify
the culprit, winning the game if the majority pick the right
suspect. This frees the ghost’s soul to rest in eternal peace.
If you fail, the ghost’s spirit will continue to roam the
netherworld and you will have to wait another year
before reattempting to solve the mystery of the
manor…
Now you know how the séance will unfold,
you are ready to play!
Tips for a strong spirit bond:
For your first game, we recommend playing at the
EASY
difficulty level
(see page 8), with a player already familiar with the game in the role of
the ghost.
The ghost may choose to play the game without uttering a single word.
For example, he might confirm the psychics’ intuitions by knocking on
the table: one knock for «yes», two knocks for «no».
An atmospheric soundtrack is available to download
from www.libellud.com (via the Mysterium product
sheet) or by scanning the code shown opposite with
your smartphone.
regles_mysterium_US.indd 5 06/05/2015 15:09
5

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