- OBJECTIVE OF MYSTERIUM PARK: deducing the correct answer for the murder with the use of the ghost’s clues.
- NUMBER OF PLAYERS: 2 – 5
- MATERIALS: A rulebook, five-character markers, 20 location and 20 character cards, 5 player innocent markers, 1 witness token, 1 game board, 3 ticket tokens, 60 plot cards, 1 turn marker, 1 cardholder, and 84 vision cards.
- TYPE OF GAME: Murder Mystery Card Deduction Game
- AUDIENCE: 10+
Overview of Mysterium Park
Mysterium rules PDF states two types of players are there in Mysterium, either physic trying to solve the murder, or you can be a ghost helping the psychic to solve the crime.
The goal for ghosts is to use strange visions to lead the players to narrow down the suspect and location pool and then to lead all players to correctly guess the correct solution.
The goal as the physics is to cooperatively clear suspects with the locations while deducting the final solution before time is over. In this game, it happens so that the ghost never talks and communicates through the vision cards. These are the cards that give clues.
Players in such cases may not speak directly to the ghost or ask questions. The condition goes the same even for clarification. Players speak with other players that are non-ghost in the cooperative game.
Mysterium Park: Setup
Ghost shuffle the plot card deck. Then there is a need to draw one card and place it on the cardholder. There’s a need to draw two more cards, and then there’s a need to leave it in facedown to side. The players may not show other players plot cards.
The first one comes as the involvement for round one. Again, there is 2 for round two and a third for the final solution. In this game; however, the remaining cards do not find use and placement back in the box.
The ghost then takes the three tickets and place these cards nearby. There’s a need to shuffle vision cards and ghost ddraws7 cards into the hand.
The psychics take the game board for placing it on the table. The turn marker finds placement next to the one on board. Each player can go with the choice of their character color and taking the marker and token. Witness token finds placement near the board.
When it comes to round one, the character cards get shuffled, while there is a need to deal out nine cards. These cards find placement on the board randomly. The remaining characters find placement back into the box.
When it comes to round two, the same sequence occurs using the location cards this time. The ghost will also discard their last plot card and use their second plot card for the round.
In case it happens so that the players are successful in the completion of rounds one and two, the time is complete; in that case, there’s a need to set up the second phase.
There’s a need to shuffle three remaining characters and locations separately. The characters get placed on the second row while there’s a need to place the locations on the third. In this game, the phase is that the ghost discards the second plot card. Then, there’s the phase of placing the third and final plot card in the cardholder.
The first phase involves two rounds. Both rounds are similar, and the players get a total of 6 turns for completing rounds 1 and 2. Or there may be chances of losing the game.
The first round marks that the players are narrowing down the suspect pool. They do so by each clearing an unknown target. This is the same phase that one has to follow in round two. Players narrow down the location of the murder. They do so by clearing unknown locations. Players receiving visions do this. Besides, they succeed in using the information to guess the things they have to clear.
The ghost takes a look at the plot card, telling them about players meant to clear which card. In addition to that, it works for showing the witness allowing the players to perform additional actions. It happens whenever the player chooses a character as cleared suspect.
Ghost has a hand of 7 vision cards. At such a point, it happens so that they may give a player one or more cards. The cards in this case work as clues to the card that needs clearing. At the same time, it’s worth noting that there is a need to give a player all clues at once and not going back to the player there has been a clue assigned. When there are set clues, the ghost redraws up to 7 cards before repeating the process for the remaining players.
In case it happens so that the ghost feels they cannot give clues from the card’s hand, then at that position, they use a ticket. It completely allows choosing seven cards as they wish for discarding and then drawing back up to 7. Three tickets used this action finds expiration.
A Highlight on the Mysterium Park Game Turn
Ghost look at the plot card and familiarize with it. Then, they can start by giving clues. After setting the clues given to a player, there is a need to start looking and discussing what visions might mean.
Whenever the player is comfortable, there’s a scope for choosing the card they think visions are pointing them to. Players set with answers that will be helping the ghost know. The ghost lets the players know if anyone is choosing the witness.
A player choosing the witness makes sure that the ghost will let them know. At such a position, it happens so that the player takes their marker off and places the witness token on that spot. Then there’s a scope for the choice of a different spot to place marker. Players get a chance to change answers whenever there is a revelation of the witness.
Once all players choose cards, and there is the completion of witness, the ghost tells each player if they were correct or incorrect. In case they were correct, the player takes a marker and replace it with the token. At this position, they discard clue cards and wait for the next round.
In case the result is negative, the player takes a backmarker and keeps tier vision cards. Besides that, there is a need to guess again in the next turn. Moreover, when the players come to know if correct or incorrect, there is scope for moving the marker, and a new turn starts.
In case all players guess cards correctly, there’s an easy way to start the next round. In case round one round two starts, round 2 is complete, and with that also the second phase starts. In case it happens so that the players are not able to finish both rounds 1 and 2 before the end of the 6th turn, it leads to the stop of the game, and they lose.
After the completion of the round 1 and 2 the second phase begins. After setting up, the ghost look at the final plot card. There is consideration of only the Roman numeral telling them what will be their final character and the place they elude to. There’s scope for choosing one card for the character alongside one card for the location from hand. There’s a need to shuffle these two cards and reveal them to the players. Players discuss thoughts and choose unanimously. There’s an alternative, that is, they put it up to a vote. The tie is the case where the players need to vote again only for the two who are caught up in the tie position. After finalizing the answers, the ghost reveals the true culprit.
End of Mysterium Park Game
Game end marks with time running out and all players not completing rounds 1 and 2, or there is a second possibility that they guess the final solution. In case the first condition applies, all players and the ghost are vulnerable to losing the game.
In case they make it during the final solution and guess incorrectly, there may be the chances that they also all lose. Correct guess, though, helps them win.
The fun begins once the vision cards are out. To move to the next phase, psychics must always correctly guess assigned cards.
Wiggle room for error is common, but there is a need to get to the final round before the sixth turn ends. In case one fails, there’s the possibility that the ghost suffers eternal damnation!