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Using clairvoyancy tokens
Players may add clairvoyancy tokens to the intuition tokens played by the other
psychics, at any time until the sand timer expires. When played successfully, these
tokens enable psychics to progress on the clairvoyancy track, potentially unlocking
extra clues when attempting to identify the culprit in the final phase of the game.
There are two types of clairvoyancy tokens: tokens bearing the symbol,
indicating that the player agrees with the psychic’s intuition, and those
bearing the
symbol, indicating the opposite.
A psychic may not play more than one clairvoyancy token per intuition token or
add a clairvoyancy token to his own intuition token;
a psychic may play as many clairvoyancy tokens as he wants during a turn, but is
not obliged to use any at all;
as multiple intuition tokens may be placed on the same psychic card, each
clairvoyancy token should clearly point to the token with which it is associated;
players may move or remove clairvoyancy tokens at any time until the sand
timer expires.
Important: after use, all clairvoyancy tokens (
and ) must be
discarded to the designated space on the clock board. They will be
retrieved at the start of the fourth game turn.
When the sand timer runs out, the Vision interpretation step ends and the ghost
manifests itself.
Step 2 - Spectral manifestation
During this step, the ghost manifests itself to let the psychics know
whether or not they have correctly interpreted their visions. The
ghost may reveal this information in any order he pleases. He
informs each psychic that his intuition was correct (if the psychic’s
token was placed on the right card) or incorrect (if the token was
not placed on the correct card). After manifesting to a psychic, the
ghost moves the ghost token of the corresponding colour away
from the game screen.
If the psychic picked the correct psychic card
The ghost flips the corresponding ghost card in the game screen;
any psychics who played an clairvoyancy token move their markers forward
one space on the clairvoyancy track;
the psychic collects the correct psychic card and slides it into his sleeve;
the psychic discards all his vision cards;
the psychic collects his intuition token and places it on the next progress board.
Example: Stephanie
has successfully identified her character.
During the next turn, Laura (as the ghost) will help her to guess a
location.
Stephanie
therefore places her intuition token on the
location progress board.
If the psychic has not picked the correct psychic card
Any psychics who played an clairvoyancy token move their marker forward
one space on the clairvoyancy track;
the psychic returns his intuition token to the same progress board from which it
was taken (Step 1);
the psychic retains his vision cards in front of him. In each subsequent turn, the
ghost will provide one or more additional cards to enhance the vision, until either
the correct psychic card is picked or the game ends.
Example showing the use of clairvoyancy tokens
The ghost indicates that Carl‘s intuition was correct. Stephanie and Alex
had both added a
clairvoyancy token to Carl’s intuition token. As a
result, they move their clairvoyancy level marker forward one space
on the clairvoyancy track. Paul, who had played a token, does
not move his marker.
If a psychic has just obtained his three psychic cards
When a psychic has successfully identified his combination of psychic cards, he
places his intuition token on the mission accomplished space on the epilogue progress
board. On the clairvoyancy track, he moves his marker forward one space for each
hour remaining on the clock. Thereafter, he continues to take part by helping the other
psychics to interpret their visions, and may still play any remaining clairvoyancy tokens.
Example: Paul discovers his combination during the fourth hour and therefore
moves his marker forward 3 spaces on the clairvoyancy track.
At the end of this step, move the hour hand forward one hour on the clock.
If one or more psychics have not yet identified their character, location and
object, a new reconstruction of events phase begins. If the clock was already
showing the 7
th
hour (VII), the game ends and all players lose.
If all the psychics have successfully identified their character, location and object
combinations, move on to the final phase of the game: revealing the culprit.
Note: At the end of this step, the psychics’ intuition tokens may be
located on different progress boards.
Phase 2 - Revealing the culprit
This phase only takes place if all the psychics have successfully identified their
character, location and object combinations before the clock strikes 8.
regles_mysterium_US.indd 10 06/05/2015 15:09
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