Wednesday , December 13 2017
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Tag Archives: Mysterium

TNTM: Top 5 Pretty Games

In this episode Trevor and Danny discuss their top 5 lists of pretty games. What they mean by pretty games is it must have beautiful artwork, aesthetic, and/or components. To qualify as a pretty game for them it must be visually appealing in some way.

Did Trevor and Danny miss a game you think qualifies as pretty? Do you agree/disagree with their choices? Let us know in the comments.

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Video – TNTM: Top 20 Board Games part 2

Trevor and Danny from ZiaComics.com have compiled a list of their Top 20 favorite board games. They have different tastes in games so their lists have very little in common.

Danny prefers abstract strategy games while Trevor enjoys games with captivating artwork and ease of play. They both like ALL types of games, these are just their favorites.

This is the first segment in the countdown. This video covers #15 through #11 on their lists. Trevor and Danny tell you what games squeaked onto their list. A little bit of info is given for each game to help you decide if it is a game you’d like to look into a bit further.

Top 20 Games part 2

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Talk Nerdy to Me: How to play Mysterium

Danny from ZiaComics.com teaches us how to play Mysterium. This game is for 2 to 7 players and is very easy to learn.

In the 1920s Mr. MacDowell, a gifted astrologist, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance. They have seven hours to contact the ghost and investigate any clues that it can provide to unlock an old mystery.

The amnesic ghost is unable to talk. It communicates with the mediums through visions. The visions are represented in the game by illustrated cards.

The mediums must decipher the images to help the ghost remember how he was murdered. Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit.

In Mysterium one player takes the role of ghost while everyone else represents a medium. To solve the crime the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location, and murder weapon cards are placed on the table. The ghost randomly assigns one of each of these in secret to a medium.

Turn Structure

Each hour (i.e., game turn) the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums. Each medium first needs to deduce which suspect corresponds to the vision cards received.

Once the ghost has handed cards to the final medium they start a two-minute sand-timer. When a medium has placed their token on a suspect they may also place clairvoyance tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses.

After time runs out the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon).

Those who didn’t get to keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location, and weapon they move their token to the epilogue board and receive one clairvoyance point for each hour remaining on the clock. They can still use their remaining clairvoyance tokens to score additional points.

If one or more mediums fail to identify their proper suspect, location, and weapon before the end of the seventh hour the ghost has failed and dissipates leaving the mystery unsolved. If they have all succeeded the ghost has recovered enough of its memory to identify the culprit.

The End Game

Mediums then group their suspect, location, and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards (one for the suspect, one for the location, and one for the weapon). These cared are then shuffled. Players who have achieved few clairvoyance points flip over one vision card at random. They secretly vote on which suspect they think is guilty. Players with more points then flip over a second vision card and vote. Then those with the most points see the final card and vote.

If a majority of the mediums have identified the proper suspect, with ties being broken by the vote of the most clairvoyant medium, the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again.

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