As you read this, we’re on our second day of camping. One game we’re bringing with us (because we camp in yurts. Yurt with tables. Daily life is rustic enough without getting tents involved, thanks) is Mysterium (Amazon Associates link), which my 15-year-old son got for his birthday.
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Okay, now for the game review for Mysterium.
It’s a little pricey, but tons of fun, beautifully designed, and sturdy. It’s sort of like Clue, in that you have to make educated guesses about murder suspects, the crime scene, and the weapon — except in Mysterium, you’re helping the dead victim remember who his murderer is. You get clues from a ghost, who can’t remember much about his own murder, and who can only communicate with you for a short time (there is a sand timer involved, and each round moves a clock ahead an hour until your time is up).
The ghost (who sets the game up ahead of time, and who controls the play, sort of like a dungeonmaster) can’t speak except in knocks, so he deals out “vision cards” to the players, who act as mediums, cooperating to solve the mystery.
The catch is, these vision cards are deliberately baffling and subjective, and the players must use their imagination and intuition to figure out which information is important and which is just atmospheric red herrings.
They can also agree or disagree (using “clairvoyance tokens”) with the other players’ guesses, and they advance in play if they agree with guesses that turn out correct.
It’s a cooperative game, all-win or all-lose.
If all the mediums correctly guess the correct suspects, location, and weapon before time runs out, they all advance to the climactic final round. If not, the ghost despairs and fades away without revealing the final clues to his murder.
The game itself is gorgeous, very artfully crafted with clever and entertaining details. (These rather blurry photos don’t convey all the detail and vividness of the actual game components, which are printed on thick, glossy board.)
The pawns are crystal balls, and the play surface, a spectral mansion, is constructed in bits as the play proceeds. A skilled “ghost” can add to the thrills and suspense by hamming it up and adding drama and tension to the play
(for instance, by cawing eerily as he removes the cardboard crows that perch on the wall to signify vision cards that must be discarded).
Since the vision cards are intentionally dreamlike and subjective, you can replay the game many times in different ways
(and, of course, there are expansion packs). You can even download an app which plays unnerving background music to the game, to increase the sense of urgency and unease.
(For the nervous parent: The game deals with ghosts and creepy things, but it’s not occult or demonic, just spooky. Sensitive children might be frightened by the spookiness, but it doesn’t actually show gore or death. It’s more like Edward Gorey meets surrealism.)
You can play with two to seven players. We played last night with two adults and kids ages 16, 15, 12, 10, and 8. You could easily allow a younger child to play as your partner and help you figure out visions — which might even be actually helpful, since overthinking can be an impediment.
The game took about an hour from start to finish, including setup time. It would make a good party game, because players can get the hang of it pretty quickly, as long as one person is already familiar with the rules and is motivated to do the prep work as the ghost. I, frankly, would not be able to juggle enough ideas at one time to be an effective ghost, but some of my kids are great in this role.
And now another reminder that today is Amazon Prime Day. Do use my link! Thanks so much!