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Mysterium - Better Off Dead?
Do you and your friends have what it takes to solve the ghostly riddles of…MYSTERIUM?
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- Matt Thrower
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- Shiny Balls
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- Number Of Fence
The theme seems interesting but is thinly pasted and adds little to the game. Mechanically it's just a co-op version of Dixit with little innovation on display. The art is good and well designed for play, though.
Only played it once though and not a co-op fan generally so maybe don't listen to me.
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My main gripe (I don't know if the Libellud edition fixed this) is that you can get into a situation where you clearly (as a group) can't win the game, even while on the first clue for a player. Structuring the game around some kind of score system (X+ score is good, Y+ score is better, Z+ score is best) might help with that, because it's deflating to experience failure in early/mid-game due to one sticky clue. I mean that by the strict mechanisms of the game you have not "failed" by that point, but the rounds remaining vs clues required absolutely confirm that success is no longer possible.
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Regarding knowing you're going to lose because you don't have enough turns, that is certainly possible, though it has never happened to us in probably a dozen games. We have had quite a few come down to a guess on the final round. But it's obvious in the Libellud version that it's that case and you might as well just stop there (not familiar with the Ukrainian rules).
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MattDP wrote: Good review but the game didn't do much for me. It doesn't pass muster as a co-operative game because there's no actual co-operation. You're just guessing or even working at cross purposes.
The theme seems interesting but is thinly pasted and adds little to the game. Mechanically it's just a co-op version of Dixit with little innovation on display. The art is good and well designed for play, though.
Only played it once though and not a co-op fan generally so maybe don't listen to me.
Curious, when you played...did you try it as the Ghost? I've found that some people don't care for the investigators side, but really love trying to guide everyone as the undead player.
Interesting that you feel it has no theme. I find it to be one of the more cleverly themed games that doesn't resort to things like flavor text, event cards etc...
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- Matt Thrower
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- Offline
- Shiny Balls
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- Number Of Fence
Egg Shen wrote: Curious, when you played...did you try it as the Ghost? I've found that some people don't care for the investigators side, but really love trying to guide everyone as the undead player.
No, only played as an investigator. Perhaps I'll try it again sometime from the other side, as a medium might say.
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It does live or die by your group, more so than most games.
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Shellhead wrote: The Mysterium game at the party was just okay. The clues were 50/50 cards from the game and real world objects obtained from thrift shops and estate sales. In theory, that sounds cool, but in actual practice, the real world objects offered less flexibility in terms of offering clues, at least compared to the evocative cards that come with the game.
Yeah after reading about the real life version I thought it sounded pretty damn cool. However, I think one of the things that people really don't understand about Mysterium is just how tightly interwoven the abstracted vision cards are with the locations/weapons/suspects. It's almost the work of a mad genius as each vision is capable of offering clues. I can imagine handing out real world objects would wreck havoc on the balance of the game.
Did you play or just kind of observe?
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