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A cooperative game in which one player is a ghost who cannot speak and gives clues with nothing but dreamlike vision cards, while the rest — the psychics — work out the culprit, the location, and the object. It puts the picture association of Dixit together with the deduction of Clue, and the mix of frustration and thrill in playing the ghost is the best part.
One player becomes a ghost who cannot speak and has to tell the other players — the psychics — who the culprit was, where it happened, and what was used, with nothing but dreamlike, abstract «vision cards». The ghost may neither explain nor gesture.
One player is the ghost and everyone else is a psychic. The ghost is the soul of a murdered servant and cannot say who the killer was. All that is left are the vision cards.
The ghost's one prohibition
The ghost may listen to the psychics talking but may not say a word or make a gesture. Nodding or pointing at a card breaks the rule.
| Component | Count | Notes |
|---|---|---|
| Vision cards | 84 | The ghost keeps a hand of 7 |
| Psychic cards | 54 | 18 characters · 18 locations · 18 objects |
| Ghost cards | - | The answer cards that pair with the psychic cards |
| Progress boards | 4 | Character · location · object · epilogue |
| Ghost tokens | 6 | Mark which psychic the ghost has already given cards to this turn |
| Crow markers | 3 | Placed when the ghost discards their hand |
| Clock board and sand timer | 1 each | 7 hours = 7 turns |
Each psychic also receives an intuition token, a clairvoyancy level marker, clairvoyancy tokens (agree / disagree), and a sleeve.
| Difficulty | Discarding the hand |
|---|---|
| Easy | Once per turn. Place a crow and take it back at the end of the turn |
| Medium | Three times per game |
| Hard | Once per game |
The number of cards on the table runs from 4 to 7 depending on the player count and the difficulty. More cards is harder.
The order is fixed
Psychics guess in the order character → location → object and no other. Until you find your character you cannot move on to your location, which is why psychics move at different speeds.
The ghost's answer
When the sand timer runs out, the ghost tells each psychic, in whatever order they like, only right or wrong. The ghost token of a psychic who has been answered comes away from the screen.
| Result | What happens |
|---|---|
| Right | Turn the ghost card face up, and the psychic slides that card into their sleeve. Discard all of their vision cards and move the intuition token to the next progress board |
| Wrong | The intuition token goes back to the same progress board, and the vision cards stay in front of the psychic. Next turn the ghost adds cards to build the vision up |
What matters is that a failed vision does not disappear — it builds up. The ghost looks at why the cards just given did not land, and layers on cards from another angle to narrow the meaning down.
If you finish your own combination early
Put your intuition token on the «mission accomplished» space of the epilogue progress board and move one space up the clairvoyancy track for every hour left on the clock. After that you help the other psychics and keep spending your remaining clairvoyancy tokens.
Your clairvoyancy level decides how much you learn in the last phase
How far you got on the clairvoyancy track decides how many cards you get to see in the final vote. Reading other people well is a reward in itself.
Clairvoyancy level decides how many cards you see
Psychics vote in secret and may not talk to each other. When you vote depends on your clairvoyancy level.
No. Beyond the «right or wrong» of the answer step the ghost may give no information at all, and that includes facial expressions and gestures.
In phase 1 they may talk freely. Talking is only forbidden during the final vote.
Yes. Since their combinations differ, at least one of them is wrong — and that fact is information in itself.
No. They stay in front of you and the ghost adds more cards next turn. They are only discarded when you guess right.
No. The order character → location → object is fixed.
No. They only go on other people's intuitions.
They advance on the clairvoyancy track by the number of hours left, and after that they help the others read their visions and keep spending clairvoyancy tokens.
The rulebook does not say. But the ghost cannot speak and has to keep making judgment calls, so the game runs more smoothly if someone familiar with it takes the role.
| Item | Detail |
|---|---|
| Designers | Oleksandr Nevskiy and Oleg Sidorenko |
| Publisher | Libellud, 2015 — from the Ukrainian original «Tiny Epic» / «Мистериум» |
| Setting | Warwick Manor in the 1920s. The ghost is a servant who died thirty years earlier |
| Same family | Libellud titles such as «Dixit» that live on interpreting abstract pictures |
| Expansion / spin-off | Released | Notes |
|---|---|---|
| Hidden Signs | 2016 | Adds vision cards and psychic cards |
| Secrets & Lies | 2017 | - |
| Mysterium Park | 2020 | A standalone game with trimmed-down rules, set at an amusement park |
| Mysterium Kids | 2022 | A standalone children's game that communicates through sound |
Sources
Official Libellud rulebook (Mysterium, English)Wiki cross-check — Wikipedia: MysteriumRule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.
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Last updated 2026-09-08
💡 Master tip
As the ghost, linking cards by impression — their colors and mood — usually works better than by «what is drawn on them». As a psychic, do not look only at your own cards; compare them with the cards the others were given, because the ghost is always making a relative choice.
If this one has gotten too easy, try these — same feel, one step up in weight.
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