Mysterium
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 s??ance, and they have seven hours to contact the ghost and investigate any clues that it can provide to unlock an old mystery.
Unable to talk, the amnesic ghost communicates with the mediums through visions, which 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, a reworking of the game system present in Tajemnicze Domostwo, 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, and the ghost randomly assigns one of each of these in secret to a medium.
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, with each medium first needing 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 sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy 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), while those who didn't 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 clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy 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, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit.
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 Æ’?? one for the suspect, one for the location, and one for the weapon Æ’?? then shuffles these cards. Players who have achieved few clairvoyancy points flip over one vision card at random, then 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, then the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again...
Returns & Refund Policy
At Sword & Board, we want you to be satisfied with your purchase. If you are not entirely happy with your order, we are here to help.
1. Cooling-Off Period and Returns
In accordance with the Electronic Communications and Transactions Act, you are entitled to cancel your purchase within 7 days of receiving your items for a full refund, subject to the following conditions:
- Condition: The items must be unopened, unused, and in their original factory-sealed packaging. Due to the nature of our products (e.g., Trading Card Games, board games with components), we cannot accept returns on items where the shrink-wrap or security seals have been broken.
- Return Shipping: The cost of returning the item to our Milnerton store is the responsibility of the customer. We recommend using a trackable shipping service, as we cannot guarantee receipt of returned items.
2. Defective or Damaged Items
If you receive an item that is damaged in transit or has a manufacturing defect (e.g., missing components or printing errors):
- Reporting: Please notify us at info@swordandboardgames.co.za within 48 hours of delivery. Please include photos of the damage and your order number.
- Resolution: We will arrange for a courier collection of the defective item. Once inspected, we will offer a replacement, a store credit, or a full refund.
- Manufacturer Defects: For certain products, we may facilitate a request for replacement parts directly from the supplier to resolve the issue quickly.
3. Non-Returnable Items
The following items cannot be returned or exchanged:
- TCG Singles and Sealed Product: Due to market volatility, Trading Card Game singles and sealed "blind" products (booster packs) are non-returnable.
- Gift Cards: Digital or physical gift cards cannot be redeemed for cash.
- Sale Items: Items purchased on "Clearance" or during specific "Flash Sales" are considered final sale unless defective.
4. Pre-order Cancellations
You may cancel a pre-order for a full refund at any time before the item has been dispatched.
- Note: If a pre-order is cancelled after we have specifically secured stock for you, or if it is a high-value special import, we reserve the right to charge a 10% administration/restocking fee.
5. Refunds
Once your return is received and inspected, we will send you an email to notify you of the approval or rejection of your refund.
- Approved Refunds: Refunds will be processed via EFT within 2 to 3 business days.
- Store Credit: If you prefer, we can issue store credit immediately upon approval of the return.
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