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==Objective==
==Objective==
Play ghost cards to gain the majority of mansions, or forfeit them to gain powerful psychics.
Play ghost cards to gain the majority of mansions, or forfeit them to gain powerful psychic assistants.


==Setup (What you need to Know)==
==Gameplay==
* Draw 9 psychic cards and place them in a line.
Ten cards are placed in a line, each one with a random mansion token (yellow for manor, pink for castle) on it. The first nine cards are psychics.
* Place the 10th round psychic card in the end of the line.
 
* Each player draw 5 cards from their deck.
21 cards for each player, with the following distribution: 6 cards worth 1 / 5 cards worth 2 / 4 cards worth 3 / 3 cards worth 4 / 2 cards worth 5 / 1 card worth 6.
Even-numbered cards are marked with a bat.
Odd-numbered cards are marked with a serpent.
 
Each player starts with a hand of five cards.
 
The game is played over 10 rounds, each corresponding to one of the ten cards, left to right.
 
* On your turn, play any number of cards from your hand onto your side of that round's card. (Psychic card effects apply instantly.)
* At the end of your turn, if the total on your side of the value is higher than your opponent, it is your opponent's turn.
* If it is not the case, you must withdraw from the mansion and your opponent wins it (you do not get your cards back).
 
At the end of each round:
* Whoever won the mansion takes the manor/castle token and will start the next round.
* Whoever withdrew takes that round's psychic card and adds it to their hand, and may play a card face-down to the 10th round card.
* Each player draws 2 ghost cards.


==Gameplay==
The 10th round isn't played like the others: instead, players reveal the face-down cards they have set aside there, to see who wins it.
* Play for 10 rounds.
* On your turn, play any number of psychic cards and ghost cards on your side. Psychic card effects apply instantly.
* At the end of your turn, if your value is higher than your opponent, it is your opponent's turn.
* If it is not the case, you must withdraw from the mansion and get the psychic card. The winner gets the manor/castle.
* At the end of the round, each player draws 2 ghost cards. The loser may play a card to the 10th round.


==End of Game==
==End of Game==
* You win instantly if you get 4 manors (yellow) or 3 castles (pink).
* You win instantly if you get 4 manors (yellow) or 3 castles (pink).
* If no one win at the end of the 9th round, reveal the cards for the 10th round.
* If none of the winning conditions are met after the 10th round, the player who won the 10th round wins the game. (If tied, most mansions wins; if still tied, the game ends in a draw.)
* If none of the winning condition are met after the 10th round, the one who win the 10th round wins the game.
* If the 10th round is a tie, the player with the most mansions wins the game. If the players are still tied, then the game ends in a tie.


==Psychic Cards==
==Psychic Cards==
'''NOTE: when a Psychic card applies to a group of cards, it includes the cards played beforehand and after that Psychic card.'''
===Level 0===
===Level 0===
* You won't have it: Get the psychic card of the round no matter what.
* ''You won't have it'': Get the psychic card of the round no matter what.
* Auntie, are you there?: Search your deck for any ghost card and immediately put it into play.
* ''Auntie, Are You There?'': Search your deck for any ghost card and immediately put it into play.
* Reveal yourself!: Works as a ghost card worth 1. Also you can look at opponent's hand until the end of the round.
* ''Reveal Yourself!'': Works as a ghost card worth 1. Also you can look at opponent's hand until the end of the round.
* Lady in White: Works as a ghost card worth 2.
* ''Lady in White'': Works as a ghost card worth 2.
* Sir Nicholas: Works as a ghost card worth 3.
* ''Sir Nicholas'': Works as a ghost card worth 3.
* Tripped: The next card played by your opponent is randomly drawn from their hand.
* ''Tripped'': The next card played by your opponent is randomly drawn from their hand.
* Postponed Wedding: Works as a ghost card worth 3 but can only be played in the last round.
* ''Postponed Wedding'': Works as a ghost card worth 3 but can only be played in the last round.
* Acro-bats: All your even-numbered cards are +1 for this round.
* ''Acro-bats'': All your even-numbered cards are +1 for this round.
* Ghosssssst: All your odd-numbered cards are +1 for this round.
* ''Ghosssssst'': All your odd-numbered cards are +1 for this round.


===Level 1===
===Level 1===
* Poltergheist: Name a value. All cards of that value are +2 for this round.
* ''Poltergeist'': Name a value. All cards of that value are +2 for this round.
* Be gone!: Discard a card in play from the opponent.
* ''Be Gone!'': Discard a card in play from the opponent.
* You don't scare me: Opponent's 1 and 2 are not counted for this round.
* ''You Don't Scare Me'': All opponent's 1 and 2 are not counted for this round.
* Now or never: Works as a ghost card worth 4. However, it will be worth -2 in the last round.
* ''Now or Never'': Works as a ghost card worth 4. However, it will be worth -2 in the last round.
* Two's more fun: Opponent cannot play cards 1 by 1 for this round.
* ''Two's More Fun'': Opponent cannot play cards 1 by 1 for this round.
 
===Level 2===
* ''Still Me'': If you win this round, you can transfer a card in play to the next round.
* ''Double Vision'': Copy a ghost card in this round.
* ''Wraith to the Bottom'': Name a value. Opponent's cards of that value are -2 (min 0) for this round.
* ''I'll Be Back'': Return a card in a previous round to your deck.
* ''Ghost of Christmas Yet to Come'': Put the first card in your deck to play.
 
===Level 3===
* ''Let's Meet at the End'': Choose a player to return a random card in the 10th round to their hand.
* ''Bloody Mary'': Works as a ghost card worth 6. However, you must discard 2 ghost cards from your hand.
* ''Playing Dead'': You immediately lose this round. However, you can take back a card played in this round.
* ''Ghostly Goldfish'': Works as 2 ghost cards worth 1.
* ''Private Lounge, Ghost Only'': Opponent cannot play any psychic cards in this round.
 
===Level 4===
* ''They Were Never Seen Again'': Name 2 values. Nobody can play ghost cards of these 2 values until the end of the round.
* ''I Pity the Ghoul!'': Name a value. All ghost cards of that value are +3 for this round.
* ''Creepy Lull'': The round ends immediately with a tie. The mansion is transferred to the next round. The psychic card is discarded.
* ''House Swap'': Switch 2 mansions from the following rounds.
* ''We're Worthless'': All other cards are now worth 1 and lose their effects.

Latest revision as of 15:34, 7 August 2023

Objective

Play ghost cards to gain the majority of mansions, or forfeit them to gain powerful psychic assistants.

Gameplay

Ten cards are placed in a line, each one with a random mansion token (yellow for manor, pink for castle) on it. The first nine cards are psychics.

21 cards for each player, with the following distribution: 6 cards worth 1 / 5 cards worth 2 / 4 cards worth 3 / 3 cards worth 4 / 2 cards worth 5 / 1 card worth 6. Even-numbered cards are marked with a bat. Odd-numbered cards are marked with a serpent.

Each player starts with a hand of five cards.

The game is played over 10 rounds, each corresponding to one of the ten cards, left to right.

  • On your turn, play any number of cards from your hand onto your side of that round's card. (Psychic card effects apply instantly.)
  • At the end of your turn, if the total on your side of the value is higher than your opponent, it is your opponent's turn.
  • If it is not the case, you must withdraw from the mansion and your opponent wins it (you do not get your cards back).

At the end of each round:

  • Whoever won the mansion takes the manor/castle token and will start the next round.
  • Whoever withdrew takes that round's psychic card and adds it to their hand, and may play a card face-down to the 10th round card.
  • Each player draws 2 ghost cards.

The 10th round isn't played like the others: instead, players reveal the face-down cards they have set aside there, to see who wins it.

End of Game

  • You win instantly if you get 4 manors (yellow) or 3 castles (pink).
  • If none of the winning conditions are met after the 10th round, the player who won the 10th round wins the game. (If tied, most mansions wins; if still tied, the game ends in a draw.)

Psychic Cards

NOTE: when a Psychic card applies to a group of cards, it includes the cards played beforehand and after that Psychic card.

Level 0

  • You won't have it: Get the psychic card of the round no matter what.
  • Auntie, Are You There?: Search your deck for any ghost card and immediately put it into play.
  • Reveal Yourself!: Works as a ghost card worth 1. Also you can look at opponent's hand until the end of the round.
  • Lady in White: Works as a ghost card worth 2.
  • Sir Nicholas: Works as a ghost card worth 3.
  • Tripped: The next card played by your opponent is randomly drawn from their hand.
  • Postponed Wedding: Works as a ghost card worth 3 but can only be played in the last round.
  • Acro-bats: All your even-numbered cards are +1 for this round.
  • Ghosssssst: All your odd-numbered cards are +1 for this round.

Level 1

  • Poltergeist: Name a value. All cards of that value are +2 for this round.
  • Be Gone!: Discard a card in play from the opponent.
  • You Don't Scare Me: All opponent's 1 and 2 are not counted for this round.
  • Now or Never: Works as a ghost card worth 4. However, it will be worth -2 in the last round.
  • Two's More Fun: Opponent cannot play cards 1 by 1 for this round.

Level 2

  • Still Me: If you win this round, you can transfer a card in play to the next round.
  • Double Vision: Copy a ghost card in this round.
  • Wraith to the Bottom: Name a value. Opponent's cards of that value are -2 (min 0) for this round.
  • I'll Be Back: Return a card in a previous round to your deck.
  • Ghost of Christmas Yet to Come: Put the first card in your deck to play.

Level 3

  • Let's Meet at the End: Choose a player to return a random card in the 10th round to their hand.
  • Bloody Mary: Works as a ghost card worth 6. However, you must discard 2 ghost cards from your hand.
  • Playing Dead: You immediately lose this round. However, you can take back a card played in this round.
  • Ghostly Goldfish: Works as 2 ghost cards worth 1.
  • Private Lounge, Ghost Only: Opponent cannot play any psychic cards in this round.

Level 4

  • They Were Never Seen Again: Name 2 values. Nobody can play ghost cards of these 2 values until the end of the round.
  • I Pity the Ghoul!: Name a value. All ghost cards of that value are +3 for this round.
  • Creepy Lull: The round ends immediately with a tie. The mansion is transferred to the next round. The psychic card is discarded.
  • House Swap: Switch 2 mansions from the following rounds.
  • We're Worthless: All other cards are now worth 1 and lose their effects.