This is a documentation for Board Game Arena: play board games online !

Gamehelprestinpeace: Difference between revisions

From Board Game Arena
Jump to navigation Jump to search
Line 24: Line 24:
* 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.
* 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===
* Poltergheist: 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: 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.

Revision as of 05:05, 26 January 2021

Objective

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

Setup (What you need to Know)

  • Draw 9 psychic cards and place them in a line.
  • Place the 10th round psychic card in the end of the line.
  • Each player draw 5 cards from their deck.

Gameplay

  • 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

  • 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 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

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

  • Poltergheist: 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: 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.