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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 psychics.


==Setup (What you need to Know)==
==Setup (What you need to know)==
* Draw 9 psychic cards and place them in a line.
* Draw 9 psychic cards and place them in a line.
* Place the 10th round psychic card in the end of the line.
* Place the 10th round psychic card in the end of the line.

Revision as of 02:06, 26 February 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: 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 his 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.