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(clarify the rules a bit, improve the formatting)
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==Objective==
 
==Objective==
Play ghost cards to gain the majority of mansions, or forfeit them to gain powerful psychics.
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Play ghost cards to gain the majority of mansions, or forfeit them to gain powerful psychic assistants.
  
==Setup (What you need to know)==
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==Gameplay==
* Draw 9 psychic cards and place them in a line.
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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.
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* Each player draw 5 cards from their deck.
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Each player starts with a hand of five cards.
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The game is played over 10 rounds, each corresponding to one of the ten cards, left to right.
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* On your turn, play any number of cards from your hand onto your side of that round's card. (Psychic card effects apply instantly.)
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* 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.
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* If it is not the case, you must withdraw from the mansion and your opponent wins it.
  
==Gameplay==
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At the end of each round:
* Play for 10 rounds.
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* Whoever won the mansion takes the manor/castle token.
* On your turn, play any number of psychic cards and ghost cards on your side. Psychic card effects apply instantly.
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* 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.
* At the end of your turn, if your value is higher than your opponent, it is your opponent's turn.
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* Each player draws 2 ghost cards.
* If it is not the case, you must withdraw from the mansion and get the psychic card. The winner gets the manor/castle.
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* At the end of the round, each player draws 2 ghost cards. The loser may play a card to the 10th round.
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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==
 
==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.
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* 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==
 
===Level 0===
 
===Level 0===
* You won't have it: Get the psychic card of the round no matter what.
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* ''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.
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* ''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.
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* ''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.
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* ''Lady in White'': Works as a ghost card worth 2.
* Sir Nicholas: Works as a ghost card worth 3.
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* ''Sir Nicholas'': Works as a ghost card worth 3.
* Tripped: The next card played by your opponent is randomly drawn from their hand.
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* ''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.
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* ''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.
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* ''Acro-bats'': All your even-numbered cards are +1 for this round.
* Ghosssssst: All your odd-numbered cards are +1 for this round.
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* ''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.
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* ''Poltergeist'': Name a value. All cards of that value are +2 for this round.
* Be gone!: Discard a card in play from the opponent.
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* ''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.
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* ''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.
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* ''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.
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* ''Two's More Fun'': Opponent cannot play cards 1 by 1 for this round.
  
 
===Level 2===
 
===Level 2===
* Still me: If you win this round, you can transfer a card in play to the next round.
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* ''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.
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* ''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.
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* ''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.
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* ''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.
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* ''Ghost of Christmas Yet to Come'': Put the first card in your deck to play.
  
 
===Level 3===
 
===Level 3===
* Let's meet at the end: Choose a player to return a random card in the 10th round to his hand.
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* ''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.
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* ''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.
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* ''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.
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* ''Ghostly Goldfish'': Works as 2 ghost cards worth 1.
* Private lounge-ghost only: Opponent cannot play any psychic cards in this round.
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* ''Private Lounge, Ghost Only'': Opponent cannot play any psychic cards in this round.
  
 
===Level 4===
 
===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.
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* ''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.
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* ''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.
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* ''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.
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* ''House Swap'': Switch 2 mansions from the following rounds.
* We're worthless: All other cards are now worth 1 and lose their effects.
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* ''We're Worthless'': All other cards are now worth 1 and lose their effects.

Revision as of 12:20, 13 April 2021

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.

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.

At the end of each round:

  • Whoever won the mansion takes the manor/castle token.
  • 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

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 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.