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Prelude; I am playing the game on the Android App, Eric is playing it on the iOS. If you are familiar with the board game feel free to scroll down a ways to find the app review as I will begin by explaining how Mysterium works before getting to the App. Post posting we will update this with Eric’s thoughts and experiences from the Apple Version once he has them composed.

Mysterium is an award winning game from Asmodee that we at Gamer’s Remorse were first introduced to as Tajemnicze Domostow, a Portal Games 2013 release. Eric, Sean, and
I first played the game at Geekway to the West in 2015, at that time there were talks of an American/English European release, but they weren’t widely publicized.

Come Gen Con 2015 Asmodee was preparing for the Mysterium release and I had to check out what they had to offer, and I was not disappointed. I wasn’t able to get a play in that weekend, but I got to look over the updated art, learn about the new mechanics, and discuss the game’s features with some of the Asmodee Marketing team.

Upon the game’s release I didn’t have to wait long before one of my friends brought it to my table, and I was not disappointed. Since my first play I knew that someday the game would surely find its way to my phone/tablet; and this week that wait was over!

For those of you new to Mysterium let me cover the rules briefly; Mysterium is a semi-cooperative game in which one player takes on the role of a ghost speaking to the other players in the form of images given over time with the purpose of the mediums discovering who committed a murder, where it was committed, and with what item; don’t worry, the similarities to Clue end there.

Each player is assigned a suspect, a room, and a weapon; these are known only by the ghost; there is a tableau made in the center of the table with every possible suspect, room, and weapon set on display; as well as a couple extras in each category. The ghost draws a hand of 7 image cards and distributes them to the players who using only the images on the card must deduce which suspect correlates to their clues. There are mechanics in place to aid the ghost in cycling out mediocre cards; but at times poor clues must be given solely due to what’s available, the ghost’s inability to talk during the game doesn’t aid the other players as they don’t know when cards are used simply out of necessity.

The mediums guess which suspect relates to the clue(s) provided, once this has been done the ghost indicates if they were correct or incorrect. The players who Mediums choose a card and voteguessed correct move onto the next round discarding the clues they’ve received thus far while the players who guessed wrong remain on the suspect phase keeping the clues they’ve been given for that phase in hopes their future clues will aid them to discovering the truth.

During the guessing phase mediums can wager on their fellow players by guessing if the other mediums are correct or incorrect using ‘clairvoyancy tokens’. Correct guesses earn a player points on the clairvoyancy track while incorrect guess tokens are lost. These points factor in at the end of the game. (note after the 4th round all tokens are returned to the mediums so they can reuse them in future rounds.)

The game takes place over 7 rounds (or hours in game terminology), depending on the round a player completes the last phase of their line up they get bonus clairvoyancy points, with the faster a medium solves their puzzle the more bonus clairvoyancy points they get on the track. Once all players have solved their individual suspect, room, and weapon puzzle then there is a final round in which players are individually selecting the actual murderer based upon a final communal vision.

This Phase is where the clairvoyance track comes into play. The table is reset with the suspect, location, and weapons cards set by player, the ghost will then pick 1 clue for each card from their hand and reveal the clues to the mediums at large (sorry I had to say it). Players who have not advanced far on the clarvoyancy track (fewer than 5 points) get to look at 1 of the 3 images then must guess which of the suspects committed the crime. Once all guesses have been made (in secret) the next card is revealed; then players who have 5 or 6 points lock in their guesses. Finally the last card is revealed and players who have earned 7 or more points get to look at the final card and guess.

This final phase is semi-cooperative as the mediums are not allowed to communicate, but the victory is cooperative. Once all player’s guesses are locked their guesses are revealed and the suspect with the most guesses is accused, in the case of a tie, the player highest up on the track acts as a tie braker. If the correct suspect is accused the players all win, if they accuse incorrectly they are all wrong. Equally if any investigator didn’t solve their entire suspect, room, weapon puzzle; they all lose.

This brings us to the App
How does the App do at translating this game to the digital world?
Quite well. There are both a single and multiplayer versions included and I will look at both of them. Note I am playing on version 0.0.6, so I am expecting some updates over time.

My first impression is wow! This game is gorgeous; they have the original art as well as a great user interface. Creating a single player game could be simpler and more intuitive in the interface, but it begins to make sense once you play with it a bit (note I haven’t read or used any form of tutorial as I wanted to play it once it was installed, so part of that is on me).

Along with a solo quick game thereMissions is a campaign mode in which you will
play as both a medium as well as playing as the ghost. I’ve been enjoying this quite greatly and have found a subgame when playing as the ghost. Having not seen the code I presume the cards have been given a weighted hint in the coding; so I have to guess, what do the programmers think I should pick as a clue, rather than, what do I think I should pick as a clue. I’m presuming coding the game in this manner made the coding easier than creating an insane AI that gets to know me as a clue giver over time, rather I just have to gamify the code and decide which clue the designer thinks best hints at the kitchen, then I have to give the mediums said clue in hopes I was correct. This potentially unintentional sub-game I have found shockingly enjoyable, but I miss the element of attempting to guess how the player will interpret the card(s) I provide.

With the multiplayer version this isn’t an issue as you are playing with real people who will interpret your card and see small intricacies that they may or may not interpret differently than you will. I find this to be very similar to the feel I get while playing the tabletop version; a definite win. Similarly playing as a medium with an ai ghost I find myself getting the same feel as the tabletop version.

As a whole I have found myself enjoying the game a great bit, though I have encountered a few small hiccups; none of which were game killing, however. The most noticeable error was after the first campaign mission when there was intended to be some dialog between characters and instead I got a dialog box reading something along the lines of “Dialog 265” or the like. I have yet to see any catastrophic failures or crashes, which is a great thing; as I’m not unfamiliar with games crashing on me during early releases, I did experience a slight frustration in that I didn’t create an account immediately and after playing through a few campaign levels I created an account loosing all the progress I had previously made. Due to the way the campaign works I was able to breeze through those levels quickly as I knew which cards to guess as a medium and which to give to which mediums as a ghost, but it was unfortunate to replay the same levels again.

All in all I’ve played a fair many games (which did delay my review, the app is more tempting than writing…). If you are a fan of Mysterium I feel confident in stating you will like the app implementation, it is well worth the cost and beyond worthy of adding to your mobile board game library.

Iello – Gen Con Press Event!

Earlier I posted a general flyby of our time at Gen Con, one of the events we wanted to give more time to, however, was the Iello event we had the chance of attending. Let me first explain the aesthetics and then the product. 11822286_614872805320250_4878656915942312412_n The event was held at one of the hotels near the convention center; making it easy to find. This was my first press event of the con so I wasn't sure what was in store, but upon arrival it was clear Iello didn't pull any stops; there were tables for both sitting as well as standing, a bar, and a buffet. As a reviewer I felt as though Iello recognized and cared about the value we brought to the table. It was great...

GenCon 2015 Weekend in Review!

“The best 4 days in gaming.” a slogan that the popular board game convention Gen Con claims; and in this humble reviewer’s opinion lives up to. Having just returned from Gen Con I decided I would take some time to fill you guys in on what Sean and I experience over these last 4 days. I will give a general review of the weekend, a highlight from each day, and some company-centric announcements we got while talking to the various publishers.
    General Overview
Like most cons GenCon is a whirlwind of activity; over 50,000 people walking through the exhibit hall, demo rooms, and hallways makes for a sensory overload. Fortunately said senses are being fed with Board, Card, and Roleplaying Game goodness. Our con included (for Brian; each of our numbers vary by person) playing a mere...

Wild Card Thursday – Game of Thrones (second edition)

Every once in a while a book, movie, show, or some other form of media takes the world by storm and the next thing we know there are posters, comics, games, toys, and various merchandise galore; one of the current hotnesses is Game of Thrones; the books as well as the show. In April of 2011 a hoard of new fans entered the fandom upon the release of the HBO show and thought man, someone should make a game about this. Low and behold, eight years earlier, Fantasy Flight had the same thought. FFG released the second edition of the Game of Thrones to coincide with the shows release and the game was suddenly a hit all over again. As a fan of the fantasy genre I had been familiar with Game of Thrones for a...

DUNGEONS & DRAGONS: Gale Force 9: Character Token Set

The long awaited Part IV in the ongoing series looking into Dungeons and Dragons is upon us; and today we will look at some peripherals! Like many role playing games a vast amount of game play is happening within the world of our imagination; but at times that can be aided with external components, be that in the form of maps, handouts, minis, or character sheets. At any given time there is a great amount of things that need to be tracked, and while a majority of this work can be done with the character sheets I have found that with players all situated around the table; space is often at a premium. Many manufacturers have stepped up to help solve this issue! Today we will look at one of these peripherals made by...

Dungeons & Dragons: Inspiration, Spellcasting, and Movement

Part III of my voyage into 5E has arrived! And as promised this time we will look at spell casting, inspiration, and movement.
    Inspiration
Inspiration is a new mechanic to Dungeons and Dragons that I am a huge fan of thus far. To illustrate inspiration I must first explain how advantage and disadvantage work in 5E. When a player makes a d20 roll they will roll a second d20; if they have either of these conditions. If they have advantage they use the higher roll of the two d20s while if they have disadvantage they take the lower of the two rolls. Inspiration is designed to encourage and reward role playing, which is partially why I as a DM love it! As players act in a manner that reflects their character's personality traits, flaws, ideals,...

Dungeons and Dragons: Lost Mine of Phandelver

Roll for initiative and let part II in the yet unknown length series on D&D 5E begin!

In part one I did a brief overview of the Starter Set and promised I would follow up with a review of the adventure that came with it; The Lost Mine of Phandelver; it is time I made good on that promise! *note: there will be spoilers so keep that in mind as you read on. remorse

The adventure begins with the players having a traditional hook; in this case they have been hired by a dwarf to bring a load of goods to the town of Phandelver with the promise of pay and potential future glory. Not all bodes well, however, and (spoiler alert) the party find the dead horses of the dwarf and his human companion. before being ambushed by goblins.

As the players fight and likely win they are faced with the decision to seek the goblin’s lair or continue on to Phandalin. In my game the players continued on after arranging the horses in a manner to mark where the last goblin had begun to flee before being killed. Why they used the horses to do so is your guess as good as mine… As the journey progresses the players find themselves involved with a band of ruffians which eventually lead them to a run in with (spoiler) a drow calling himself “The Black Spider” who is seeking the same mine the players are after.

There are plenty of side quests the players can choose to delve into as well as repercussions the DM can throw in based on which order they choose to do the quests in; I for one like to use some of these so as to remind the players that time matters; if a family is kidnapped by goblins; chances are that family won’t live for however long it takes for you to level up 5 times…

Thus far I and my party have been enjoying this adventure; my players created their own characters from the players handbook (review forthcoming) which added another level beyond the pregenerated characters; though one of the pregens is cousins to the dwarf who hired the party so while my party lacks that particular hook they make up for it in originality and more in depth backstories.

Wizards also has introduced the factions early on in this campaign and players can be propositioned by a few NPCs to join various factions based upon the player’s character and how they play that character. As a DM who plans on running free and creating my own quests and campaigns this is exciting as it opens the door to future quests; if a player joins the harpers; I could create a campaign for the future in which some guild members come in search of that player in need of assistance; perhaps a neighboring kingdom is getting too power hungry and the harpers need that player to infiltrate the keep and encourage the rulers to reevaluate their priorities or perhaps just gain information to see if further action is required… so many options!

That is what I liked best about this adventure; it opens up many doors but doesn’t leave you feeling like you are missing something; the quest you began you completed and are left with the world to explore and adventures to be had!

The adventure comes with great DM aids in the well marked and detailed maps; though I wish they had fold out maps like some previous adventure companions; but the maps are all available at a reasonable rate on the artists website http://mikeschley.zenfolio.com/p856083253 I personally purchased some and then printed them to scale, cutting them to room sections so I could place them as the players explored the areas; I did not, however use minitures as I am attempting to keep this adventure as designed as ‘theatre of the mind’. for future adventures and ‘Hoard of the Dragon Queen’, however, I may try out the new system with miniatures. The book contains all the needed monster blocks in the back which can easily be scanned, copied or summarized to the DM’s preference. I did find myself wishing I had a DM screen more often than not just for the visual reminders of stat blocks and what not; but made do with cards I made for myself. More advanced DMs likely could recall this from memory while newer DMs may just play with the rulebook on the table.

The layout of the adventure is very simple to follow with XP being tallied at the end of the entire adventure as opposed to per minor encounter. My players were initially disappointed as they want to watch their xp raise as they kill creatures; but eventually came around to the idea an accepted it. The art partnered with the adventure guide greatly aids the DM in telling the story though I wish at times there was a tad more narrative to spark my imagination; though I am getting more used to flushing out the world as I see fit.

I will not go into super spoilers here; but if you would like us to post battle reports and scenario summaries let us know on facebook or twitter and perhaps the people will get what they want! And next time come back as I take a look at a few of the updated rules in 5E; specifically spellcasting, inspiration and movements/actions.

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Dungeons and Dragons Starter Set

Welcome to part 1 in a… yet to be determined length series on the newest edition of Dungeons and Dragons. We will begin our adventure with the Starter Set; a very good place to start. The Starter Set acts like the Red Box from many of the previous incarnations of the beloved RPG with a few changes to fit the new rule set. Upon opening the box one will find 6 dice (d4, d6, d8, d10, d12, d20), 2 booklets (rule set and the Lost Mine of Phandelver adventure guide), 5 premade characters (2 fighters, a rogue, a wizard, and a cleric), and an encounter advert that doubles as a blank character sheet. Unlike the Fourth Edition Redbox, however, this set does not include everything you need to build a good introductory character, however, Wizards...