An assassin has killed you! Use cards as clues to help your teammates solve your murder.
Get Ready:
Open two boosters and remove cards without Magic backs. Separate into a pile of creatures and a pile of noncreatures.
Let's Play:
• Each round, turn the two piles face down and shuffle them. Then determine which player was assassinated. That player is the clue-giving ghost for the round. The ghost is not allowed to communicate with the other players, except as directed.
• The ghost looks at the top card of the creature pile. That is the assassin who killed them. Shuffle the cards in the creature pile and reveal them. Then reveal three random cards from the noncreature pile. The ghost chooses one of the noncreatures as a clue. (Try picking a card with similar art or theme to the assassin!)
• Now, each other player picks which creature they think is the assassin based on that clue. Each player who picks the right assassin gets 1 point. The ghost also gets 1 point unless none of the other players pick the right assassin.
To Win:
Keep playing until every player has been the ghost once. At the end, the player with the most points wins!
• 2+ players • 2 pack per player • 5 minutes
Objective:
An assassin has killed you! Use cards as clues to help your teammates solve your murder.
Get Ready:
Open two boosters and remove cards without Magic backs. Separate into a pile of creatures and a pile of noncreatures.
Let's Play:
• Each round, turn the two piles face down and shuffle them. Then determine which player was assassinated. That player is the clue-giving ghost for the round. The ghost is not allowed to communicate with the other players, except as directed.
• The ghost looks at the top card of the creature pile. That is the assassin who killed them. Shuffle the cards in the creature pile and reveal them. Then reveal three random cards from the noncreature pile. The ghost chooses one of the noncreatures as a clue. (Try picking a card with similar art or theme to the assassin!)
• Now, each other player picks which creature they think is the assassin based on that clue. Each player who picks the right assassin gets 1 point. The ghost also gets 1 point unless none of the other players pick the right assassin.
To Win:
Keep playing until every player has been the ghost once. At the end, the player with the most points wins!
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '