Trust Me, I'm Psychic (2018)
Temps de jeu: 60
Age min.: 12
Joueurs: 4 - 6
Editeur: Spin Master Ltd.
Concepteurs: Dustin DePenning, Brady Lang, Nick Metzler
Artistes: Inconnu
Mécaniques: Storytelling, Memory
Age min.: 12
Joueurs: 4 - 6
Editeur: Spin Master Ltd.
Concepteurs: Dustin DePenning, Brady Lang, Nick Metzler
Artistes: Inconnu
Mécaniques: Storytelling, Memory
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Do you believe psychics can glimpse into the future or that all psychics are frauds? The mystical and hysterical game of Trust Me, I'm Psychic might change your thinking!
In this unpredictable game of predictions, one player acts as the Customer, asking a question about their future that the Psychics must answer. All other players act as Psychics, and are dealt a Vision card that tells them if they are a true Psychic or a Fraud. All the players who are true Psychics see the same tarot-inspired image that they can use to craft a fortune for the customer. The Frauds do not see the picture, and will just have to wing it (with some help from the Cursed Words clues on their card)!
The Customer asks a question on any subject about his or her future. Will I win the lottery? Will I find true love this year? Whether you are a Psychic or a Fraud, use your imagination to spin a fantastical fortune for the Customer. Of course, fortune-telling is not as easy as it seems. Psychics and Frauds must avoid speaking the forbidden Cursed Words listed at the bottom of their cards. If your fellow Psychics/Frauds catch you saying a Cursed Word, you'll get a Curse Token.
If you tell a convincing fortune the Customer rewards you with a token and gets to look at your card. If the Customer chose a true Psychic, they can use the image on the card to deduce who the remaining Psychics are. But if the Customer accidentally pays a Fraud, he or she gets a Curse Token.
The game ends after each player has a turn being the Customer. The player with the most money tokens (after subtracting Curse Tokens)wins!
—description from the publisher
In this unpredictable game of predictions, one player acts as the Customer, asking a question about their future that the Psychics must answer. All other players act as Psychics, and are dealt a Vision card that tells them if they are a true Psychic or a Fraud. All the players who are true Psychics see the same tarot-inspired image that they can use to craft a fortune for the customer. The Frauds do not see the picture, and will just have to wing it (with some help from the Cursed Words clues on their card)!
The Customer asks a question on any subject about his or her future. Will I win the lottery? Will I find true love this year? Whether you are a Psychic or a Fraud, use your imagination to spin a fantastical fortune for the Customer. Of course, fortune-telling is not as easy as it seems. Psychics and Frauds must avoid speaking the forbidden Cursed Words listed at the bottom of their cards. If your fellow Psychics/Frauds catch you saying a Cursed Word, you'll get a Curse Token.
If you tell a convincing fortune the Customer rewards you with a token and gets to look at your card. If the Customer chose a true Psychic, they can use the image on the card to deduce who the remaining Psychics are. But if the Customer accidentally pays a Fraud, he or she gets a Curse Token.
The game ends after each player has a turn being the Customer. The player with the most money tokens (after subtracting Curse Tokens)wins!
—description from the publisher
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Trust Me, I'm Psychic
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ag.gameitem.lastUpdated: 2025-04-26 21:34:37.879