Spectral

Designed by: Ryan Courtney

Spectral is a genuinely curious experience and part-puzzle, part deduction, and part area-control. The setting is a spooky manor where once a year, vast treasures appear if you are tempted in to get them – but so, naturally, do a bunch of demons. Stray into the wrong room, and your treasure hunters end up with nothing.

The manor is represented by a series of cards that are laid out in a 4×4 grid, with each card representing a room. On your turn, you can place any number of your treasure hunters between two or more rooms, and peek at one of the adjacent cards. This is where Spectral gets challenging: the card doesn’t tell you what’s in the room it represents, but tells you what’s in one of the other rooms. You are told clearly where it is: it might be clockwise, diagonal, or on the other side of the mansion. But you’re not told if there’s a demon there as well, which is very possible. The goal of the game is to have your a treasure hunters next to rooms with treasure in when the game ends, but the catch is that any treasure hunters next to a demon are automatically eliminated.

It may sound like you just need to get lucky with your huntring, but there’s more to it than that. Each row of cards in the manor belongs to a set (A, B, C and D) and each set contains a card that triggers a demon somewhere. The sets don’t exist independent of each other, though: a card in set D may cause a card in set A to have a treasure or a demon. The demons not appear in C at all. Knowing where the demons are isn’t just about peeking at cards, but figuring out – using the game’s helpful pre-printed notepads – what’s what in the geography around it.

You’ll probably begin by placing one a treasure hunter at a time, but if you want to bump opponents out of an area, you need to place twice as many treasure hunters as they have there. As soon as someone places their last hunter, everyone gets one last turn before the cards are revealed, demons kill off any treasure hunters unfortunate enough to be standing next to them, and then treasures are split between all treasure hunters adjacent to them: a treasure is worth 12, so if you’re on two sides of the room and I’m on one, you’ll get 8 and I’ll pick up 4. The player with the most treasure wins!

Sam says

This is different. It feels more like a puzzle grid than a haunted manor, but the theme comes through in the dastardly demons jettisoning you from seemingly-rewarding spots. It’s nicely timed so you don’t quite get all the info you need before the game ends, which means not only are you working through the locations but also trying to read what opponents are doing to glean more information. I’m terribly bad at this type of game, but it’s really intriguing and even has rom for a bit of brinkmanship and bluff.

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    Take That!

    Getting bumped out may not feel nice, but sometimes it can actually help, if you’re minded to go elsewhere for more insight – and hopefully, more treasure.

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    Fidget Factor!

    Pretty low. There’s some brief pauses occasionally, but oftentimes players know where they want to go and just need a few seconds to jot down their findings.

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    Brain Burn!

    The information on the cards is all straightforward. The implications for the rest of the Manor – what x may mean for y – can be a bit more brain-burny.

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    Again Again!

    We find the basic game is plenty enough of a puzzle, but you can mix in some ‘expert’ variants that come in the box.