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ESP: Experiment in Supersensory Perspicacity

ESP: Experiment in Supersensory Perspicacity Rulebook

Table of Contents

Table of Contents

  • Supplies
  • Distribute Materials
  • Share Your Vision
  • Develop a Hypothesis
  • Perform the Test
  • Evaluate Results
  • Next Round
  • Check Your Outcome

Supplies

  • 25 Zener Cards (ranks 1–5 in 5 suits)
  • 10 Prediction Tokens (1 for each rank and suit)
  • 1 First Seer Token
  • 1 Experiment Guidebook
  • 16 Scoring Discs (value 1)
  • 12 Scoring Stars (value 5)
  • 1 Reference Card

Distribute Materials

Before the first round, give the First Seer Token to the player with the best vision.

Set the 10 Prediction Tokens near the play area within reach of all players.

Shuffle all 25 Zener Cards together and deal 6 to each player.

Set one undealt card face-down in the center of the table without looking at it; this is the Vision Card and will help determine the Supernatural Aspect for the round.

Set aside any additional undealt cards; they will not be used in this round.

Share Your Vision

Beginning with the First Seer and proceeding clockwise around the table, each player predicts what they believe is on the Vision Card.

Each player must name a suit (Circle, Cross, Squiggle, Square, or Star) OR a rank (1–5) and take the corresponding Prediction Token.

All players must predict something different; no one may repeat a suit or rank once it has been claimed by another player!

After everyone has made a prediction, reveal the Vision Card. Each player who predicted a correct suit or rank earns 1 point.

If any feature of the Vision Card was predicted by a player, that suit or rank will become the Supernatural Aspect for this round.

If both the rank and suit of the card were predicted, the suit becomes the Supernatural Aspect and the rank becomes the Super-duper-natural Aspect.

If neither aspect of the Vision Card was predicted, there is no Supernatural Aspect for this round.

After the Supernatural Aspect has been determined, set aside the Vision Card. It will not be played this round. Return the Prediction Tokens back to a general supply (or use them as a reminder of the active Supernatural Aspect).

Example: One trait of the Vision Card was predicted correctly: 4 will be the Supernatural Aspect for the round. The player who predicted "4" earns 1 point.

Example: Both traits of the Vision Card were predicted correctly: Cross will be the Supernatural Aspect and 4 will be the Super-duper-natural Aspect for the round. The players who predicted "Cross" and "4" each earn 1 point.

Develop a Hypothesis

After the Supernatural Aspect has been determined, each player places some of their cards face-down in a row on the table in front of them and keeps the rest of their cards in hand.

Once a card is placed face-down, it cannot be looked at again until it is played into a trick or revealed as a bid.

The number of face-down cards increases each round:

  • First round: 2 cards face-down (4 cards held in hand)
  • Second round: 3 cards face-down
  • Third round: 4 cards face-down
  • Fourth round: 5 cards face-down

Cards held in hand must be played first. After all held cards have been played, the remaining tricks are played using face-down cards.

After five tricks, each player's final face-down card serves as their bid. Each card has two possible bid values ranging from 0 to 5:

  • Rank (the number on the card)

or

  • Suit (Circle 1, Cross 2, Squiggle 3, Square 4, Star 5)

Example: The 2 of Squiggles has a bid value of either 2 or 3.

Example: The 2 of Crosses has a bid value of either 2 or 0.

If the rank and suit value on the bid card are the same (1 of Circles, 2 of Crosses, 3 of Squiggles, 4 of Squares, 5 of Stars), the bid value of the card can be 0. These cards are indicated with an eye icon.

Perform the Test

Each round consists of five tricks.

Beginning with the First Seer and moving in turn clockwise around the table, everyone plays a card into the first trick.

The lead card determines the suit of the trick. Players must follow if able, playing a card of the same suit into the trick. If a player does not hold any cards of the trick's lead suit, they may play any card from their hand.

After all players have played one card into the trick, determine who wins the trick. The highest rank card of the lead suit wins the trick, unless a card with the Supernatural Aspect has been played – in which case the highest ranked Supernatural card wins.

If a Super-duper-natural Aspect is active, any Super-duper-natural card wins over a Supernatural card.

If the Supernatural Aspect is a rank, or two Super-duper-natural cards are played into the same trick, the later-played card of that aspect wins the trick.

Example: Star is Supernatural.

The winner takes all cards from the trick, places them in a stack face-down to the side of their play area (offset so it's clear how many tricks they've taken) and leads the next trick. Won cards will not be played again during this round.

Remember, all cards held in hand must be played first.

Once all held cards have been played, any of a player's face-down cards can be played into a trick. When playing from their face-down cards, players are not required to follow suit.

Remember: After a card is placed face-down, it cannot be looked at again until it is played into a trick.

Example: Square is Supernatural; 3 is Super-duper-natural.

Evaluate Results

After all five tricks have been played, each player has one face-down card remaining in front of them.

All players now reveal their final card as their bid.

If either the rank or suit value of the bid card matches the number of tricks that player captured, the bid is correct.

Remember: Cards with an eye icon can be used as a 0 bid.

Players gain 1 point for each trick captured and 3 points for a correct bid.

Example: 2 tricks captured. Bid can be either 2 (rank) or 3 (Squiggle suit). The bid was made at 2, so the player earns 5 points: 3 (for correct bid) plus 2 (for two tricks captured).

This same card can also be a bid of 3. With 3 tricks captured, 6 points are earned: 3 (for correct bid) plus 3 (for three tricks captured).

Next Round

To begin a new round, pass the First Seer token to the next player clockwise around the table. Shuffle all Zener Cards into the deck, including any undealt cards and the current round's Vision Card, and begin again by dealing 6 cards to each player. Remember to increase the number of cards placed face-down each round!

  • First round: 2 cards face-down
  • Second round: 3 cards face-down
  • Third round: 4 cards face-down
  • Fourth round: 5 cards face-down

Example: Third round: 4 cards face-down, 2 cards held in hand.

Check Your Outcome

After 4 rounds, check your outcome:

PointsResult
0No psychic ability
1-4Within the margin of error; test again
5-7Your psychic ability has been clouded by radio wave exposure
8-10Some aptitude; pursue training to further open your third eye
11-12Novice clairvoyant
13-14Medium of medium ability
15-16Competent intermediate
17-18In tune with the universe and a student of human nature
19Gifted, but you already knew that
20 or moreA true visionary; consider visiting a casino