One player takes on the role of the ghost, who tries to convey the details of their murder via vision cards illustrated with objects, characters, and dreamlike landscapes. The remaining players are psychics who must solve the murder case using the vision cards to pick out the correct person, place, and thing cards—each psychic must solve a different facet of the case to advance. A common color, shape, or theme might be the only connection between a set of vision cards and a person card. The psychics bet on who they think placed a correct guess each round, and whoever wins the most bets has the greatest advantage during the final round. In the last round, the ghost gives the psychics one final vision, and any psychic who guesses correctly wins.

Source: Signe Brewster (New York Times)