Booster Sleuth
Card
Card text
2 players | 2 packs | 10 minutes
OBJECTIVE:
Unlike Jace, not all of us can rely on telepathy to solve a mystery. Using other cards as clues, discover all the facts about your opponent's mystery card.
GET READY:
Randomly determine who goes first—that player is the Secretkeeper, and their opponent is the Detective. First, the Secretkeeper opens a pack and removes any lands and cards without Magic card backs. Next, they shuffle the remaining cards and pick one at random. That card is the mystery card. Finally, the Secretkeeper gives the Detective the rest of the cards, and the game begins.
LET'S PLAY:
The Detective must correctly guess four facts
OBJECTIVE:
Unlike Jace, not all of us can rely on telepathy to solve a mystery. Using other cards as clues, discover all the facts about your opponent's mystery card.
GET READY:
Randomly determine who goes first—that player is the Secretkeeper, and their opponent is the Detective. First, the Secretkeeper opens a pack and removes any lands and cards without Magic card backs. Next, they shuffle the remaining cards and pick one at random. That card is the mystery card. Finally, the Secretkeeper gives the Detective the rest of the cards, and the game begins.
LET'S PLAY:
The Detective must correctly guess four facts
Booster Sleuth (cont'd)
Card
Card text
about the mystery card: converted mana cost, color, card type, and the number of words in its name. To do this, they choose and reveal cards one at a time.
When each card is revealed, the Secretkeeper tells the Detective how many of the four facts that card and the mystery card have in common. Then the Detective may either guess the four facts or reveal another card to get more clues.
The Detective gets only one guess, and they must guess all four facts correctly to win. Once the Detective has guessed, the round ends and the players switch roles with a new pack.
TO WIN:
Discover all four facts using as few cards as possible. The Detective who guesses correctly using the fewest clue cards wins! If neither player guessed correctly, or if there is a tie, play another round!
When each card is revealed, the Secretkeeper tells the Detective how many of the four facts that card and the mystery card have in common. Then the Detective may either guess the four facts or reveal another card to get more clues.
The Detective gets only one guess, and they must guess all four facts correctly to win. Once the Detective has guessed, the round ends and the players switch roles with a new pack.
TO WIN:
Discover all four facts using as few cards as possible. The Detective who guesses correctly using the fewest clue cards wins! If neither player guessed correctly, or if there is a tie, play another round!
Card details
- Rarity
- common
- Mana value
- 0
- Printings
- 4
Booster Sleuth // Booster Sleuth (cont'd) format legality
- standardnot legal
- futurenot legal
- historicnot legal
- timelessnot legal
- gladiatornot legal
- pioneernot legal
- modernnot legal
- legacynot legal
- paupernot legal
- vintagenot legal
- pennynot legal
- commandernot legal
- oathbreakernot legal
- standardbrawlnot legal
- brawlnot legal
- competitivebrawlnot legal
- alchemynot legal
- paupercommandernot legal
- duelnot legal
- oldschoolnot legal
- premodernnot legal
- predhnot legal
- tlrnot legal
All printings of Booster Sleuth // Booster Sleuth (cont'd)
| Set | Number | Rarity | Artist | Price |
|---|---|---|---|---|
| Kamigawa: Neon Dynasty Minigames | 1 | common | — | |
| Strixhaven: School of Mages Minigames | 2 | common | — | |
| Kaldheim Minigames | 3 | common | — | |
| Zendikar Rising Minigames | 3 | common | — |
Printed in Kaldheim Minigames,Zendikar Rising Minigames,Strixhaven: School of Mages Minigames,Kamigawa: Neon Dynasty Minigames
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