The Phantom of the Opera takes Gaston Leroux’s story and turns it into a two-player trick-taking game. One player becomes the Phantom, trying to finish a composition for Christine. The other plays Christine, who wants to leave that composition unfinished and finally escape his influence.
The music sheet between the players shows how close the Phantom is to completing his work, but placing those notes isn’t as simple as winning one trick after another. Sometimes he needs to win, while at other times Christine taking the trick is exactly what the composition requires. A high card can be useful, a low card can save you, and both can cause problems at the wrong time.
👥 2 players, ages 10+
⏳️ Playing time: 20 minutes
📝 Designer: Geonil
🎨 Artwork: Morwen Cloastre
🏢 Publisher: Korea Boardgames (review copy provided)

Gameplay Overview
The game is played over two rounds, with ten tricks in each round. At the start of a round, the 24 cards are shuffled and each player receives ten. The remaining four cards are set aside face down and aren’t used during that round. The Phantom leads the first trick of round one, while Christine leads the first trick of round two. After that, the winner of each trick leads the next one.
Before the round begins, both players secretly choose one card from their hand and reveal them at the same time. These cards are exchanged, and their printed values provide the two options for the number on the seal. In the first round, the Phantom chooses which number will be used. In the second round, Christine chooses. If both exchanged cards have the same value, that number is selected automatically.
The music sheet contains twelve black and white notes. The left-most unfinished note shows the required result for the current trick. On a black note, the Phantom must win. On a white note, Christine must win. Christine taking a white-note trick still advances the Phantom’s composition because that is the result shown on the score. When the required player wins, a note token is placed. If the other player wins, no token is added and the same note remains active for the following trick.
The card play uses familiar trick-taking rules. The first player may lead any card, and the second must follow that suit whenever possible. If both cards belong to the same suit, the higher value wins. If the second player can’t follow, they may play another suit, but an ordinary off-suit card loses to the leading card even when its number is higher. The winner leads the next trick, whether the current note was completed or not.
The mask suit is always trump and can beat the leading suit when played by someone who can’t follow. Each section of the music sheet also shows a super trump suit, which beats the mask as well as every other suit. The super trump changes when the composition reaches a new section. The order is therefore super trump, mask trump, leading suit, and then the remaining suits. Following suit is still compulsory, so you can’t play trump or super trump while holding a card of the leading suit.
Whenever either player plays a card matching the number on the seal, both players immediately exchange two cards from their hands. If the leading player triggers the exchange, it happens before the second player chooses their card. When either player has only one card left, they exchange one instead. If the Phantom gets the required result during that trick, he places two notes rather than one. If he fails, the right-most completed note is removed. The Phantom wins as soon as all twelve notes are filled. If the music sheet is still incomplete after the second round, Christine wins.
Artwork & Components
Inside the box are 24 playing cards, two double-sided music sheets, twelve wooden note tokens, six seal tokens, two reference cards, and a rulebook. Most of these components are either in your hand or placed around the score, so the game only needs a modest amount of table space.
The four suits are the mirror, chandelier, ring, and mask. Each suit has its own colour range, which helps when looking through a hand. For us, the music sheet is the part that catches the eye most once the game is on the table. It’s a narrow board printed like a piece of sheet music, and the black wooden notes sit directly on the staff. As more tokens are placed, the composition becomes visible between the two players. The numbered tokens resemble red wax seals, which gives the chosen number something physical on the table instead of leaving it as a rule you need to remember from the start of the round.

Our Experience
Our first game included several confident decisions that turned out to be completely wrong. We understood that the required winner changed from note to note, yet our normal trick-taking habits kept returning. A high card looked useful, so we played it. Then the wrong person won, no note was placed, and we stared at the music sheet as though it had misunderstood us. We both nodded as if this had been part of a larger plan. It hadn’t. A hand full of high cards could be surprisingly difficult to use when we needed to lose at very specific points.
What changed our approach most was noticing who would lead the next trick. At first, we treated each note as a separate task. We concentrated on getting the current result and dealt with the following note afterwards. In later games, we sometimes allowed an attempt to fail because completing it would give the other player the first card on the next trick. Giving up a possible note felt wrong when the Phantom was already running short of cards, but there were situations where forcing progress left him with fewer useful options than staying where he was.
The changing super trump took us longer to judge properly. During the first match, we mostly looked at what a card could do immediately. Later, we kept cards from suits that would become stronger further along the music sheet. That worked when we estimated the speed of the composition correctly. At other times, we saved a card for a future section and realised, several tricks later, that the useful moment had already passed. We also began watching which suits had appeared. The four missing cards meant we could never account for everything, but we could often recognise when someone was close to running out of a suit.
One seal exchange caused the longest pause at our table. The Phantom played the chosen number and handed over two cards that had been kept for later. Christine returned two cards that were almost impossible to lose with, at exactly the point where losing was required. There was some discussion about whether this was funny. One of us thought it was. We spent the rest of the round trying to work out what we could still do with the new hands. The cards we’d saved were now helping the other player instead.
Our later games became more about watching the other player. A pause before following suit, or an unexpectedly low card, could suggest that something else was being prepared. We started wondering whether the other person really wanted the trick or was mainly deciding who would lead next. Switching roles helped as well. Christine made more sense after we had already tried to finish the score as the Phantom. Leaving a note empty no longer felt like doing nothing. It felt like taking away one of his limited chances to finish.

Our Thoughts
Most of the card rules will be familiar to anyone who already knows trick-taking, so the difficulty doesn’t come from remembering a long list of exceptions. It comes from applying those rules to a fixed sequence of notes while working with incomplete information. The game is easier to explain than it is to play well, which suited us. We could begin without spending half an hour on rules, but our choices still gave us something to discuss once the cards were put away.
The game also makes a sensible choice by concentrating on the unfinished composition rather than trying to cover the entire novel. The mirror, ring, chandelier, mask, and two main characters are enough to place it in that world. There are no extra event cards covering every famous scene, and no separate powers added simply because a character appeared in the book. I prefer that. The setting remains recognisable, while the card game stays focused on the contest between the Phantom and Christine.
Our main reservation is the card exchange caused by the seal. Both players know the chosen number, so the exchange isn’t entirely unexpected, but knowing it may happen doesn’t mean you can control what it does to your hand. Two cards you’ve kept for later can disappear, while the replacements may be difficult to use for the result you need. There were turns where the exchange had more influence than the choices leading up to it. Players who prefer to work with one hand from beginning to end may find that irritating.
Some turns can also take longer than the twenty-minute playing time suggests, especially when someone tries to check every possible result before choosing a card. None of the individual rules is difficult, but their consequences can make a player stop and reconsider. That suited us, though this isn’t the game we’d choose when we’re tired and want to play on automatic pilot. It will probably work best for people who already enjoy two-player card games and don’t mind losing a trick on purpose.
Even with our doubts about the seal, we came away positive. After several matches, we were still talking about failed notes, unnecessary wins, and cards we should have used earlier. On more than one occasion, that conversation ended with us shuffling the deck again. We wouldn’t bring it to every two-player evening, but when we want a short card game that keeps both of us involved, we’d be happy to play it again.
📝 We received a copy of the game from Korea Boardgames.





