Ghost Hunters
So
good that even the ghouls like it
A
game by Allie Thomas
20,
2-4
Collect
more evidence than your opponents
Blackburn
Home for the Criminally Insane use to be the forerunner in treating its
patients. That is until someone found out about the way they treated their
wards. Now one hundred years later, Blackburn stands abandoned. Yet some say
you can still see and hear some of the patients that weren’t lucky enough to
make it out with their lives.
Race
around the board trying to collect all your ghost cards before your opponents.
Players
swap turns moving around the board and investigating rooms. If a room is
entered, the player then gets to investigate that room. After the investigation
is over, whether successful or not, the players turn is over.
Game Components
The
board.
Affect
cards. Sixteen ghost cards.
Player
pieces. Die. Ghost coin.
Board
has four separate pieces. Print each one out on a separate piece of 8.5 x 11
paper. Tape board together based on color-coded lines. Print out all cards and
character pieces. Cut cards out. You will need a die and a coin.
Setting up the game
Shuffle
the affect and evidence card separately. Place the affect cards on the affect
card square face down. Place one evidence card in each room face down. Each
play picks their player piece and puts it on the start square. Each player
takes their player card.
Roll
the die to see who goes first. The player with the highest number wins.
Turn Order
Roll
die
Move
player piece
If
possible, investigate. If not, end turn.
If
investigating, flip ghost coin. Heads up means look at card. Tails means don’t
look at card.
End
of turn
First Phase
Roll
the die to see if how many spaces you move.
Second Phase
Whatever
number on the die you rolled, move that many spaces.
Player
can move forward or backward, no diagonals.
Roll
a four on a six-sided die, move four spaces toward the room of your choice.
Third Phase
If
possible, enter a room and start investigation. Pick what item you are going to
investigate with and then flip the ghost coin.
When
you enter a room, this is where you will investigate to see if there is a ghost
in the room.
You
roll a four, you move your piece two spaces and into a room. You decide that
you want to investigate with your camera, so you tell the other players that.
Next flip the coin to see if the investigation is a success or not.
Check for Victory
If
you get heads up, your investigation is successful and you can look at the
ghost card in the room. If it applies to you, you can take the card. If it does
not apply to you, put the card back face down. To trick the other players, you
can put the card back down even if it applies to you.
How
the card applies to you is based on what item you investigated with. On your
character card, when you picked camera (or whatever item you chose) there is a
number next to the item. If the camera has a five next to it and the ghost card
has a camera and a five next to it, which means it does apply to you. If the
number and item don’t match, the card doesn’t apply to you.
End of turn
Turn
ends.
Play
passes to the left.
Glossary
Player
piece – Coin with your characters face on it.
Character
card – Card that matches the player’s character piece.
Ghost
Coin – Coin with a ghost on one side. You flip it when figuring out if your
investigation is a success.
Evidence
card – cards with ghost on them.
Affect
card – affects gameplay in someway.
EMF
– Electronic magnetic field detector.
Strategy tips and design notes
If
you successfully investigate a room, you don’t have to take the card after you
look at it. You can mark down that that specific card is in that room and then
put back down. This will lead other players to believe that that room doesn’t
have your card, which means it could have theirs. The other players will waste
their time trying to investigate that room now. Of course that puts you at risk
a bit because another player could find all his evidence before you.
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