Board Game
La chasse au fantôme
By Thomas Garcia
The tomb of the manor of the Eimpfildster is haunted. The hunters must catch the ghost before the end of the 12 chimes of midnight. The ghost mustn't get caught. Content: a board rules a 12-sided die 1 blue hunter and his 4 blue detectors 1 red hunter and his 4 red detectors For the ghost: a marking sheet, a pen and the hiding screen with the coordinates Setting: If there are two players, one of them plays the two hunters. The ghost is not represented by a token. Thanks to the coordinates on the hiding screen, the player will discreetly indicate the moves of the ghost on the marking sheet. The game: Each turn corresponds to a bell chime. The ghost plays first. Then, the two hunters play together without any given order. The turn is over. At the end of the 12th chime, if the ghost didn't get caught, he wins. The ghost gets caught when a hunter and the ghost are on the same square. The role of the ghost: Each turn, he has to move to a square adjoining the one he is on. If he moves to a square where a detector is, it immediately disappears. The ghost moves to a square with a red detector. It disappears and cannot be used anymore. The hunters know where the ghost is. The ghost can delay the effect of a blue detector and a red detector for one turn, once in the game. He can do it when he moves to a square with a detector or when a hunter puts a detector on the square of the ghost. The role of the hunters: Each turn, they can: - either move to an adjoining square - or put a detector of their own colour on an adjoining square - or, but only once in the game, take back one of their detectors from an adjoining square. Caution! If a hunter moves to a square with a detector, it disappears and can no longer be used. Le tombeau du manoir des Eimpfildster est hanté. Les chasseurs de fantômes doivent capturer le fantôme avant les 12 coups de minuit. Le fantôme ne doit pas se faire attraper.
- Print & Play
- Cooperative Game
- Secret Unit Deployment
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