Advertisement

Active Sellers
FUN.com
Calendars
Things From Another World
Puzzle Master
La chasse au fantôme
La chasse au fantôme
by (Web published) (2010)
Player Count
2 to 3

Player Ages
8+

Playing Time
10 minutes to 15 minutes
Categories
  • Print & Play
  • Designers
  • Thomas Garcia
  • Mechanisms
  • Secret Unit Deployment
  • Cooperative Play
  • Rating: 0/10 from 0 users

    Description

    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.

    Game Discussions

    Add Comment

    You need to be logged in to comment.

    Comments (0)

    No comments yet. Be the first!

    Marketplace

    No listings at the moment.


    Do you own this game?
    Best Sellers
    Board Games





    Latest Searches: refuge | snorta! | VT Monopoly | Murfreesboro monopoly | Card games in a tin | Travel size Risk | Attic | Brisk | tell a tale | master galleries | fnaf clue | Littlest Pet Shop Lucky Dozen Donuts Set | overwatch ultimates series reinhardt | Motogp monopoly | The man who spoke snakish | koehandel | Mother’s helper | Greece | Santa Maria monopoly | Dominion | Rudolph+the+red+nose+reindeer+monopoly+board+game | Vegas Dice Game | help the princess | Duel | Hulk buster | Laurel+ms | DC Comics Deck Building Game | masters of the night dark city | Luisa board game | Carolina beach opoly
    Sitemap: All Categories | All Publishers | All Designers | All Mechanisms | All Artists | All Family
    © 2018-2024 BoardGames.com | Your source for everything to do with Board Games
    All Rights Reserved
    Please note: BoardGames.com will receive commissions from purchases made through links on this page.
    Privacy Policy | Contact Us