If food disappears from the house, then a ghost is playing with you! In an old house where a bunny, a cat, and some mice live, food has started to vanish unexpectedly. The friends decided to find out what the...
matter is. One evening, they noticed that their food was being taken away by... a ghost! Yes, a mischievous little ghost named Boogie. The animals agreed to catch the thief. But it's not so easy to move around the house when brick walls keep popping up in front of you. Help the animals catch the mischievous ghost! You will need to move around the game board, explore the rooms of the house, and build and break walls using special cards. The player who first reaches the required room and catches the ghost wins. Quickly set up the board and cards before Boogie steals all the supplies!
Game Objective:
Be the first to find and catch the ghost Boogie.
Game Setup:
Important! Before the game starts, cut the cards and cut out the tokens along the dotted line.
Place the game board in the center of the table. Take the hero cards: each player chooses a resident of the house to play as and places their card next to the corresponding color start. Each player also receives a rescue card (with a hammer), which allows them to break a wall once.
Separate the path cards into 6 stacks and place them in the corresponding spots on the game board. Shuffle the remaining cards into two decks: cards with a question mark on the back (cards with two helpers on the front) and helper cards (cards with one helper on the front). Shuffle each deck thoroughly and place them face down next to the board. Place the tokens next to the board with the key side up. Choose your tokens and place them on your starts.
Game Play:
Decide by any means how to determine who goes first. After that, turns pass clockwise. On their turn, a player rolls the dice and takes a path card that corresponds to the rolled number. The card is placed on one of the adjacent lines to the room with the player’s token. Congratulations, you have built the first wall! If there is a path on the wall that allows you to move further, move to the next room. For example, if you are playing as the cat, you can pass through the cat flap, the bunny window, and an open passage. If you are playing as the mouse, you can use the mouse hole and an open passage. If a solid wall or a wall with an unsuitable passage appears in front of you, you stay in place. Then the turn passes to the next player.
If at any point during the game a player’s token is surrounded on all sides by impassable walls, on their turn they may use their rescue card once to “break” (remove from the board back into the deck) any wall. Afterward, the player rolls the dice and places a new wall with a passage and, if possible, moves to another room. Then it passes to the next player. If a player's rescue card has already been used but they find themselves in another dead end, they may skip a turn, after which they can replace any wall.
If any player draws a magic door, they draw one card from the question mark cards deck. It shows helpers who will tell you where a magic passage might appear; tokens with keys are placed at the suggested locations.
Look closely at the card: it shows two helpers between rooms where you can place the magic door. For instance, if you draw a card with a white canary and a black toad, the magic passage can appear at the corresponding parts of the board where you need to place the key tokens (see the image above). You may choose any convenient location from the two. If both proposed locations already have other passages installed, you must redraw the card.
Next, players place the card on the board with the CLOSED magic door facing up and remove the key tokens from the board. Now ALL participants must move toward the magic door to open it. The player who drew the card goes first, followed by the agreed order. As soon as any player stops in front of the door, they stop and wait for the others. Players can move through already placed passages (on their turn, a player can move once to the adjacent room without rolling the dice) and can place new passages by rolling the dice and placing the corresponding path. If a magic door has already been placed and a player rolls a 6, that player must roll again. To open the magic door, each participant must stand on one of the sides of that door.
Participants must place their tokens on the board so that there is at least one player on each side of the magic passage. As soon as ALL participants stand in front of the magic door, it opens and the ghost flies into the house.
To find out in which room Boogie may appear, any player draws one card from the “Helper” card deck. For example, if you draw the card with a black spider, you place ghost tokens in the corresponding rooms.
As soon as the tokens are placed on the board, all participants roll the dice to determine play order. The player who rolls the highest number goes first, then turns pass clockwise. Each player's goal is to be the first to reach one of the rooms with the ghost in no more than three turns. If no player can reach the required room within three turns, it is considered that the ghost has escaped. The players draw another “helper” card and try again.
The player who first reaches the required room and “catches” Boogie wins.
Game Components:
- game board;
- 4 hero cards;
- 30 path cards;
- 11 cards for determining the location of the magic passage;
- 8 helper cards;
- 4 rescue cards;
- 2 tokens;
- 4 tokens and 1 game die;
- game rules.
Number of players: 2-4
Game time: 30 minutes or more
Sērija: 353206
Vecuma ierobežojumi: 6+
ISBN: 4650250583172
Izmērs: 250h250h55 mm
Svars: 350 g
ID: 1730019
no € 38.94
no € 38.94