Ghosts Love Candy Too Roll and Fright
Ghosts Love Candy Too Roll and Fright Rulebook
Table of Contents
Table of Contents
Tricky Treats
By Danny Devine - 1 to 99 players - Age 12+ - 20 to 30 min
Materials and Setup
- 1 sheet per player
- Pencil or pen
- Two six-sided dice
Summary
In Tricky Treats, dice are used to collect candy and trigger special abilities. Each turn, all players can take actions simultaneously based on the result of the dice rolled. The game ends after 16 turns.
Playing the Game
At the start of each turn any player rolls the dice. (It can be the same person each time, or players can take turns rolling.) All players then use the numbers on the dice to take actions. The first die is used to collect candy (that's good!), while the second is used to scare children (that's bad!). If both dice have the same value, see "Doubles".
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Collect a candy - Use the value shown on one die to cross out a corresponding candy box under a child. Then check the leftmost empty circle of the same type of candy in your stash. Collecting candy can also unlock special powers and bonuses. (See Children's Powers and Boo-nuses.)
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Scare a child - The die you did not use to collect a candy must be used to scare a child. Find the child whose black square at the bottom of the character matches the value of your second die, then check the first empty circle under that child. If you check the skull-marked circle, you have scared the child. For the rest of the game, you may not check any candy collection boxes under children who have been scared. If a die is ever used to "scare a child" who has already been scared, ignore that die and skip the "scare a child" step. You can still use all powers unlocked with the children you have scared.
End of the turn - Once every player has collected a candy and scared a child, everyone checks off the current turn in their neighborhood above their stash. Each turn goes the same way: the dice are rolled, candy is collected and children are scared. The game ends after the 16th turn and final scoring begins.
Doubles
If doubles are rolled, ignore the values shown. Instead, all players may cross out a candy under any child, then move it to their stash. There is no need to scare a child this turn! (What a kind ghost you are.)
Example of a Turn
Julie chooses a 2 to cross out the box 2 candy under the Vampire. This box is green with a gummy bear, so she also checks the first circle for gummy bears in her stash.
Julie must now use the other die (a 5) to scare child number 5, the Werewolf. This is the third time Julie has scared the Werewolf, so she must check the skull circle, which means she can no longer collect the Werewolf's candies. However, the power that Julie unlocked earlier can still be used on a later turn.
Stash Rewards
When you collect enough candies in a column of your stash, you unlock the reward at the bottom of that column. For example, in the first column, you gain a star action as soon as 5 candies are checked. You can unlock these rewards in any order, so it is possible (for example) to get the reward of the 7th column before the others.
Star - Once earned, immediately cross out the star under the column. Then, choose any candy under any child, check it and collect it into your stash. Consider a star as an extra die roll of your choice!
Cauldron / Pyramid - Once earned, immediately cross out one of the symbols under the column. If you cross out the cauldron symbol, check a box in the CAULDRON section. If you cross out the pyramid symbol, check a box in the PYRAMID section.
Children's Powers
Each of the six children has a unique power that can be unlocked after collecting candies. Above the candy boxes, each child has 2 or 3 symbols. When you collect all the candies linked to a symbol, circle it. You can check a circled symbol to use the power immediately or on a later turn. If the symbol is in a square, you must use it immediately.
- Skeleton (bone) - When doubles are rolled, you may cross out an unlocked bone to check a candy of your choice in your stash (this bonus is in addition to the normal rules for doubles).
- Witch (cauldron) - When you unlock a cauldron, immediately check it and collect 1 candy from the CAULDRON section on the right. Check the candy of your choice, then collect that candy into your stash.
- Vampire (bat) - Check an unlocked bat to change any candy you collect with any child into a different candy of your choice in your stash.
- Mummy (pyramid) - When you unlock a pyramid, immediately check it, then check a box in the PYRAMID section on the right. You must check the boxes of the lowest level before moving on to the level above. By checking all the boxes of a level, you earn a chocolate bar for the end of the game.
- Werewolf (full moon) - Check an unlocked full moon to use both dice to collect candies this turn. The dice can be used on the same child or on different children. After collecting the candies, scare the child of your choice.
- Zombie (skull) - Check an unlocked skull to skip the "Scare a child" phase this turn.
Example: Julie has collected the two candies under the bone symbol, which means she can use the Skeleton's power on a later turn.
Boo-nuses
Each of the six children also has one of three types of "Boo-nus" symbols to collect: pumpkins, cats and moons. When you collect all the candies linked to a Boo-nus symbol, cross it out, then check a matching symbol in the Boo-nus section. If you gather all the symbols in a column, circle the chocolate bar below it. If you collect all the symbols in a row, you may immediately perform one of the actions of your choice (see "Stash Rewards"). Do not cross out the action of the row you select, because you will be able to perform the same action later if you fill another row.
Example: Julie has collected the three candies above the symbol, crosses it out, then checks a symbol in the Boo-nus section.
End of Game and Scoring
The game ends after the 16th turn. After this last turn, players calculate their scores.
Stash - For each candy, the number of points earned is shown in the green circle above the rightmost checked box of the row. For example, if you have collected 4 Orange Candies, you earn 10 points with this row of candies.
Chocolate bar - Each chocolate bar earns 5 points.
Scared child - Each scared child (skull checked) costs you 5 points.
The player with the most points is the winner! In case of a tie, the one closest to the 7th column of candies wins. If still tied, the victory is shared.
Haunt the Block
By Danny Devine - 1 to 99 players - Age 10+ - 15 to 20 min
Materials and Setup
- 1 sheet per player
- Pencil or pen
- Two six-sided dice
Summary
In Haunt the Block, dice are used to move clockwise around the neighborhood. You write the numbers 1 to 31 as you go while you collect candies and haunt children to use their special abilities.
Playing the Game
To start, each player must write the number 1 in one of the six starting spaces marked with a starting symbol, then must check the corresponding candies in their stash. That symbol is no longer used for the rest of the game.
At the start of each turn any player rolls the dice (it can be the same person each time, or players can take turns rolling). All players then use the numbers on the dice to take their actions at the same time. If both dice have the same value, see "Doubles". Starting from where you last wrote a number (the number 1 at the start of the game), move a number of spaces equal to the value of one of the dice. If you end your move on an empty space, write the next number in order from your previous number (2 after 1, 3 after 2, etc.). If you must end your turn on a space that already has a number or on a pumpkin for which you do not meet the special conditions, you incur a penalty (see "Penalty").
The game ends after 31 turns, when all players have written the number 31.
Candy spaces - When you write a number in a candy space, check the leftmost box in the row of that candy, thus adding it to your stash.
Child spaces - When you write a number in a child space, check a matching symbol in the Boo-nus section. Each child has 1 of the 3 symbols: pumpkin, cat or moon.
Pumpkin - Each of these spaces has a special condition for writing a number in it. But collecting all the pumpkins will earn a chocolate bar.
Cat - The pirate and the black cat have powers that trigger immediately. Romeo and Juliet earn a chocolate bar if you write a number on both.
Moon - These children have powers that allow you to change the values of the dice. You can use these powers at any time and combine them with each other. However, the lowest value of a modified number is 1. Each power can only be used twice. Each time a power is used, check one of the two circles under the description of the power.
Doubles
If doubles are rolled, players may write the next number in the candy space of their choice.
Example of a Turn
Arthur chooses the die with a value of 3. The last number he wrote was 12, so he counts 3 spaces from where he wrote the 12, then writes the number 13. He then adds the candy to his stash.
The dice for this turn are 1 and 3. Arthur wanted to write his next number on the Bee, but he must use the lowest die (1). He decides to use the Cheerleader's ability to add the 1 and the 3, which gives a 4. Since he used the lowest die, he meets the Bee's requirements!
Penalty
If you cannot write a number in a space using either die value (even using stars or children's powers) then you must cross out one of the candy circles in the final score section. At the end of the game, this row of candies will earn 0 points. Then, write the current turn number on the track in the candy box of your choice.
Stash Rewards
When you collect enough candies in a column of your stash, you unlock the star reward below. For example, in the first column, you earn a star as soon as 6 candies are checked. The second column only requires 5 candies, and so on. When a star is earned, circle a star in your Stars section. You can unlock these rewards in any order, so it is possible (for example) to earn the reward of the fifth column before the previous columns.
Star - Cross out a circled star to add or subtract 1 to a die result before moving. You cannot go below 1. You start the game with one star, but you can earn more by filling your stash.
Example: Arthur wrote an 18 on Juliet's space. He does not earn the 5-point chocolate bar until he also has a number on Romeo's space, but he immediately collects a symbol in his Boo-nus section.
Example: Arthur has collected his 4th candy in the 3rd column. He circles an additional star; he can now use the star bonus on a later turn.
End of Game and Scoring
The game ends after 31 turns. After this last turn, players calculate their scores.
Stash - For each candy, the number of points is shown in the green circle above the rightmost checked box of the row. For example, if you have collected 4 Orange Candies, you earn 10 points with this row of candies.
Chocolate bar - Each chocolate bar is worth 5 points. You earn chocolate bars with Romeo and Juliet, by collecting all 6 stars (used or not), for each complete column in your Boo-nus section, and if you have written on all 4 pumpkin spaces.
Count all the points earned in your stash and those from your chocolate bars to get your final score. The player with the most points is the winner! In case of a tie, the one with the most circled but unused stars wins. If still tied, the victory is shared.
Boogaloo
By Danny Devine - 1 to 99 players - Age 6+ - 10 to 15 min
Materials and Setup
- 1 sheet (of your choice) per player
- Pencil or pen
- Two six-sided dice
Summary
In Boogaloo, dice are used to collect candies and unlock extra actions and special Boo-nuses. You only have 13 turns before the game ends! Note: the game comes with four different sheets which all follow the same rules, so play with the group of children you prefer!
Playing the Game
At the start of each turn any player rolls the dice (it can be the same person each time, or players can take turns rolling). All players then use the numbers on the dice to take their action at the same time. If both dice have the same value, see "Doubles".
Choose one of the two dice values and check the corresponding value under one of the children on your sheet. They do not need to be in order; you can collect a candy under any child. Then, check the leftmost circle of the same candy in your stash. Finally, check whether you have finished haunting a child or whether you earn a star thanks to your stash.
Earning stars - When you collect enough candies in a column of your stash, you earn a star! For example, in the first column, when you have at least one of each candy checked, you earn a star. But for the second column only five of the six candies are needed (see "Haunt a Child").
Star action - When you earn a star, check it immediately. Then, choose any candy under any child, check it and add it to your stash. Consider a star as an extra die result of your choice!
Haunt a Child - When the 3 candies under a child have been checked, you earn a reward in the matching Boo-nus section. Rewards are collected from left to right and unlock either a star (see "Star action") or a chocolate bar.
Rows and Columns - Each time you finish haunting all the children in a column or a row, you earn a chocolate bar. Circle the bar at the end of the corresponding row or column.
End of turn - When all players have collected candies and resolved bonuses, they check the number of the current turn on their turn counter. Someone then rolls the dice to start another turn. The game ends after the 13th turn and final scoring begins.
Doubles
If doubles are rolled, ignore the values shown. Instead, all players may check a candy under any child, then move it to their stash.
Example of a Turn
Peter chooses a 4 from the available dice. He uses the 4 to cross out a candy under his Secret Agent. He then collects it in his stash by checking the first circle of the row that matches that candy.
Peter checked his third candy in the fourth column, which gave him a star action!
Peter checks the third and last candy under the footballer. This earns him a star, which allows him to cross out the first reward in the Boo-nuses section (a Star Action). The next star he earns will allow him to circle the chocolate bar.
Scoring
Stash - For each candy, the number of points is shown in the green circle above the rightmost checked box of the row. For example, if you have collected 4 Orange Candies, you earn 10 points with this row of candies.
Chocolate bar - Each chocolate bar is worth 5 points. You earn chocolate bars by filling rows and columns and in the Boo-nus section.
The player with the most points is the winner! In case of a tie, the victory is shared!