Spökjägarna
Spökjägarna Rulebook
Table of Contents
Table of Contents
Components
- 1 game board
- 1 cloth bag for help tokens
- 48 help tokens (yellow, with the warning triangle)
- 1 clue die (black)
- 1 pip die (white)
- 6 ghost vacuums
- 24 clue tokens (red, with the question mark):
- 1 ghost
- 4 chains
- 1 mirror
- 5 sheets
- 2 books
- 6 knives
- 3 candlesticks
- 2 false clues (blank)
- 6 clue boards (one per colour, with the clue symbols)
- 6 playing pieces (figures)
Before the Game Starts
- Punch out the red clue tokens and place them face down on the table.
- Punch out the yellow help tokens and place them in the cloth bag.
- Unfold the game board on the table.
- Each player chooses a playing piece and places it on any starting space. Starting spaces are the large footprints around the edge of the game board. More than one player may start from the same starting space.
- Each player takes a clue board in the same colour as their playing piece and places it in front of them on the table.
- Place both dice next to the game board.
- Mix the clue tokens and place them face down on the red circles on the game board. Note: do not peek at the faces of the tokens.
- Place the bag of help tokens next to the game board.
- Place the ghost vacuums at Aunt Agda's place on the game board.
The Game in Brief
You are ghost hunters on the trail of a ghost that has escaped. The ghost is hidden under one of the clue tokens. Under the other tokens you find clues, such as chains, knives and sheets. There are different numbers of each clue. There are also a few false clues: tokens with no picture.
To win the game you must find and catch the ghost. To catch the ghost you need a ghost vacuum. You borrow it from Aunt Agda.
Clues are very important here, because Aunt Agda only lends out a ghost vacuum if you can convince her that you know where the ghost is. So you need many clues.
The first player to catch the ghost wins!
The Hunt Begins
The youngest player starts by rolling the die. You may always move your playing piece at most as many steps as the die shows. It is therefore fine to move only 2 steps even if the die shows 5.
Several players may stand crowded together on the same token or on the same space of the game board.
What Can Happen
You Land on a Clue Token
Roll the white die again.
- If you roll 3 or higher, you may turn the token over.
- If there is a clue there that you do not have, place it on your clue board with the clue face up.
- If it is a clue you already have, a false clue (blank), or the ghost, leave it where it is.
- Do not show what lies under the tokens you do not take! Instead, try to fool the other players with sounds and gestures into going to the token if it is an unimportant token, or try to fool them into not going there if it is an important token.
- The turn then passes on.
If you roll a 1 or a 2, your turn ends immediately. The next time it is your turn you may roll again to look at the token. You may also choose to move on without looking at the token.
When you have found the place where the ghost is, or believe you know where the ghost is, you must borrow a ghost vacuum from Aunt Agda to catch it. That is why it is good to have collected many clues first.
Go to Aunt Agda's room. There, roll the black clue die. If the die shows a clue that you have on your clue board, you borrow a ghost vacuum. Place it on your playing piece. A player can only have one ghost vacuum at a time.
If the die shows a clue that you do not have, you have bothered Aunt Agda for nothing. You must then place one of your clues in the shed in Aunt Agda's garden.
Then you have two choices. You can stay where you are and try to borrow a ghost vacuum the next time it is your turn. Or you can go out and look for more clues. Clues that have ended up in the shed are free for everyone to take. You only need to go there and pick up as many clues as you need.
When you have reached the place where you think the ghost is, roll the white die again. If you roll 3 or higher, you may turn the token over. If the ghost is there, you have won!
If the ghost is not there, you lose your ghost vacuum. Put it back in Aunt Agda's room. Your hunt continues...
If You Land on a Yellow Triangle, You May Call for Help
If you land here you may, if you wish, call for Aunt Agda. Sometimes she cannot be bothered to help you. Sometimes she quarrels with you. If you want help, take a token from the bag.
Text token: read it aloud and do what it says.
If you get a help token that says "Swap places with your own and any opponent's playing piece", and then land on a clue token, you may roll immediately to turn the token over.
The player who landed on the yellow triangle where you stood may ask for help the next time it is that player's turn. If you land on a yellow triangle when you swap places, you may ask for help the next time it is your turn to play.
"Say BOO!" tokens are only meant to scare the other players.
If it says that you should jump directly to the shed or directly to Aunt Agda, you may try to borrow a ghost vacuum or take clues from the shed directly before your turn ends.
Tripwire token blocks the way. Save it until you want to sabotage the other players, and then place it on one of the blue symbols on the game board. After that, nobody (not even you) may pass that space.
It is especially good when you are on your way to the ghost and want to force the other players to take a longer route.
You place the tripwire token when it is your turn to play, before you roll the die.
When you have taken a help token from the bag and carried out what it says, your turn goes on.
Used help tokens are out of the game and are placed in a pile next to the game board until the game is finished. Then put them back into the cloth bag.