The Hotness
Games|People|Company
Eclipse
Gunship: First Strike!
Mage Knight: Board Game
Midnight Men
Agricola: Die Bauern und das liebe Vieh
Hawaii
Star Wars: Battle of Hoth
Wiz-War
Ora et Labora
Rex: Final Days of an Empire
Snowdonia
Barbarian Prince
The Lord of the Rings: The Card Game
Twilight Struggle
War of the Ring
Agricola
7 Wonders
A Game of Thrones: The Board Game (second edition)
Dominion
7 Wonders: Cities
Kingdoms
A Few Acres of Snow
Risk Legacy
Arkham Horror
Through the Ages: A Story of Civilization
Thunderstone Advance: Towers of Ruin
1812: The Invasion of Canada
Dixit: Journey
Elder Sign
D-Day Dice
The Castles of Burgundy
Le Havre
Kingdom Builder
Sid Meier's Civilization: The Board Game
Race for the Galaxy
Cosmic Encounter
Dominant Species
Dungeon Petz
Battlestar Galactica
Power Grid
Mansions of Madness
Last Will
Twilight Imperium (third edition)
Nexus Ops
Agents of SMERSH
Puerto Rico
Star Trek: Fleet Captains
Kairo
Core Worlds
Sherlock Holmes Consulting Detective
Recommend
3 
 Thumb up
 Thumb up
1 Posts

Ghosts!» Forums » Rules

Subject: English Rules for Geister (Ghosts!) rss

Your Tags: Add tags
Popular Tags: rules [+] English [+] [View All]
Robert Seater
United States
Ashland
Massachusetts
designer
publisher
Director of Game Development at Cambridge Games Factory
badge
Feed me...games...
Avatar
mbmbmbmbmb
English rules for "Geister - die guten und die bosen" (Ghosts! - good and evil)
(game by Alex Randolph, 1982)

SETUP
Each player receives 4 good ghosts and 4 evil ghosts and arranges them as he wishes in his setup zone. Ghosts all look the same from the front, so only you can see the alignment of your own ghosts. green=good and yellow=evil.

. A A A A . (B escapes from A's back corners)
. A A A A .
. . . . . .
. . . . . .
. B B B B .
. B B B B . (A escapes from B's back corners)


PLAY
Alternate turns. On your turn, you must move exactly one of your ghosts 1 space forward/backward/sideways (never diagonally!). If you land on an opposing ghost, you capture it and reveal its good/evil alignment. A good ghost in one of the opponent's corners can use its move to escape the board (and win the game).

WINNING
You immediately win if you ever do any one of the following:
* capture all 4 of your opponent's good ghosts,
* lose all 4 of your own evil ghosts, or
* one of your good ghosts escapes off one of the opposite corners of the board.

NOTES ON EDITION
These rules were taken from the 1982 version printed in West Germany by Druck & Display-Werk Sarstedt, copyright Buchholz Verlag. It is the one with molded white ghosts with green and yellow dots on their backs, and the board has a top-down 3D illusion of brick-walled rooms.
3 
 Thumb up
 tip
 Thumb up
  • Last edited Wed Aug 29, 2007 4:52 am (Total Number of Edits: 2)
  • Posted Sun Aug 26, 2007 5:15 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • QuickReply
    •  
    • QuickQuote
    •  
    • Reply
    •  
    • Quote
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.