(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.
Last edited on 2007-08-28 22:52:13 CST (Total Number of Edits: 2)
























