NEW CONDENSED RULES! Experience a modern mini RPG ghost hunting game with Victorian charm, all on a single poker card. A sounds only social deduction game small enough to go anywhere.
You are in a haunted house with a hidden safe full of riches. As the hunter you must get help from good ghosts to find and open the safe before the evil spirit, hiding their wealth, traps you too.
The card; smartphone timer; 5 dimes with varied years.
Assign one player as the hunter to play facing away from all other players (ghosts). Ghosts pick roles using the card and pick a dime’s year as the safe code. Place dimes (years down) on: Art, Cora, Elmer, Gwen, Ivan. The ghost with the safe code dime is the evil spirit and plays as the character under that dime. If no one finds the safe code dime the last player to pick is the evil spirit. The evil spirit keeps the safe code dime and points out a room for the hidden safe. Good ghosts keep a dime as a poltergeist activity token. Give the card to the hunter for reference. Start a 20-minute timer.
The hunter asks yes or no questions, and ghosts reply with 1 knock for NO, 2 for YES. Good ghosts always tell the truth, but the evil spirit can lie and interrupt. The hunter addresses each question to a specific ghost by name. Good ghosts can use poltergeist activity (throw their dime) once per a game to interrupt the evil spirit’s lies. In games with less than five players as ghosts, the ghost you are talking to might be under the influence of the evil spirit so much they will never actually reply. The evil spirit knocks in their place, lying to the hunter all along. Good ghosts can only respond when directly addressed. Mistakes by good ghosts are signaled by scratching the table. The hunter repeats the question if scratching is heard. The evil spirit can scratch up to 3 times per game to trick the hunter, or at anytime to keep the game fair if good ghosts make a mistake.
The hunter declares: “(Character) you are evil, the safe is in the (room), and it opens with (year).” If correct: the evil spirit gets up, walks behind the hunter, and drops the safe code dime. Good ghosts and the hunter win! If the timer runs out, or the guess is wrong: the evil spirit gets up, walks behind the hunter, and yells “BOO!” The evil spirit wins.
PLAY AGAIN: Switch roles for the next round, to make Boo Who? the feature of your game night. Extra players can join as additional hunters. A team of hunters takes turns asking questions and must make a single, agreed upon declaration to win.
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Average Rating | 0 reviews |
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Publish Date | February 11, 2023 |
Edition | Second |
Department | Games |
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