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Ghosted Rulebook

Table of Contents

Table of Contents

  • Contents
  • Objective
  • Set Up
  • How to Play
    • Roll the Die
      • Yes or No Question
      • Guess 2 Suspects
      • Guess 2 Weapons
      • Guess 2 Motives
      • Scales of Justice
      • Wild
    • Make a Final Accusation
    • Tokens
    • Winning

Contents

  • 36 Cards (12 Suspect Cards, 12 Weapon Cards, 12 Motive Cards)
  • 6 Evidence Boards
  • 6 Dry Erase Markers
  • 6 Tokens
  • 1 Die

Objective

Be the first player to solve your own demise from the great beyond.

Set Up

  • Each player takes one Evidence Board and one Dry Erase Marker.
  • Separate the Suspect, Weapon, and Motive cards into their own decks.
  • Shuffle each individual deck and give one Suspect Card, one Weapon Card, and one Motive card to each player face down.
  • Without looking at the front of the Cards, each player places the three Cards face-out into their Evidence Board for all other players to see. Note: You should NOT be able to see your own Cards. If you do, replace them with new Cards.
  • Shuffle the remaining Cards (Suspect, Weapon, and Motive) together into a single deck, then deal them equally among all players face-down. Each player may look at their own Cards, but should not show them to other players.
  • Mark the Suspects, Weapons, and Motives that other players have in their Evidence Boards as well as any Cards that you have in your hand. Note: In a 5-player game there will be one extra Card. In this case, reveal the extra Card. All players should mark it on their Evidence Boards. This Card is then removed from the game.
  • Place the Tokens and Die into the center of the play area.
  • The player with the best ghost impression goes first.

Example of a game set up and ready to play.

How to Play

Take turns going clockwise from the starting player. On each turn, a player has two choices. They can either Roll the Die OR Make a Final Accusation.

Roll the Die

There are six possible actions on the die. Refer to the back page of the instructions for a visual guide. Keep this guide visible during the game for a quick reference.

The six die actions are: Yes or No Question, Guess 2 Suspects, Guess 2 Weapons, Guess 2 Motives, Scales of Justice, and Wild.

Yes or No Question

The roller asks a player of their choice one question that can only be answered with a "yes" or a "no." They may ask a specific question like, "Was I killed because I knew too much?" Or a more general question like, "Is my weapon sharp?"

Guess 2 Suspects

The roller selects another player and guesses two Suspects. If that player has either of the Suspect Cards in their hand, they secretly reveal one of the Suspects to the roller. The roller then marks that Suspect off on their Evidence Board and their turn is now over. If that player does not have either of the Suspect Cards in their hand, the roller's turn ends. Note: If a player has both Suspect Cards in their hand, they only reveal one to the roller.

Guess 2 Weapons

The roller selects another player and guesses two Weapons. If that player has either of the Weapon Cards in their hand, they secretly reveal one of the Weapons to the roller. The roller then marks that Weapon off on their Evidence Board and their turn is now over. If that player does not have either of the Weapon Cards in their hand, the roller's turn ends. Note: If a player has both Weapon Cards in their hand, they only reveal one to the roller.

Guess 2 Motives

The roller selects another player and guesses two Motives. If that player has either of the Motive Cards in their hand, they secretly reveal one of the Motives to the roller. The roller then marks that Motive off on their Evidence Board and their turn is now over. If that player does not have either of the Motive Cards in their hand, the roller's turn ends. Note: If a player has both Motive Cards in their hand, they only reveal one to the roller.

Scales of Justice

The roller guesses one Suspect, one Weapon, and one Motive. The other players then reveal how many they've guessed correctly (0, 1, 2, or 3) but not which ones are correct. If the roller guesses all three Cards in their Evidence Board correctly, they immediately win the game. Note: If the roller doesn't guess all three Cards correctly, they are NOT out of the game. That only happens in the Final Accusation.

Wild

The roller may choose any one of the five actions they would like to take.

Make a Final Accusation

If a player believes there is enough evidence to solve the crime, they do not roll the Die. Instead, they make a Final Accusation of one Suspect, one Weapon, and one Motive. If the player is right, they win the game! If they're wrong, they are out of the game and play continues. Once a player is out of the game, they must reveal the Cards in their hand to all other players.

Tokens

  • If a player rolls the Die, but the action has already been solved, the player takes a Token and their turn is over. For example, if a player rolls "Guess 2 Suspects" but they've already figured out who the Suspect is, they take a Token.
  • If on the next turn, the player again rolls an action that has been solved, they may use their Token and choose any of the actions on the Die. Once a Token has been played, place it back into the center of the play area. A player may only have one Token at a time.

Winning

The first player to announce the correct Suspect, Weapon, and Motive wins the game and becomes the "afterlife" of the party! A player may win by either making a correct Final Accusation on their turn OR by rolling the Scales of Justice symbol and guessing all three Cards correctly.