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Schloss Schlotterstein: Das Kartenspiel thumbnail

Schloss Schlotterstein: Das Kartenspiel

Schloss Schlotterstein: Das Kartenspiel Rulebook

Table of Contents

Table of Contents

  • Components
  • Idea of the Game
  • Setup
  • How to Play
  • The Scaring Begins!
  • End of the Scaring
  • A New Round Begins
  • End of the Game

Components

  • 4 ghosts (in four colours)
  • 36 ghost cards
  • 20 castle resident cards
  • Rulebook

Each ghost card has 12 castle residents on its front side. Its back side shows the ghost path.

Idea of the Game

There are 20 residents living in the Schlotterstein castle. Each round, one ghost card showing 12 castle residents is turned over, and the players try to remember and scare those residents. At the end of the round it is checked who scared which residents. The player who scared the correct residents moves their ghost forward along the ghost path. The player who scared incorrectly moves their ghost backward.

The goal of the game is to move as far forward along the ghost path as possible.

Setup

  1. Shuffle the ghost cards. Place 12 of them as a face-down pile in the middle of the table, with the ghost path facing up.
  2. Place the 20 castle resident cards around the pile in the middle of the table.
  3. From the remaining 10 ghost cards, build the ghost path on the table by placing them next to each other, with the ghost path facing up.
  4. Each player chooses one ghost and places it at the start of the ghost path.
  5. Return the remaining game components to the game box.

How to Play

The oldest player starts. This player is the leading ghost for this round.

The leading ghost turns over one ghost card from the pile and places it on the table so that all players can see it clearly.

All players now try to remember which castle residents are on this card. The leading ghost decides when the card is turned face down again. This can be after 5 seconds or after as long as 30 seconds.

Important: Look at the ghost card carefully, because there are 12 castle residents on it. Some are big, some are small, and some hide behind someone or something and can only be seen partly.

The Scaring Begins!

Once the ghost card is turned face down again, the player to the left of the leading ghost (clockwise) begins the round. They try to remember which castle residents were on the card.

They now have two options:

  • Scare a castle resident! With a loud "Bu bu bu", they take the castle resident card of a resident they remember and place it in front of themselves.

  • Pass the game to the next player! If you cannot remember any castle resident who was on the card, say loudly: "Zazvonil mi zvonec, strašení je konec" ("The bell has rung for me, the scaring is over"). This ends your play for this round.

Now it is the next player's turn, clockwise.

Important:

  • When it is your turn, you may scare only one castle resident. If you remember more than one of them from the card, you must wait until everyone has taken a turn, or until nobody wants to scare any more. Only then may you scare again.
  • You may scare only those castle residents whose cards are still in the middle of the table.

End of the Scaring

The scaring ends when no player wants to scare any more castle residents, or when there are no castle resident cards left in the middle of the table that were on the ghost card.

Now the ghost card is turned over to find out who scared correctly:

  • For each castle resident you scared who is shown on the ghost card, move your ghost one space forward along the ghost path.
  • For each castle resident you scared who is not shown on the ghost card, you must move your ghost one space backward along the ghost path. It may happen that you end up back at the start.

Tip:

  • It is best to check one player after another and compare their cards with the ghost card.
  • If you reach the end of the ghost path, or if the path is too short for your progress, you may extend it using the cards you have left over.

A New Round Begins

After the scaring has been checked, all castle resident cards are arranged again in the middle of the table. The used ghost card is put back in the game box. The next player clockwise becomes the leading ghost and turns over a new ghost card from the top of the pile.

End of the Game

The game ends after the twelfth ghost card has been scored. The player who has moved furthest along the ghost path becomes the winner and is the ghost master. In case of a tie, there are several winners.