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The Ghosts Betwixt

The Ghosts Betwixt Rulebook

Table of Contents

Table of Contents

  • Welcome and Game Overview
  • Components
  • Set Up Your First Game
  • Consult Mission Guide 1
  • The Four Phases
    • The Exploring Phase (2A)
    • The Drawing Phase (2B)
    • The Spawning Phase (2C)
    • The Fighting Phase (2D)
    • Steps of the Fighting Phase
    • Reading the Dice (4C)
    • Activation Order and Ending the Round
  • Continuing Your Mission
  • Conditions (4H)
    • Harmful Conditions
    • Helpful Status Effects
    • Other Effects (Do Not Use Condition Tokens)

Welcome and Game Overview

Welcome to "Worlds of Terror". Young Richie has been kidnapped. He was last seen taken into the Bennert family's rural property, which doubles as the infamous local Halloween haunted attraction, "Worlds of Terror". Why Richie? What are the Bennerts up to? What does "Worlds of Terror" have to do with the kidnapping? There's only one way to find out...

The Ghosts Betwixt is a cooperative dungeon crawler spanning several story missions and side missions. Players take the roles of four family members (FMs) searching for their missing son/brother, Richie.

This Quick Play Guide will allow you to get The Ghosts Betwixt to your table as soon as possible.

Components

  • Mission Guide 1, Quick Play Guide, Introduction Guide
  • 10 Map Tiles: 1A (x2), 2A (x2), 3A, 4A, 5A, 6A, 7A, 8A, 9A
  • 4 FM Dashboards, with matching standee and plastic base
  • 18 Monster Standees: 6 Guard Dogs, 4 Bennert Lackeys, 6 Rabid Ferrets, 1 Rolling Pin Lady, 1 Eustus W. Bennert
  • 40 Numbered Bases
  • 4 Starting Talent Cards
  • 10 Item Cards
  • 54 Brown Equipment Cards
  • 17 Drop Deck Cards
  • 6 Beastly Monster Weapon Cards
  • 6 Humanish Monster Weapon Cards
  • 5 Monster Cards
  • 9 Map Tokens: 1A, 2A (x2), 3A, 4A, 5A, 6A, 7A, 8A
  • 60 HP Tokens: 40 1HP Tokens, 20 5HP Tokens
  • 22 FP Tokens: 16 1FP Tokens, 6 5FP Tokens
  • 12 Bonus Tokens: 6 TQ Bonus Tokens, 6 T Bonus Tokens
  • 14 STR/ACC Tokens: 6 double-sided 1STR/1ACC Tokens, 6 double-sided 2STR/2ACC Tokens, 2 double-sided 3STR/3ACC Tokens
  • 33 Fate Tokens: 9 Monster Tokens, 10 Treasure Tokens, 2 Surprise Event Tokens, 1 Ambush Token, 5 Door Tokens, 1 Locked Door Token, 4 Rat Trap Tokens, 1 Bear Trap Token
  • 16 Target Tokens: 4 each of Bill, Joan, Maddox and Avelynn
  • 24 Condition Tokens: 8 double-sided Beneficial Tokens, 16 double-sided Harmful Tokens
  • 6 Fireworks Tokens
  • 1 d8
  • 20 six-sided dice: 2 Light Green, 2 Green, 2 Light Blue, 1 Blue, 3 Turquoise, 2 Tan, 1 Brown, 1 White, 1 Light Yellow, 1 Dark Yellow, 1 Light Orange, 1 Dark Orange, 1 d6

Set Up Your First Game

  1. Distribute FM Dashboards. Regardless of the number of players, all four family members (FMs) are used.

    Set each FM's stats to the following:

    • a. Bill: HP 10, FP 5, STR 3 Token, ACC 1 Token
    • b. Joan: HP 8, FP 6, STR 2 Token, ACC 2 Token
    • c. Avelynn: HP 4, FP 5, STR 1 Token, ACC 1 Token
    • d. Maddox: HP 6, FP 5, STR 1 Token, ACC 2 Token

    Example, To Set Up Bill: the HP, FP, and STR & ACC tokens are placed on Bill's FM Dashboard as shown.

  2. Place TQ and T Bonus Tokens on each FM Dashboard at the beginning of the track. Distribute each FM Starting Talent Card. Give Maddox his Fireworks Pouch.

  3. Place the following decks within reach:

    • a. Brown Equipment Deck
    • b. Item Deck
    • c. Drop Deck
    • d. Monster Cards
    • e. Monster Weapon Deck (Beastly)
    • f. Monster Weapon Deck (Humanish)
  4. Organize Condition Tokens, HP Tokens and FP Tokens.

  5. Shuffle Target Tokens and place them face down in a pile.

  6. Read the Introduction Guide.

  7. Find the Starting Equipment Deck. Choose Starting Equipment and Starting Items for each FM based on instructions in the Introduction Guide.

Bill, Joan, Avelynn and Maddox are ready to find Richie... but are you? If so...

Consult Mission Guide 1

Any instruction or rule with (X) has further explanation in the Reference Rulebook.

The Quick Play Guide points to boardgamegeek.com/boardgame/255512/ghosts-betwixt for the Reference Rulebook.

  1. Shuffle these Map Tokens into a facedown stack. For this walkthrough, place Map Token 4A at the top of the stack.

  2. Shuffle these Fate Tokens into another facedown stack. For this walkthrough, place a Door Token, Monster Token 2 and Treasure Token 1 at the top of the stack. Place this stack next to the Map Tokens.

  3. Read "How to Start" Section, which instructs you to do the following:

    • a. Place Map Tile 1A (Bathroom)
    • b. Add a Door Standee to a doorway
    • c. Add a Wall Standee to the other doorway
    • d. Place FMs on the Map Tile
    • e. Place the stack of 8 Map Tokens and stack of 24 Fate Tokens next to the Door.
    • f. Read Objective Card 1 – place the other Objective Cards nearby but don't read them

As stated by Objective Card 1, the family is searching for the Door to the Basement, represented by the Locked Door Token.

Once the Locked Door Token is drawn, complete the remaining steps of Objective 1. Then flip over the Objective Card and follow the instructions.

Objective Card 1, "Find the Door to the Basement", reads: 1) During a Drawing Phase, draw the Locked Door Token. 2) During the next Spawning Phase, on the map for which the token was drawn, add a Locked Door Standee to a wall without a doorway. 3) Complete the Spawning Phase, or Fighting Phase if applicable. The reverse side reads "COMPLETE?".

Continue the mission until you've completed all Objective Cards or all FMs become KO'd (HP = 0 and removed from the mission).

The Four Phases

Gameplay takes place over four phases: the Exploring Phase, the Drawing Phase, the Spawning Phase and the Fighting Phase. Mission 1 begins with...

The Exploring Phase (2A)

The Exploring Phase sees the FMs move toward their next destination. To end the current Exploration Phase and advance to the Drawing Phase, at least one FM must be adjacent to a Door Standee. Please do that now and remove the Door Standee.

The Drawing Phase (2B)

The Drawing Phase sees players draw Map Tokens and Fate Tokens, which represent the rooms, challenges and rewards that lie ahead. Let's walk through the first Drawing Phase:

  1. Draw a Map Token and Place a Map Tile. Draw the top Map Token from the stack. Well, what do you know—it's Map Token 4A! Place Map Tile 4A (Den) next to the doorway. You may orient the map tile whichever way you like.

  2. Draw Fate Tokens. Draw three Fate Tokens from the top of the stack. Lay them in the order in which they were drawn next to the Map Token.

  3. Check for a "Fork in the Road". Does the newly played map tile(s) have more than one new doorway? In other words, is there more than one new path? There's only one new doorway on 4A, so we can skip this step.

    Upcoming map tiles in Mission 1 (3A and 6A) do have multiple doorways, however. In those instances, you will split both Map Tokens and Fate Tokens in half and designate the new stacks for the new paths. (2B)

  4. Place Doors. Now, look at the Fate Tokens you placed next to Map Token 4A: Door Token, Monster Token 2, Treasure Token 1. Because you drew a Door Token, place a Door Standee onto the doorway of 4A.

    If you did not draw a Door Token, you would repeat the Drawing Phase into one more room.

    If you draw more Door Tokens than there are doorways, you've found a Hidden Room. (2B) Consult the Mission Guide for next steps.

The Spawning Phase (2C)

The Spawning Phase sees certain Fate Tokens and monsters placed onto the map...

  1. Prepare Monsters. If Monster Tokens were drawn...
    • a. Consult the Mission Guide to see which monsters are spawned for each Monster Token. Take the appropriate monster standees, and place each monster group in a base chronologically 1-6.

      In this example, Monster Token 2 spawns 1 Guard Dog and 1 Bennert Lackey. Place a Guard Dog standee in a number 1 base and a Bennert Lackey standee in another number 1 base.

    • b. Place the appropriate Monster Card in the order in which monsters are spawned. So, place the Guard Dog card first and the Bennert Lackey card second.

Monster Cards represent a monster group: 1-6 monsters of the same monster type. Each individual monster of a monster group (indicated by the number of its base) is represented clockwise around the Monster Card, beginning with position 1 at the top of the Monster Card. Place the following in the appropriate position for each spawned monster:

  • HP Tokens. Each monster in the monster group receives HP based on its Monster Card. Place HP 4 for the Guard Dog and HP 6 for the Bennert Lackey.
  • Target Tokens. Every monster randomly draws a Target Token and flips it face-side up. This represents which FM it will attempt to attack. Place one Target Token for both the Guard Dog and Bennert Lackey.
  • Monster Weapon. If the Monster Card has a Draw Monster Weapon Symbol, draw a Monster Weapon Card for each monster in the monster group. Draw from the respective Beastly or Humanish Monster Card Deck depending on the monster group's type. Both the Guard Dog and Bennert Lackey draw Monster Weapons; therefore, draw a Beastly Monster Weapon for the Guard Dog and a Humanish Monster Weapon for the Bennert Lackey.
  1. "Resolve" or "Spawn" each Fate Token in order from left to right. To spawn a Monster, Treasure, Trap or Story Token (when applicable), roll a d6 or d8 for the x-axis and y-axis of the map tile, depending on its dimensions. For example, to spawn the Guard Dog on Map Tile 4A, which is 6x6, roll a d6 twice. If a 3 and 5 is rolled, move up the x-axis 3 spaces and across the y-axis 5 spaces. If the monster lands on an obstacle, move one more space. Now, please spawn the two monsters and the Treasure Token onto the map.

And now, the family and monsters will talk things out and part ways amicably. Or, perhaps you'd rather enter…

The Fighting Phase (2D)

LUCKY 7: Once per mission, the family may ignore one source of damage in exchange for $7.

Before we demonstrate the Fighting Phase, let's first define rounds, activations and actions.

Rounds. A round sees each FM and monster take an activation. Each round begins with an FM of the players' choice performing an activation, then all monsters in Monster Group 1 (just 1 Guard Dog in this example), then a second FM, then all monsters in Monster Group 2 (just 1 Bennert Lackey in this example), etc. Once each FM and monster have activated, the round is over. Oftentimes, the Mission Guide will instruct you to perform an "End-of-Round Event."

Activations and Actions. During an FM's activation, he or she may perform two actions, but never the same action twice. On a monster's activation, it will attempt to attack the FM for which it owns his or her Target Token, and will move if necessary.

FM actions (4A) include but are not limited to:

  • Move – Gain movement points equal to the FM's speed and move up to that many spaces.
  • Attack – If the FM is in attack range and has line of sight, roll his or her attack dice (base hit die, weapon hit die, any TQ bonus dice and damage die (use STR for melee attack and ACC for ranged attack). Another player (if playing non-solo) rolls the monster's defense die. (4C)
  • Talent – Spend FP to use an FM's talent, like Joan's Quick Patch. (Quick Patch, as shown on the card: roll the teal die icon; you or an adjacent FM gains HP 1 + the number of symbols rolled.)
  • Offensive Stance – Advance the TQ Token up one position on the FM Dashboard. Can only be used as a second action. This token is used on your next attack or lost at the end of your next activation. (4F)
  • Defensive Stance – Advance the T Token up one position on the FM Dashboard. Can only be used as a second action. This token is used on your next defense roll or lost at the end of your next activation. (4F)
  • Item – Use the Item in the FM's equipped item slot.
  • More Actions – (4A) Other actions include rearranging equipment, trading equipment, looting a treasure and more.

Steps of the Fighting Phase

  1. Perform a Pre-Fight Phase Action. Before the first round of the Fighting Phase, perform any of the above actions except for an attack action or an attack talent (like Avelynn's Concentrated Blow). This "free" action is only taken once during an entire Fighting Phase.

    For the pre-fight action in this example, perform a Defensive Stance Action for FMs targeted by monsters and an Offensive Stance Action for those who aren't.

  2. Activate an FM, preferably an FM with 1 TQ Bonus Token. (If you were to activate an FM with a T Bonus Token, it would be wasted because it's lost at the end of an activation.)

Let's attack a monster by following these steps:

  • Action 1 – Perform a move action (if necessary) to get within attack range of a monster (4D). If the FM is using a:
    • Melee Attack – FM must be adjacent to the monster.
    • Range Attack – FM must be within range of the monster. Range is determined by the FM's ACC + 3. For example, Joan has a range of 5 spaces (ACC 2 + 3).
  • Action 2 – Now that your FM is in attack range, perform an attack action. Roll the following dice all at once. (4C)
    • A. FM's hit dice:
      • Base hit die on FM Dashboard
      • Weapon hit die on equipped weapon card
      • TQ Bonus hit dice (take all TQ bonus dice equal to the number on the FM Dashboard. Move TQ Token back to the beginning of the track)
    • B. FM's damage dice:
      • STR for melee attack
      • ACC for ranged attack
      • Reference on the dashboard: a STR 3 token gives the LO die, and an ACC 2 token gives the DY die.
    • C. Monster's defense die.
  1. Activate all Monsters in Monster Group 1 (4K).
    • In our demonstration, the Guard Dog will activate (unless you already defeated it. If so, Monster Group 2 (Bennert Lackey) would activate).
    • The Guard Dog will attempt to attack the FM for which it owns his or her Target Token.
    • Move the Guard Dog within attack range of the FM. If the Guard Dog cannot reach its target, it will attack an FM "on the way" while moving as close to its target as possible.
    • Perform an attack action with the Guard Dog (be sure to add the hit die from its Monster Weapon). If its Monster Weapon has a melee symbol, it will perform melee attacks; if it has a ranged symbol, it will perform ranged attacks.
    • Roll FM's defense die. If FM has a T Bonus Token, spend it and add a T defense die to the defense roll.

Reading the Dice (4C)

Attack Dice

  • Hit Successes – To hit a target, the number of hit successes must meet or exceed the target's AGI.
  • Weapon Effects – Spent to use a weapon or monster's special abilities.
  • Damage – Indicates damage inflicted from a successful attack. Added to any passive damage and/or weapon effect damage.

Defensive Dice

  • Shields – Subtract 1 damage from the attack.
  • Evades – Subtract 1 hit success from the attack.
  • Re-Targets – Draw a new Target Token for the monster.

We recommend ignoring re-targets for this initial Fighting Phase. Get the hang of the flow of combat, and then read more about re-targets here (4C).

Blindside Bonus. An FM gets "Blindside Bonus" by attacking a monster directly from behind. In these instances, the FM's STR or ACC temporarily increases by 1. For example, if Joan ends her movement in a space that faces the monster's back, her ACC increases from ACC 2 (ACC 2 Dy) to ACC 3 (ACC 3 Lo) when attacking that monster.

Activation Order and Ending the Round

Continuing the activation order from the Rounds section:

  1. Activate another FM.
  2. Activate Monster Group 2 (when applicable).
  3. Activate another FM.
  4. Activate Monster Group 3 (when applicable).
  5. Activate another FM.
  6. Perform "End of Round Event," as indicated by the Mission Guide.

For Mission 1, roll a d6. On the roll of 1, a random FM loses HP 1 or FP 1.

XP & Bennert Bucks (sidebar): During an actual campaign, XP will be used to level up your FMs. Bennert Bucks will be used to purchase Items and Equipment.

  1. Repeat steps until the monsters are defeated. When a monster is defeated, remove its standee from the map and place it on the FM Dashboard belonging to who dealt the final blow. Move the XP token up 1 on the track and the FM will gain extra XP.
  2. Calculate XP and Bennert Buck$ (4M). This step is optional for the Preview Version of The Ghosts Betwixt.
  3. Draw a card from the Drop Deck for every Monster Token drawn for this Fighting Phase.
  4. Resolve any outstanding Treasure Tokens remaining on the map tiles.
  5. Begin an Exploration Phase.

Continuing Your Mission

Well done! You're well on your way to finding clues to the whereabouts of Richie. Continue the steps above until you complete Objective 1 by finding the Locked Door Token. The objectives will continue to guide you through Mission 1.

There are many rules not discussed in this Quick Play Guide. As you continue exploring Worlds of Terror, more of these rules will come into play, which you will find details about in the Rules Reference Booklet: boardgamegeek.com/boardgame/255512/ghosts-betwixt.

The Quick Play Guide lists the following topics as further rules, which are explained in the Rules Reference Booklet and are not transcribed here:

  • Ranged Combat and Obstruction Penalty – (4E)
  • Movement and Obstructions – (4B)
  • Defense Dice Re-Targets – (4C)
  • Monster Card Iconography – (3B)
  • Conditions – (4H) (transcribed below)
  • Elemental Weakness and Resistance – (4I)
  • Traps and Stumble Ability – (4J)
  • Hidden Rooms – (2B)
  • Monster AI – (4K)
  • KO'd FMs – (4L)

Conditions (4H)

When a character gains a Condition, add the respective token(s) to FM or monster. Flip the token to the appropriate side: 1 or 2. Reduce Condition when resolved. Remove token when Condition reaches 0.

Harmful Conditions

  • Bleed 1 – At the end of a character's activation, lose HP 1.
  • Light Headed 1 – When attacking or using an attack talent, remove one random hit die.
  • Blind 1 – When attacking or using an attack talent, roll a d6. The attack misses on the roll of 1 or 2.
  • Weakened 1 – On the next attack roll, divide offensive damage in half after determining target's defense. Round up to higher number: if total damage is 3, divide it in half and round up to 2.
  • Stunned 1 – The character skips his or her next activation.
  • Crippled 1 – Cannot use a move action on the next activation.
  • Frailty 1 – On the next defense roll, remove a random defense die.
  • Disarmed 1 – Flip over an FM's weapon or a monster's Monster Weapon Card (if applicable). The weapon's hit dice, weapon effects and other abilities don't apply while Disarmed.

Helpful Status Effects

  • Refreshed 1 – At the end of an activation, recover HP 1; or, push your luck by rolling a d6: 1-3 recover HP 0; 4-6 recover HP 2.
  • Concentrated 1 – When performing an attack action (not an attack talent) gain an LG hit die.
  • Sharpened 1 – When performing an attack action (not an attack talent) gain a LY hit die.
  • Charged 1 – During next activation, take a third action. However, you still can't use the same action twice.

Other Effects (Do Not Use Condition Tokens)

In addition to Conditions, the following traits are found on Equipment Cards or Monster Cards.

  • Pierce – Negates shields or passive defense. Example: Joan's attack results in 3 damage and Pierce 1, and the monster rolls one shield. Pierce 1 negates the shield, and the 3 damage remains.
  • Stumble – The target gains X number of movement points and is moved backward, and if applicable, activates a trap. (2J)
  • Drain – Heal character up to X amount of damage done from the attack. If a character has Drain 2 and its attack results in 3 damage, it will gain HP 2 up to its max HP.
  • Flight – Character moves through all obstacles and characters. May end its turn over an obstacle. But it cannot trigger traps, cannot move through walls, and cannot occupy the same space as another character.
  • Hit 'n Run – (Monster ability) After performing an attack, a monster will spend any unused movement points to move as far away from the FM whose Target Token it owns as possible. Secondly, if possible it will move away from other FMs as well. If ambiguity, roll a d6 to determine its destination.
  • Attached 1 – (Monster ability) The monster takes an Attached Token. The "attached" monster always hits target (just roll damage die). Attached breaks if it loses Target Token or is Stumbled. FMs are Crippled while attached.

Use the Introduction Guide to locate each Starting Equip if they have already been shuffled into their respective decks.