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The Ghosts of Castle Turnwall

The Ghosts of Castle Turnwall Rulebook

Table of Contents

Table of Contents

  • What's Inside
  • How to Prepare
  • What You Want to Do
  • And This Is How It Works
  • 1. Magical Moves
    • a.) Drag your ghost to an adjoining space.
    • b.) Move a slider one segment in a direction of your choice.
    • c.) Move a slider from one tunnel to another.
    • d.) Turn the game board on the castle floor (90 degrees) in any direction.
    • Carrying out fewer than 3 moves
  • 2. Searching for Garments
  • End of the Game

What's Inside

  • 1 game board
  • 1 castle floor
  • 1 plug
  • 3 magical floor sliders
  • 4 ghosts
  • 20 costume cards

How to Prepare

  • Place the game board on the castle floor. Attach it in the center with the plug. Turn it to the pictured start position.
  • Insert the sliders into the middle and both outer underground tunnels.
  • You each choose a ghost and put it on the corner space of its color.
  • From the 20 costume cards, form 4 face-down decks and place them side by side. Each deck must have exactly one of each card back. Don't look at the front of the cards.

What You Want to Do

Dress up your ghost! Let it float through the rooms and walls of the castle. Search one of the four decks for any garments you land on. If you find one, you keep it. When you have one garment for each part of the body you win the game.

And This Is How It Works

Whoever has last spun around three times goes first. Then play continues clockwise.

On your turn, you carry out up to 3 magical moves (see 1. Magical Moves).

Use these to try to land your ghost on a garment that goes on a part of the body that you don't have a garment for yet. If you manage to do this, search a deck of your choice. If you find the garment your ghost is standing on, keep this card and dress your ghost in it (see 2. Searching for Garments).

1. Magical Moves

There are 4 magical moves. Choose up to 3 of them to carry out. Combine them however you like. You can make three different moves, or three of the same, or two the same and one different.

a.) Drag your ghost to an adjoining space.

You are not allowed to ...

  • ... move through walls.
  • ... move diagonally.
  • ... move on or over the plug in the middle.
  • ... move into or through a space containing another ghost.

b.) Move a slider one segment in a direction of your choice.

  • You may not test beforehand to see what will happen. Once you touch a slider you must move it without changing direction.
  • The markings on the slider will let you see, feel and hear when you reach the end of a segment.
  • Any ghosts that bump into the plug in the center of the board stop where they are.
  • You are not allowed to pull a slider completely out of its tunnel. If both marked segments are visible you may not pull it out any farther.
  • You are not allowed to move a ghost off the board.
  • The slider will move ghosts through walls and cause them to push other ghosts.

c.) Move a slider from one tunnel to another.

First, pull a slider out of its tunnel. There cannot be any ghosts in its corridor above. Then slide it as far as you want into another tunnel. There cannot be any ghosts in that corridor either.

d.) Turn the game board on the castle floor (90 degrees) in any direction.

Turn it until it is aligned with the floor again. While it is turning, some ghosts will move as if by magic, others will stand still. Ghosts will also displace each other. Let this happen without interfering. Don't hold the ghosts with your fingers!

When it is finished turning:

  • Check if any ghosts are on more than one space. Put any such ghosts clearly into one of those spaces of your choice.
  • Put each ghost that was pushed off the board on to any empty corner space of your choice.

Carrying out fewer than 3 moves

If, after one or two moves, your ghost is on a garment you need, you may skip the rest of your moves.

If your ghost starts your turn on a garment you need, you don't have to make any moves if you don't want to. Instead you can immediately search a deck (see 2. Searching for Garments).

Once you search a deck, you can't carry out any more moves.

2. Searching for Garments

If your ghost is now on a space containing a garment for a part of the body that you don't have a card for yet, you can try to add it to your ghost's costume.

Pick up any deck and look at its cards. Don't let your opponents see what's on the cards!

Didn't find it! If the garment you're looking for isn't in the deck, hard luck. You don't get a card.

Found it! If you find in the deck the garment your ghost is standing on, place it face up in front of you. If you've already collected other garments, arrange them all correctly together. With each card you collect, your ghost's costume will be revealed.

You are not allowed to search any more decks.

Put the remaining cards of the deck back in their place on the table. You can change the order of the cards in the deck if you like.

Variant: You may agree before the game to put the decks back in different places.

Make sure you only collect one garment for each part of the body.

Remember, you can't search a deck if

  • your ghost is on a garment for a body part you've already dressed.
  • your ghost isn't on a garment.

In either case your turn ends right after the magical moves.

Example: Your ghost is standing on lederhosen. Find the lederhosen in one of the 4 decks. Dress your ghost in the lederhosen. If your ghost lands on the wand, you don't search a deck as your ghost is already holding an umbrella in its hand.

End of the Game

If you have collected a garment for each part of the body, then your ghost's costume is complete. Excellent! You are the winner, and will be celebrated as the Ghost of the Festival.