Overview
Das Kleine Gespenst (The Little Ghost) is a children’s memory and dexterity game for 2-4 players, based on the beloved children’s book by Otfried Preussler. Players explore the dark halls of Castle Eulenstein with the little ghost during the witching hour. When the city hall clock strikes, a picture appears in a viewing window, and players must find matching items behind the castle’s closed doors using a magnetic key set. Successfully finding items earns gleaming cannonballs, and the final winner is determined by a dexterity challenge.
Components
- 1 castle game board with closable doors and viewing windows
- Magnetic key set (for opening doors)
- Picture tiles (hidden behind doors)
- Cannonball tokens (scoring tokens)
- Clock mechanism or cards (showing pictures to find)
- Dexterity challenge component (knight’s hall)
- Rules booklet
Setup
- Set up the castle board with all doors closed.
- Place picture tiles randomly behind the castle doors (hidden from players).
- Prepare the clock mechanism with picture cards.
- Distribute starting components to players.
- Determine the starting player.
Turn Structure
Each round:
- Clock Strikes: The clock mechanism reveals a picture in the viewing window.
- Search Phase: The active player uses the magnetic key to open doors and search for the matching picture behind them.
- Reward: If the correct door is found, the player earns a cannonball token.
- Memory: Close the doors. Players try to remember what is behind each door for future turns.
Actions
Opening Doors
- Use the magnetic key set to open castle doors and reveal the hidden pictures behind them.
- The magnetic mechanism adds a tactile/dexterity element to the search.
Matching Pictures
- Compare the picture shown by the clock with the pictures behind the doors.
- Finding the correct match earns a cannonball.
Memory
- Remember the locations of pictures you have seen behind doors in previous turns.
- Good memory helps you find matches faster in later rounds.
Dexterity Challenge (Knight’s Hall)
- At the end of the game, a dexterity challenge in the knight’s hall determines how many cannonballs are needed to win.
- This adds a physical skill element to the final victory determination.
Scoring / Victory Conditions
Players collect cannonball tokens for each correctly matched door. The game ends with a dexterity challenge in the knight’s hall – the required number of cannonballs to win is determined by this final challenge. The player who meets the cannonball requirement wins.
Special Rules & Edge Cases
- Age Range: Designed for children aged 5+ as a gentle introduction to memory gaming.
- Magnetic Keys: The magnetic mechanism makes opening doors feel magical and engaging for young players.
- Variable Ending: The dexterity element in the endgame means that the player with the most cannonballs does not automatically win – they must also succeed at the physical challenge.
- Based on the Book: Characters and setting are drawn from Otfried Preussler’s “The Little Ghost” children’s book.
Player Reference
Round: Clock shows a picture → Open doors with magnetic key → Find the match → Earn a cannonball
Memory: Remember what is behind each door for future turns
Win: Collect enough cannonballs and succeed at the knight’s hall dexterity challenge
Ages: 5+