Overview
Escape from the Hidden Castle (also known as Hugo or Midnight Party) is a light dice-rolling chase game. Players place guest figures around a castle gallery, and when Hugo the ghost emerges from the cellar at midnight, a frantic scramble begins to hide in the castle’s rooms. Hugo captures any guests he passes, sending them to the cellar steps for spooky points. The player with the fewest spooky points wins.
Components
- 30 guest figures (multiple colors)
- 8 guest counters (matching figure colors)
- 1 Hugo figure
- 1 Hugo round counter
- 1 die (numbers 1-5 plus Hugo symbol)
- 1 double-sided game board (Hugo side with spooky trail; Midnight Party side)
Setup
- Place board Hugo-side up. Put Hugo on the cellar door space in front of “+10.”
- Players choose colors and take figures based on player count: 2P=6 each, 3P=5, 4P=4, 5P=3, 6-8P=2 each.
- Place matching color counters on the “10” starting space of the spooky trail.
- Place Hugo counter on “23:45” of the game turn track.
- Youngest player places one guest on any gallery space, then clockwise each player places one, repeating until all guests are placed. One guest per space initially.
Turn Structure
Starting with youngest player and going clockwise:
- Roll the die.
- Number result (1-5): Move one of your guests forward (clockwise) that many spaces on the gallery.
- Hugo symbol: Move Hugo forward 3 spaces (or more, see Hugo’s movement). You do NOT move any guest this turn.
Actions
Moving Guests
- Guests always move clockwise on the gallery.
- You must move a guest; you cannot pass.
- You may move a guest out of a room or up from the cellar steps instead of moving one on the gallery.
- Leaving cellar steps: always move the guest on the highest-numbered step first; start counting from the arrow space.
Entering Rooms
- Guests can only enter rooms once Hugo is on the gallery.
- Enter via the space directly in front of the room’s door. Gallery space + room = total movement.
- No exact roll needed (excess points expire), except for rooms with green coat of arms.
- Expelling: Enter a room with an exact roll to expel its current occupant to the space in front of the room. Cannot expel your own guest.
- Only 1 guest per room.
Special Rooms
- Armory (Hugo Junior): Entering costs +1 spooky point.
- Ballroom / Banqueting Hall: Entering gives -3 spooky points (not below 0). Requires exact roll.
Hugo Captures
- If Hugo passes or lands on a guest’s space, that guest is captured.
- Captured guests go to the next free cellar step (highest number first: +10, +9, +8…).
- Owner’s counter advances that many spaces on the spooky trail.
- Multiple guests on same space are all captured together.
- If cellar steps are full, guest goes to +10 space (owner gets 10 points).
Hugo’s Speed (Game Turn Track)
| Time | Hugo’s Movement |
|——|—————-|
| 23:45 | 3 spaces |
| 24:00 | 3 spaces |
| 1:00 | 4 spaces |
| 2:00 | 5 spaces |
| 3:00 | 6 spaces |
| 4:00 | 7 spaces |
| 5:00 | Game ends |
Hugo’s counter advances each time he passes the arrow space on the gallery.
Scoring / Victory Conditions
The game ends when Hugo’s counter reaches 5:00, OR when any player’s counter reaches or passes the “46” space on the spooky trail. The player with the fewest spooky points (lowest position on spooky trail) wins.
Special Rules & Edge Cases
- You can rush past Hugo, but if you land on his space, you are captured.
- If all your guests are in rooms or on cellar steps, you must move one out.
- Guests can move directly from one room to another if the die roll allows.
- Multiple guests may share gallery spaces (but not rooms).
- Guests cannot be placed on cellar steps during initial setup.
Player Reference
Figures per player: 2P=6, 3P=5, 4P=4, 5P=3, 6-8P=2
Hugo symbol: Hugo moves (speed per turn track), no guest movement
Room entry: From space in front of door; 1 guest max; expel with exact roll
Special rooms: Armory=+1 point, Ballroom/Banqueting Hall=-3 points (exact roll)
Hugo speed: 3/3/4/5/6/7 spaces as game progresses
Win condition: Fewest spooky points