Ghost Adventure

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Ghost Adventure is a cooperative dexterity game where players guide a spinning top across tilting game boards to complete missions. Players take turns holding boards and directing the top toward targets by tilting, passing it from board to board in a relay. The game features 56 missions across 8 worlds at 4 difficulty levels (Beginner, Seasoned, Expert, Master), plus 15 solo missions. The goal is to touch all targets in order without the top stopping or falling.

Components

Setup

  1. Place on the table: the mission booklet open to the current mission, the required boards, both tops, and the 4 Relaunch potions (3 full-side up, 1 empty-side up).
  2. For solo mode, leave potions in the box.
  3. Read the mission scroll to identify: difficulty level, worlds used, and targets in left-to-right order.
  4. Divide targets and corresponding boards among players. The player most successful in training goes first.

Turn Structure

Each mission follows this flow:

  1. Launch — Launch the top on the stone circle of the first world’s board. You get 3 tries to start before the top leaves the stone circle.
  2. Move — Hold the board with two hands; tilt lightly to direct the top toward targets.
  3. Touch Targets — Move the top onto each target and briefly delay there. Targets must be hit in the order shown on the mission scroll.
  4. Checkpoints — After touching a target, pass through a stone circle to save progress.
  5. Pass Between Boards — Direct the top through the exit to drop onto the next player’s board’s stone circle.
  6. Complete — Touch all targets to succeed. The final target (gold circle) ends the mission.

Actions

Movement

Action Buttons (activated when the top moves onto them)

Button Effect
Potion Flip 1 Relaunch potion from empty to full. Can only be activated once per board per mission.
Jump Makes the top jump 1-2 levels higher. Give the board a quick jerk in the arrow’s direction when the top passes over it.
Teleport Jump from one world to another without using the exit. Jerk the board to launch the top to any spot on another board. At Master level, may require flipping the board to reach the other side.

Obstacles

Relaunching

When the top stops, loses control, or hits an obstacle:

  1. Flip 1 Relaunch potion from full to empty.
  2. Relaunch the top on the stone circle of the current board.
  3. If all potions are already empty, the mission fails — restart entirely.

Checkpoints

Stone circles serve as launch areas, entry areas, and checkpoints. After touching a target, reaching a stone circle saves your progress. If the top stops between a target and a checkpoint, you must re-touch that target.

Scoring / Victory Conditions

There is no point scoring — missions are pass/fail.

Special Rules & Edge Cases

Game Modes

Mode Players Missions Notes
Adventure 1-4 16 Story missions in order, comic book narrative
Quests 1-4 25 Increasing difficulty, good for training
Solo 1 15 Single launch per mission, no potions

Player Reference

Starting Potions: 3 full, 1 empty (4 total)

Difficulty Levels:

The 8 Worlds: The swamp of Mab the fairy, The forest of the ermines, The dragon’s lair, The ice floe of the wolves, The mouse village, The beaver fort, The field of the rabbits, The nightmare

Key Rules: