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
- 1 hand-launched top
- 1 ripcord top and its launcher
- 6 white replacement tips and caps
- 6 stickers (2 types, A and B, plus 4 extras)
- 4 double-sided boards (8 worlds total)
- 1 Adventure booklet (16 story missions in comic book style)
- 1 Quests booklet (25 missions + 15 solo missions)
- 4 Relaunch potions (double-sided: full/empty)
- Training area in the box bottom with map of 8 worlds
Setup
- 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).
- For solo mode, leave potions in the box.
- Read the mission scroll to identify: difficulty level, worlds used, and targets in left-to-right order.
- Divide targets and corresponding boards among players. The player most successful in training goes first.
Turn Structure
Each mission follows this flow:
- 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.
- Move — Hold the board with two hands; tilt lightly to direct the top toward targets.
- Touch Targets — Move the top onto each target and briefly delay there. Targets must be hit in the order shown on the mission scroll.
- Checkpoints — After touching a target, pass through a stone circle to save progress.
- Pass Between Boards — Direct the top through the exit to drop onto the next player’s board’s stone circle.
- Complete — Touch all targets to succeed. The final target (gold circle) ends the mission.
Actions
Movement
- Tilt the board to guide the top. Adjust tilt speed to avoid obstacles and edges.
- The top can always descend 1-2 levels freely.
- The top CANNOT ascend to a higher level without using a Jump action button. Ascending without a Jump = loss of control.
- If the top falls off the board to the ground = loss of control.
| 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
- Toxic purple pools — Top is trapped; must relaunch.
- Holes — Top is trapped (unless it comes out on its own without player action).
- Narrow passages — Difficult terrain at higher difficulty levels.
Relaunching
When the top stops, loses control, or hits an obstacle:
- Flip 1 Relaunch potion from full to empty.
- Relaunch the top on the stone circle of the current board.
- 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
- Mission Success: All targets touched in order.
- Mission Failure: Must relaunch but all 4 potions are empty.
- Grand Master: Complete all missions in a game mode.
There is no point scoring — missions are pass/fail.
Special Rules & Edge Cases
- The player who launches the top does not have to be the one holding the board.
- When passing between boards, the receiving player should align their stone circle below the exit of the active player’s board.
- Targets on a board are automatically saved when the top reaches the stone circle of the next board.
- At Master difficulty, Teleport buttons may require the top to jump high enough to flip the board over and catch it on the other side.
- Some Master-level targets have a “sight” — players must teleport directly onto the target.
- Solo mode: place boards on the table edge for self-relay. No relaunch potions in solo mode.
- Recommended to play over soft surfaces (thick tablecloth, carpet) to protect the top’s tip.
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:
- Beginner: Stone circle targets
- Seasoned: Jump or obstacle targets
- Expert: Jump + obstacle targets
- Master: Jump + obstacle + narrow passages, teleport tricks
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:
- Top can descend freely but cannot ascend without Jump button
- Touching a target = briefly pause the top on it
- Save progress at checkpoints (stone circles)
- 3 launch attempts within the starting stone circle