Ghost Fightin' Treasure Hunters

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

Overview

Ghost Fightin’ Treasure Hunters is a cooperative game where players work together to retrieve 8 Treasure Jewels from a haunted house and escape before 6 rooms become haunted. Players roll dice to move through the house, fight ghosts, and carry jewels to the exit. When 3 ghosts accumulate in one room, it becomes permanently haunted. Win or lose, you do it together.

Components

Setup

Basic Game

  1. Each player takes a Treasure Hunter Mover, placed outside the front door. In a 2-player game, each player controls TWO movers.
  2. Remove Draw 2+Shuffle, Draw 3+Shuffle, and all Door Locked cards (not used in Basic Game).
  3. Shuffle remaining cards and place face-down on the board’s card space.
  4. Place a Ghost Figure in rooms C, F, I, and L.
  5. Place a Treasure Jewel in each room with a red background letter.

Advanced Game

Add all removed cards (Draw 2+Shuffle, Draw 3+Shuffle, Door Locked cards) to the deck. Place Treasure Jewels number-side down without looking at them.

Turn Structure

On each turn, a player performs these actions in order:

  1. Roll Movement Die — Shows how many spaces you can move AND whether to place a ghost.
  2. Reveal Ghost Card (if ghost icon rolled) — Flip the top Ghost Card; place a Ghost in the matching room.
  3. Move — Move up to the number shown on the die.
  4. Pick Up / Drop Off Jewels — Collect or deposit Treasure Jewels.
  5. Fight — Battle ghosts or hauntings in your room.

Actions

Rolling and Ghost Placement

Movement

Picking Up Treasure Jewels

Dropping Off Treasure Jewels

Fighting Ghosts

Haunted Rooms

Un-Haunting a Room

Scoring / Victory Conditions

Winning

All Treasure Hunters are outside the house with all 8 Treasure Jewels collected.

Losing

Special Rules & Edge Cases

Advanced Game Additions

General Edge Cases

Player Reference

Turn Sequence:

  1. Roll Movement Die
  2. Place Ghost (if ghost icon rolled)
  3. Move (up to die number)
  4. Pick Up / Drop Off Jewels
  5. Fight Ghosts (1 die alone, 2 dice with ally)

Key Thresholds: | Event | Number | |——-|——–| | Ghosts to Haunt a room | 3 | | Hauntings to lose | 6 | | Jewels to collect | 8 | | Players needed to un-haunt | 2+ | | Max Battle Dice | 2 | | Rooms in house | 12 (A-L) |