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
- 1 Game Board (house with 12 rooms labeled A-L)
- 4 Treasure Hunter Movers
- 12 Ghost Cards + 1 Shuffle Card
- 24 Ghost Figures
- 6 Haunting Markers (red)
- 1 Movement Die (numbers + ghost icons)
- 2 Battle Dice (ghost/haunting symbols)
- 8 Treasure Jewels (numbered on reverse)
- 1 Draw 2 + Shuffle Card (Advanced only)
- 1 Draw 3 + Shuffle Card (Advanced only)
- 2 Blue “Doors Locked” Cards (Advanced only)
- 2 Green “Doors Locked” Cards (Advanced only)
Setup
Basic Game
- Each player takes a Treasure Hunter Mover, placed outside the front door. In a 2-player game, each player controls TWO movers.
- Remove Draw 2+Shuffle, Draw 3+Shuffle, and all Door Locked cards (not used in Basic Game).
- Shuffle remaining cards and place face-down on the board’s card space.
- Place a Ghost Figure in rooms C, F, I, and L.
- 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:
- Roll Movement Die — Shows how many spaces you can move AND whether to place a ghost.
- Reveal Ghost Card (if ghost icon rolled) — Flip the top Ghost Card; place a Ghost in the matching room.
- Move — Move up to the number shown on the die.
- Pick Up / Drop Off Jewels — Collect or deposit Treasure Jewels.
- Fight — Battle ghosts or hauntings in your room.
Actions
Rolling and Ghost Placement
- If the die shows a ghost icon, flip the top Ghost Card from the draw pile.
- If the card shows a letter, place a Ghost Figure in that room.
- If the Shuffle Card is drawn, do not place a ghost — instead shuffle all cards (draw + discard) into a new draw pile.
Movement
- Move up to the number rolled (you may stop early, forfeiting remaining movement).
- Enter and exit the house only through the front door.
- Each hallway square = 1 space; each room = 1 space.
- Enter/exit rooms only through doors. No diagonal movement.
- Treasure Hunters CANNOT share hallway spaces but CAN share room spaces.
- You may move through occupied hallway spaces but cannot stop on them.
- Picking up jewels, dropping off jewels, or fighting ghosts ends your movement.
- You may choose not to move at all (stay in place) but still must roll and draw ghost cards.
Picking Up Treasure Jewels
- End your move in a room with a Treasure Jewel to pick it up (place in mover’s backpack).
- Each mover carries only 1 Jewel at a time.
- If there is a ghost in the room, you must also fight it.
Dropping Off Treasure Jewels
- Move outside the house with a Jewel to drop it off. Movement ends immediately.
Fighting Ghosts
- End your move in a room with Ghost Figures to fight.
- Roll 1 Battle Die. Ghost Icon = remove 1 Ghost Figure. Haunting or Blank = nothing happens, no penalty.
- If at least 1 other player is in the room with you, roll 2 Battle Dice instead. Each Ghost Icon removes 1 Ghost.
- Maximum 2 Battle Dice regardless of player count in the room.
- Removed ghosts return to the supply.
Haunted Rooms
- When 3 Ghost Figures are in the same room simultaneously, it becomes Haunted.
- Remove the 3 Ghosts and replace with a red Haunting Marker.
- If a card sends a Ghost to an already-Haunted room, the Ghost moves sequentially through rooms (A to B to C… L wraps to A) until finding a non-Haunted room.
- If carrying a Treasure Jewel in a Haunted room, you CANNOT move until the Haunting is removed.
Un-Haunting a Room
- Requires 2 or more players in the Haunted room.
- Roll 2 Battle Dice. If at least 1 Haunting Icon appears, the Haunting Marker is removed.
- Removed Haunting Markers return to the supply.
Scoring / Victory Conditions
Winning
All Treasure Hunters are outside the house with all 8 Treasure Jewels collected.
Losing
- All 6 Haunting Markers are on the board simultaneously.
- All Treasure Hunters are in separate Haunted rooms, each carrying a Jewel (all stuck and unable to move).
Special Rules & Edge Cases
Advanced Game Additions
- Draw 2 + Shuffle / Draw 3 + Shuffle Cards: When drawn, draw the indicated number of additional cards, placing ghosts as needed. Then shuffle all cards into a new draw pile. If another Draw/Shuffle card appears during the extra draws, ignore it.
- Door Locked Cards: When drawn, the matching color doors (blue or green) become locked — players cannot pass through them. Only 1 color can be locked at a time. Doors unlock when the other color’s card is drawn OR a Shuffle card comes up.
- Numbered Jewels (Advanced): Treasure Jewels must be removed from the house in numerical order (starting with 1). You may pick up any jewel, but can only carry it out the door if it is the next number needed.
General Edge Cases
- In a 2-player game, each player controls 2 Treasure Hunter Movers.
- Ghosts are unlimited — removed ghosts return to the supply.
- You can fight ghosts while carrying a Treasure Jewel.
- A player may stay in place and not move, but must still roll and resolve ghost placement.
Player Reference
Turn Sequence:
- Roll Movement Die
- Place Ghost (if ghost icon rolled)
- Move (up to die number)
- Pick Up / Drop Off Jewels
- 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) |