Green Ghost is a luminous board game designed to be played in the dark. Players control Pets (Bat, Cat, Rat, or Vulture) racing around the board to collect Little Ghosts from three pits beneath the elevated board. Players must use Keys to access pits, and can exchange Keys through strategic movement. When all 12 Little Ghosts are collected, Green Ghost spins and points to Kelly – the player who found Kelly wins.
Components
1 luminous playing board with 6 legs
1 Green Ghost spinner with spinner base
Luminous decals (numbered 1-6 plus glowing eyes and finger)
3 pieces of scenery: Shipwreck, Haunted House, Gnarled Tree
3 pits and 3 pit covers with keyholes
4 Keys
12 Little Ghosts (4 per pit)
“Bat Feathers,” “Bones,” and “Snakes” (pit contents for each scenery piece)
4 Pets: Bat, Cat, Rat, Vulture
Setup
Twist the 6 legs into sockets under the board until firmly seated and level.
Place Haunted House, Gnarled Tree, and Shipwreck in their designated slots.
Lock all 3 scenery pieces in place.
Add pits by placing them under each of the 3 large holes in the board.
Apply number decals (1-6) to the spinner base in order. Wrap glowing finger decal on pointer; apply glowing eyes.
Set Green Ghost lightly on the center spindle.
Snap Keys, Bones, Bats, and Snakes off holders.
Place 4 Little Ghosts into each pit. Put Snakes in Shipwreck pit, Bones in Haunted House pit, Feathers in Gnarled Tree pit.
Cover each pit with a door.
Hide Keys under the board, mix them up. Each player draws one Key (keep secret).
Each player chooses a Pet and places it on any blank space (no picture). With fewer than 4 players, remaining Pets go in different corners of the board.
Expose luminous parts to light before each game for them to glow in the dark.
Turn Structure
The youngest player goes first; play follows to the left.
Spin Green Ghost with a firm push. When it stops spinning, it points to the number of spaces you may move.
Move your Pet up to that many spaces in any direction. Each blank space and Pet Picture Space counts as 1. Sliding holes count as 1. You cannot repeat a space on the same turn.
Cannot go into holes by direct count – you must land on holes by exact count only.
Actions
Moving on the Path
Move in any direction from your current space.
Each space (blank, Pet Picture, or hole) counts as 1.
You may move fewer spaces than spun.
Cannot enter a hole except by direct count (landing exactly on it).
Vanishing into a Pit
To visit a Pit, you must “vanish” by direct count into an oblong hole on the path.
If you land on a hole, you fall through and “re-appear” at the Pit corresponding to the Key you hold.
Use your Key to open the door. Reach into the Pit and feel for one Little Ghost.
Take ONE ghost per visit. Keep it in front of you.
Replace the door and continue your turn.
After using a Key, you must exchange it.
Vanish back through the Pit hole and appear through any path hole. Place your Pet on any space showing another Pet’s picture to force a Key exchange.
Key Exchanges
If you land on a Pet Picture Space, you may choose to exchange Keys with that Pet’s player.
If on a Cat space, you may exchange with Cat’s player. The exchange is mandatory if requested – the other player cannot refuse.
The exchange is voluntary – you don’t have to ask.
Exception: If you land on your own Pet’s Picture Space, no exchange is possible.
Collecting Little Ghosts
After vanishing, immediately use your Key to lift the Door.
Feel around inside for a Little Ghost (in the dark!).
Take ONE ghost and keep it.
Replace the door.
The Misfit Key
The 4th Key is a misfit – it cannot open any door.
Find which Key you have by feeling the shape on the end.
If you have the misfit Key, you must exchange it before you can collect ghosts.
Scoring / Victory Conditions
Play ends when there are no more Little Ghosts left in the pits.
Green Ghost Chooses Kelly
Players put all their collected Little Ghosts in circles around the spinner base (to the left of #1, right of #1, left of #2, etc.).
The player who collected the fewest ghosts spins Green Ghost.
When Green Ghost stops, it points to a ghost – that ghost is Kelly.
The WINNER is the player who found Kelly.
If Green Ghost points between two ghosts, spin again.
Special Rules & Edge Cases
If your move would enable you to reach another Pit before exchanging Keys, repeat the vanish procedure with your new Key on your next turn.
If you have to exchange Keys before having a chance to use yours, your destination changes – your new Key tells you where to go.
After visiting a Pit and exchanging Keys, it is possible to get the same Key back.
Try to keep track of Keys so you don’t request the misfit Key.
If a Pit has no more Little Ghosts, you cannot collect from it. Neither do you need that Pit’s Key.
Play in the dark for the best experience, but the game works in daylight too.
All players sit on either “long” side of the board for comfortable reach.
Player Reference
Phase
Action
Spin
Push Green Ghost, read number
Move
Move up to that many spaces in any direction
Vanish
Land on hole by exact count, fall to Pit matching your Key
Collect
Open door with Key, take 1 ghost
Exchange
Land on Pet Picture space, swap Keys with that player
End Game
All ghosts collected; fewest-ghosts player spins; Kelly’s finder wins