User Manual

FBH20-0970-G1
1101162831-DOM
8+2–430’
8+
1 2
4
3
TM
BRIAN YU
CONTENTS
1 Game Board
4 Treasure Hunter Movers
12 Ghost Cards
1 Shue card
24 Ghost Movers
6 Haunting figures
1 Movement Die (numbers)
2 Fighting Dice (symbols)
8 Treasure Jewels
1 Draw 2 + Shue Card
1 Draw 3 + Shue Card
2 Blue “Doors Locked” Cards
2 Green “Door Locked” Cards
OBJECT
Players work as a team to escape from the house with all 8 Treasure Jewels before 6 of the rooms
become haunted. Win or lose, you do it together!
THE BASIC GAME
SETTING UP THE BASIC GAME
Each player takes a TREASURE HUNTER MOVER. Place the movers outside the front door.
NOTE: in a 2-Player game, each player controls TWO TREASURE HUNTER MOVERS at the same time.
Remove the “DRAW 2 + SHUFFLE” CARD, the “DRAW 3 + SHUFFLE” CARD, and the two blue and
two green “DOOR LOCKED” CARDS (you don’t use these cards when playing the basic game).
Shue the remaining CARDS and place them face down in their space on the board to form a draw pile.
Each room is marked with a single letter. Place a GHOST FIGURE in the rooms lettered C, F, I and L.
Place a TREASURE JEWEL in each room that has a RED background to its room letter.
NOTE: The numbers on the TREASURE JEWELS aren’t used in the Basic Game, so you
can ignore them.
NOTE: Do not cover the room letters with figures or TREASURE JEWELS.
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GhostFightinTreasureHunters.com
PLAYING THE BASIC GAME
On their turn, each player can take the following actions, but they must do so in the order listed:
TURN SEQUENCE
1. Roll Movement Die
2. Reveal Ghost Card (if necessary)
3. Move
4. Pick Up/ Drop O Jewels
5. Fight
1. Rolling the Movement Die
A players turn always begins by rolling the movement die (the numbered die). The result shows 2
things: whether they must put a new Ghost Figure in a room (see #2 below), and how many spaces
they may move their playing piece (see #3 below).
2. Placing Ghost Figures on the Board
A – If a Ghost icon appears on the movement die, the player must flip over the top Ghost Card from
the draw pile and place it beside the board to form a discard pile.
B – If there is a letter on the card, the player must place a Ghost Figure in the room with the
matching letter.
C – If the flipped card is the Shue Card the player does not place a new Ghost Figure on the board.
Instead, they collect all of the cards – both the draw pile and discard pile – shue them together
and set them beside the board to form a new draw pile.
Picking up TREASURE JEWELS (see #4), dropping o TREASURE JEWELS (see #5) or fighting
Ghosts (see #6) ends your movement.
4. Picking up Treasure Jewels
If you end your move in a room with a Treasure Jewel, you may pick it up and place it in the back-
pack of your Treasure Hunter Mover. If there is a ghost in the room, you must also fight it (more on
that later). Keep it there until you succeed in dropping it o (see #5). Your mover may only carry
one Treasure Jewel at a time. Also, you may fight Ghosts and Hauntings while carrying a jewel.
5. Dropping off Treasure Jewels
If you successfully move outside the house with a Treasure Jewel, your movement ends and you
drop o the Treasure Jewel there. Place it in a pile beside the door.
6. Fighting Ghosts
If you end your move in a room with a Ghost Figure, you must fight it.
WINNING THE BASIC GAME
Once all Treasure Hunter Movers are outside of the house with all 8 Treasure Jewels, the players win!
LOSING THE BASIC GAME
If all 6 Haunting Markers are on the board before the players can escape with all the Treasure Jewels,
the players lose!
Also, if each Treasure Hunters is in a dierent room and a) the room contains a Haunter Marker and
b) each Treasure Hunter is holding a Treasure Jewel, they are all unable to move and the game is
over.
THE ADVANCED GAME
SETTING UP THE ADVANCED GAME
Add the “DRAW 2 + SHUFFLE” card, the “DRAW 3 + SHUFFLE” card, and the blue and green
“DOORS LOCKED” cards to the draw pile. You use all of the cards in the Advanced Game.
Place all of the Treasure Jewels with their numbers face down and mix them, then place them into
rooms without looking at the number on the reverse side.
PLAYING THE ADVANCED GAME
DRAW + SHUFFLE CARDS
Picking up Treasure Jewels
Each Treasure Jewel has a number on its reverse side. In the Advanced Game, Treasure Jewels must
be retrieved in numerical order.
When you enter a room with a Treasure Jewel, you may flip it over to reveal its number. You may
pick up Treasure Jewels in any order, but you may only remove one from the house if it is the next in
numerical order, starting with 1.
WINNING THE ADVANCED GAME
Once all Treasure Hunter Movers are outside of the house with all 8 Treasure Jewels, the players win!
LOSING THE ADVANCED GAME
If all 6 Haunting Markers are on the board before the players can escape with all the Treasure Jewels,
the players lose!
Also, if each Treasure Hunters is in a dierent room and a) the room contains a Haunter Marker
and b) each Treasure Hunter is holding a Treasure Jewel, they are all unable to move and the
game is over.
Movers Start Here
Card Space
Room Letter
Treasure Jewels Go
in These Rooms
Ghosts Start in
These Rooms
To fight a Ghost Figure, you roll 1 BATTLE DIE (the die with symbols only). If you get the
Ghost Icon, you may remove 1 Ghost Figure from the room. NOTE: If you roll a Haunting
or a Blank, take no actions and there is no penalty. If at least 1 other player is in the
room with you, the player whose turn it is may roll 2 Battle Dice. Each Ghost Icon on the
Battle Dice removes 1 Ghost Figure from the room. If there are more than 2 players in
the room, you still only roll 2 battle dice.
yy
T
o
t
GHOST
ICON
GHOST
ICON
All Ghost figures removed from the board are returned to the supply and may be used again during
gameplay.
HAUNTED ROOMS
You have to keep your eye on the number of Ghost Figures on the board. If too many start showing
up, rooms will become Haunted. If 6 rooms become Haunted at the same time, you lose the game!
Haunting a Room
When 3 Ghost Figures inhabit the same room at the same time, that room becomes HAUNTED.
Remove the Ghost Figures and replace them with a red HAUNTING MARKER.
A - Ghost Symbols B - Matching Letters C - Shue Card
g
Lette
rs
G
A-
Gh
Gh
ost
Sy
mbo
b
l
ls
C -
h
Sh
ue
Ca
d
rd
3. Moving
The player may then move UP TO the number shown on the die. For example, you may roll a 5, but
only need 3 spaces to get where you want to be. If you choose to stop, you forfeit the remaining
movement. You may only enter and exit the house through the front door. Each square in the
hallway is one space. You may move through rooms; each room counts as a single space. You must
enter and exit rooms through a door. You may not move diagonally.
DRAW
DISCARD
DOORS
Rooms Count As 1 Space
TREASURE HUNTER MOVERS CANNOT share hallway spaces, but they CAN share room spaces.
In the hallway, players may move through spaces occupied by other TREASURE HUNTER MOVERS,
but they may NOT stop in a space that is already occupied. If a player doesn’t roll enough to move
past another mover, they must stop in the first empty space behind the other mover.
On their turn, a player may choose to remain on the space they currently occupy (including
outside the house) and not move their TREASURE HUNTER MOVER, but they still have to roll
the MOVEMENT DIE and draw a card, if necessary.
If a card tells you to place a Ghost Figure in a room that is already Haunted, the new Ghost Figure
moves sequentially up through the lettered rooms (from A to B to C, etc.) until it finds an available
space (from room L, a Ghost loops back to room A).
If you are carrying a Treasure Jewel while in a Haunted room, you CANNOT move from the Haunted
room until you succeed in “UN-Haunting” it.
Unhaunting a Room
A Haunting may be removed only if 2 or more players work together. At least 2 players
must be in a room with a Haunting before the Battle Dice may be rolled. The player
whose turn it is rolls 2 Battle Dice – if at least 1 HAUNTING ICON is rolled, the Haunting
Marker is removed from the board.
All Haunting figures removed from the board are returned to the supply and may be
used again during gameplay.
The game proceeds as described in the BASIC GAME
section, with the same goals in mind; however, if you
draw a “DRAW 2 + SHUFFLE” or a “DRAW 3 + SHUFFLE,
you must draw the additional number of cards indicated
and place any Ghost Figures on the board, then shue
the discard pile with the remaining draw pile (NOTE: IF,
WHEN DRAWING THE 2 OR 3 ADDITIONAL CARDS, YOU
HAPPEN TO GET ANOTHER SHUFFLE, DRAW 2 OR
DRAW 3 CARD, YOU MAY IGNORE IT AND MOVE TO THE
NEXT CARD).
Draw 2 + Shue
Card
Draw 3 + Shue
Card
DOOR LOCKED CARDS
If you draw blue or green “DOORS LOCKED” card, the doors of the corresponding colors are now
locked. Players may not move through a locked door. Only 1 color of doors may be locked at a time.
Place the DOOR LOCKED card to the side of the discard pile to remind you what color is locked. A
door can only be unlocked if the other color of doors becomes locked OR a SHUFFLE card comes up.
Blue “Door
Locked” Card
Door Colors Green “Door
Locked” Card
l
Bl
Blu
Blu
e“
e “
D
Doo
Doo
r
r
Loc
ked
”C
ard
G
Gre
Gre
en
en
“D
“Do
“Do
or
or
Loc
ked
”C
ard
Go to
www.GhostFightinTreasureHunters.com
for instructions in Spanish, French and more.
Size: 22” X 11” Color: 4C + 4C
Dieline Cyan Magenta Yellow Black
SIGN OFF
(GRAPHIC):
DATE:
PROOF APPROVAL
GRAPHIC DESIGNER: Ruan, Jane
PI ENGINEER:
PROJECT ENGINEER:
CS VENDOR: IASIK
SOFTWARE: Illustrator CC
COLOR PROFILE/LPI: Mag CCNB / 175lpi
CS DATE: 5/05/2016
ITEM NO.: FBH20 LANG.: DOM
PART CODE: FBH20-0970-G1
ITEM NAME: GHOST FIGHTIN TREASURE HUNTERS
TOY YEAR: 2016
PKG. SIZE: 22’ x 11”
PKG. SPEC.: IS VER.: 2nd Run
BLANK SIZE: 22.75’’ x 25’
NOTES TO PRINTER: Proofs accurate for process color only. All spot colors must follow PMS Color
Formula Guide or color swatch specified.
C16D0505-2-FBH20-0970-G1_DOM_IS(OP)
5/03/2016 Remanked: per ES copywriters
comment, we added the text to I/S.