Operation Manual

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re you brave? Of course you‘re brave! And it is precisely this bravery that you‘ll
need if you want to pass the dare with the four friends Poppy, Kracko, Duffy, Hanja,
and their dog Schnuffer. Many ghosts and other dangers are lurking in the old
haunted house! The five friends delve deeper into the house, turn after turn, and it
gets scarier the further you move toward the spooky attic!
A
AIM OF THE GAME
Whoever has collected the most spookies-points at the end of the game, is the
winner! You receive Spookies chips every time you venture into the haunted house or
climb up one floor. The higher you climb, the more Spookies you can collect. But if
you take to a high of a risk, you may lose Spookies as well.
CONTENT
GAME PREPARATION
Place the game board in the middle of the table and place the 5 characters in front
of the garden gate. We recommend not to use the full amount of chips when playing
with less than 4 players:
2 players: 50 chips
3 players:
6
0 chips
4 or 5 players:
75 chips
Count the chips face down and put the surplus chips back in the box. Place the
others face down next to the game board.
The bravest player gets first turn, he takes the friend die and the 4 number dice.
1 game board
5 character figures:
Kracko, Schnuffer, Hanja, Duffy and Poppy
1 friend die
4 number dice
75 Spookies chips
(30 x 1, 20 x 2, 15 x 3, 10 x 5)
HOW TO PLAY
Players must first roll the friend die to determine which character to move during their
turn. The 5 friend characters do not belong to individual players!
Each turn plays as follows:
1.
D
etermine character to move (roll the friend die)
2.
C
hoose number of dice (2, 3 or 4) and roll them
3.
a
. Move character upstairs (dice roll high enough), or
b
. Move character downstairs (dice result was too low > turn ends), or
c. Do not move character (dice result was the same as the current space > turn
ends)
1. Determine character
At the beginning of each of their turns players roll the friend die. The die determines
the character to be moved during this turn. If you roll the question mark you may
choose any character.
2. Pick and roll dice
In order to move upward, you need a dice score of at least the number of the next
floor. For example if your character is on field 7, you need to roll at least an 8 to
move up.
Only the two highest dice count for your score.
Field(s)
Number
of the
field
Overview
Starting area