Recommend
1 
 Thumb up
 Hide
5 Posts

Ghost Fightin' Treasure Hunters» Forums » Variants

Subject: Expansion Rule 6 - Head Haunting rss

Your Tags: Add tags
Popular Tags: [View All]
Eric Park
msg tools
designer
=============
HEAD HAUNTING
=============

The Head Haunting roams the hallways leaving the Treasure Hunters limited time before it exits the house, retrieves their jewels haul and locks the house forever!

1. At set up place a Haunting in the first hallway space top left of the board adjacent rooms A and E.

2. Move the Head Haunting one space at a time when a Ghost/s or Haunting are defeated. It requires exactly 15 spaces to exit.

3. When moving forward if blocked by a Treasure Hunter then Hunter and Haunting swap places.

4. Hunters cannot fight or share spaces with the Head Haunting.

5. Hunters may pass a Head Haunting but must stop as all remaining movement is lost.

The Head Haunting still acts as a Haunting by moving to and Haunting the sixth room ending the game as normal. Treasure Hunters also lose the game should the Head Haunting exit the house before all the Jewels are collected.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kevin Nottelling
United Kingdom
flag msg tools
I wonder if you have played with the following suggested adjustment. Rather than the Head Haunting passing a Treasure Hunter (by swapping positions, as stated in #3), the progress of the Head Haunting is blocked. This would allow the Hunters to strategically end their turn in front of the Head Haunting in anticipation of team mates defeating Ghosts or Hauntings. Thematically, this could be seen as delaying the Head Haunting by fighting it.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Eric Park
msg tools
designer
My thinking was that players would just place a player as a blocker for the entire game thus stopping the "clock".
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
BoB 3K
msg tools
badge
Avatar
mbmbmbmbmb
Wow, this is awesome. As the other threads have mentioned, there isn't really a ramp-up or 'arc of suspense' in this game, and this adds that and makes it easy to track and uses pieces in the game.

I think it would be more thematic and add some more strategy if you made it that you couldn't pass the head haunt and so had to take alternate paths around him. This of course would be very hard with the locked doors rule in play, though.

Or maybe you could pass it but it's expensive, like 2 or 3 movement points.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
BoB 3K
msg tools
badge
Avatar
mbmbmbmbmb
loses_saws wrote:
Rather than the Head Haunting passing a Treasure Hunter (by swapping positions, as stated in #3), the progress of the Head Haunting is blocked. This would allow the Hunters to strategically end their turn in front of the Head Haunting in anticipation of team mates defeating Ghosts or Hauntings. Thematically, this could be seen as delaying the Head Haunting by fighting it.

raceric wrote:
My thinking was that players would just place a player as a blocker for the entire game thus stopping the "clock".

What if you could block it to slow it down, but there was a penalty, like--if there is a player in front of the Head Haunting when it tries to move, it doesn't move, but instead frightens the player all the way back out of the house. And, if they had a jewel, they would drop it and it would go back into the closest room without a jewel (use lowest room letter to break ties).

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.