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In Ghosts Galore, each player builds a ghost train by placing 9 tiles in a 3x3 grid. Tiles show track (straights, curves, double curves, and bridges) and | In Ghosts Galore, each player builds a ghost train by placing 9 tiles in a 3x3 grid. Tiles show track (straights, curves, double curves, and bridges) and up to 3 monsters of 9 different types, each of which scores in a particular way. Your goal is to score the most points by the end of the game from monsters, track, and printed points on the tiles. | ||
== The Interface == | |||
When you open the game, you see your game board first and the other players' game boards next to or below it, depending on your screen size. Notice the little '''HELP''' button to the right of your board: By clicking it, a point overview sheet will slide open and tell you how each element of the game scores. If live scoring is enabled, you will see a scoring sheet at the bottom of the display at all times, which will tally your scores as you place tiles. Live scoring will '''NOT''' consider your hidden tile (see the "How to Play" section below on what that is) except when the game is over. | |||
== How To Play == | |||
Over the course of 8 rounds, players will be drafting 1 tile each from a pool of tiles and place them in their grid any way they like. On the 9th and final round of the game, you will be placing your so-called "hidden tile", which you can see at the top right of the screen in an own area called "Your Hidden Tile". | |||
Each round, a different player will begin and they will be prompted a single option in the status bar: to pick a tile from the deck. Either click that button or the draw pile to draw a tile from the deck, which will appear face up next to the pile. Then choose: | |||
# Either you like the tile and place it in your grid, by clicking on the tile first, then on a space in your grid (or a different one if you misclick). You can rotate the tile via arrows that will appear to the left and right of the tile once it is selected. Confirm your placement by clicking the "Confirm" button in the status bar. | |||
# Or click "Pass" in the status bar to wait and see what other tiles will appear that round. This does not skip your turn, it merely postpones it. All players will be placing 1 tile per round, at some point during that round. | |||
Tiles that are passed on will appear in the "Tiles Available on the Table" section in the center of the screen. Once there are tiles there, the prompt at the start of a turn will let you choose whether you want to either pick a tile from the deck or an available one from the table. | |||
# To pick a tile from the deck, again, click the "Pick" button or the draw pile. Once you do that, you cannot change your mind. You must either place the newly revealed tile or "Pass" and wait until it is your turn again to choose a different tile. | |||
# To pick a tile from the face-up ones on the table, simply click that tile and place it, as described above. | |||
Note: Once all but one player have chosen a tile, the remaining player will see '''ALL''' remaining tiles in the deck in the "Tiles Available on the Table" section and they can choose any one of those 5 tiles. (It's always 5 tiles for the remaining player.) | |||
At any point during the game, you can pre-place your hidden tile by clicking it and placing it in your grid the same way you place tiles from the deck or table. Your hidden tile will be shown slightly transparent in your grid so you know that this is it. You can remove the tile (to place it somewhere else) by clicking the button in "The Hidden Tile" section at the top. On the 9th round at the latest, you will be prompted to place your hidden tile on the remaining spot in the 3x3 grid. If you did before, you can simply click "Confirm" in the status bar (if you're happy with your placement) or adjust the placement by rotating the tile. | |||
Once all players have done so, the game will be over and the winner will be declared. | |||
== Scoring == | |||
'''Dragons:''' Count how many dragons you have and check the following table for how many points you get; you lose 5 points if you have none. | |||
{| class="wikitable" | |||
|Dragons: | |||
|0 | |||
|1 | |||
|2 | |||
|3 | |||
|4 | |||
|5 | |||
|6 | |||
|7 | |||
|8 | |||
|- | |||
|Points: | |||
| -5 | |||
|1 | |||
|4 | |||
|9 | |||
|16 | |||
|25 | |||
|36 | |||
|49 | |||
|64 | |||
|} | |||
'''Ghosts:''' On paths with at least 3 ghosts, each ghost scores 6 points. All other ghosts score only 3 points each. | |||
'''Golems:''' Count how many golems you have that are not orthogonally adjacent to another golem and check the following table for how many points you get. | |||
{| class="wikitable" | |||
|Golems: | |||
|0 | |||
|1 | |||
|2 | |||
|3 | |||
|4 | |||
|5 | |||
|- | |||
|Points: | |||
|0 | |||
|4 | |||
|10 | |||
|18 | |||
|28 | |||
|40 | |||
|} | |||
'''Satyrs:''' Each satyr scores a number of points equal to the number of different types of monsters on the same path as that satyr, including itself. | |||
'''Skeletons:''' Each skeleton scores a number of points equal to the number of diamond symbols you have on your tiles, disregarding their printed value. | |||
'''Slimes:''' Each slime scores a number of points equal to the number of curves on your tiles, counting double curves as two curves. | |||
Each | '''Bats:''' Each bat scores 5 points if its tile is orthogonally adjacent to at least one tile with another bat; isolated bats are worth no points. | ||
'''Werewolves:''' Each werewolf scores 4 points. If you have the most werewolves, you score an additional 10 points total (even if tied for most). Exception: In a 2-player game, you only score an additional 5 points (not 10) if you have the most wolves. | |||
'''Wisps:''' Count how many wisps you have in total and check the following table for how many points you get per wisp. | |||
<div class="noresize"> | |||
{| class="wikitable" | |||
|Number of Wisps: | |||
|0-3 | |||
|4-6 | |||
|7 or More | |||
|- | |||
|Points per Wisp: | |||
|3 | |||
|4 | |||
|5 | |||
|} | |||
</div> | |||
'''Diamonds:''' Total the printed values of all diamonds on your tiles. | |||
'''Bone doors:''' Check if there is an uninterrupted path from one bone door to the other. If there is, score 2 points per track section on that path. | |||
'''Tooth doors:''' The same applies to the tooth doors. | |||
'''Other paths:''' For all other paths from one door to another, you get 1 point per track section on that path. Paths connecting only one door or no door at all score no points. | |||
Total the points from all 13 categories. The player with the most total points wins. | |||
In case of a tie, the tied player who has fewer dead ends (i.e., track running into an empty tile edge) wins. If still tied, enjoy your shared victory! | |||
Latest revision as of 15:41, 18 January 2026
In Ghosts Galore, each player builds a ghost train by placing 9 tiles in a 3x3 grid. Tiles show track (straights, curves, double curves, and bridges) and up to 3 monsters of 9 different types, each of which scores in a particular way. Your goal is to score the most points by the end of the game from monsters, track, and printed points on the tiles.
The Interface
When you open the game, you see your game board first and the other players' game boards next to or below it, depending on your screen size. Notice the little HELP button to the right of your board: By clicking it, a point overview sheet will slide open and tell you how each element of the game scores. If live scoring is enabled, you will see a scoring sheet at the bottom of the display at all times, which will tally your scores as you place tiles. Live scoring will NOT consider your hidden tile (see the "How to Play" section below on what that is) except when the game is over.
How To Play
Over the course of 8 rounds, players will be drafting 1 tile each from a pool of tiles and place them in their grid any way they like. On the 9th and final round of the game, you will be placing your so-called "hidden tile", which you can see at the top right of the screen in an own area called "Your Hidden Tile".
Each round, a different player will begin and they will be prompted a single option in the status bar: to pick a tile from the deck. Either click that button or the draw pile to draw a tile from the deck, which will appear face up next to the pile. Then choose:
- Either you like the tile and place it in your grid, by clicking on the tile first, then on a space in your grid (or a different one if you misclick). You can rotate the tile via arrows that will appear to the left and right of the tile once it is selected. Confirm your placement by clicking the "Confirm" button in the status bar.
- Or click "Pass" in the status bar to wait and see what other tiles will appear that round. This does not skip your turn, it merely postpones it. All players will be placing 1 tile per round, at some point during that round.
Tiles that are passed on will appear in the "Tiles Available on the Table" section in the center of the screen. Once there are tiles there, the prompt at the start of a turn will let you choose whether you want to either pick a tile from the deck or an available one from the table.
- To pick a tile from the deck, again, click the "Pick" button or the draw pile. Once you do that, you cannot change your mind. You must either place the newly revealed tile or "Pass" and wait until it is your turn again to choose a different tile.
- To pick a tile from the face-up ones on the table, simply click that tile and place it, as described above.
Note: Once all but one player have chosen a tile, the remaining player will see ALL remaining tiles in the deck in the "Tiles Available on the Table" section and they can choose any one of those 5 tiles. (It's always 5 tiles for the remaining player.)
At any point during the game, you can pre-place your hidden tile by clicking it and placing it in your grid the same way you place tiles from the deck or table. Your hidden tile will be shown slightly transparent in your grid so you know that this is it. You can remove the tile (to place it somewhere else) by clicking the button in "The Hidden Tile" section at the top. On the 9th round at the latest, you will be prompted to place your hidden tile on the remaining spot in the 3x3 grid. If you did before, you can simply click "Confirm" in the status bar (if you're happy with your placement) or adjust the placement by rotating the tile.
Once all players have done so, the game will be over and the winner will be declared.
Scoring
Dragons: Count how many dragons you have and check the following table for how many points you get; you lose 5 points if you have none.
| Dragons: | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
| Points: | -5 | 1 | 4 | 9 | 16 | 25 | 36 | 49 | 64 |
Ghosts: On paths with at least 3 ghosts, each ghost scores 6 points. All other ghosts score only 3 points each.
Golems: Count how many golems you have that are not orthogonally adjacent to another golem and check the following table for how many points you get.
| Golems: | 0 | 1 | 2 | 3 | 4 | 5 |
| Points: | 0 | 4 | 10 | 18 | 28 | 40 |
Satyrs: Each satyr scores a number of points equal to the number of different types of monsters on the same path as that satyr, including itself.
Skeletons: Each skeleton scores a number of points equal to the number of diamond symbols you have on your tiles, disregarding their printed value.
Slimes: Each slime scores a number of points equal to the number of curves on your tiles, counting double curves as two curves.
Bats: Each bat scores 5 points if its tile is orthogonally adjacent to at least one tile with another bat; isolated bats are worth no points.
Werewolves: Each werewolf scores 4 points. If you have the most werewolves, you score an additional 10 points total (even if tied for most). Exception: In a 2-player game, you only score an additional 5 points (not 10) if you have the most wolves.
Wisps: Count how many wisps you have in total and check the following table for how many points you get per wisp.
| Number of Wisps: | 0-3 | 4-6 | 7 or More |
| Points per Wisp: | 3 | 4 | 5 |
Diamonds: Total the printed values of all diamonds on your tiles.
Bone doors: Check if there is an uninterrupted path from one bone door to the other. If there is, score 2 points per track section on that path.
Tooth doors: The same applies to the tooth doors.
Other paths: For all other paths from one door to another, you get 1 point per track section on that path. Paths connecting only one door or no door at all score no points.
Total the points from all 13 categories. The player with the most total points wins.
In case of a tie, the tied player who has fewer dead ends (i.e., track running into an empty tile edge) wins. If still tied, enjoy your shared victory!