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Geister Schatzsuchmeister Impressions, opinions and random musings about all things board games VideoGeister, Geister Schatzsuchmeister (Mattel) - Kinderspiel des Jahres 2014 ... ab 8 Jahre hui!!
Product vergelijk. In a dark and dreary house, every sound sends a cold chill through your bones. A door opens — is someone there?
You hear whispers, but no one answers when you call. Your eyes and ears may deceive you, but the hair on your neck tells you what you already know: There are ghosts here — and not just one for these spirits are legion.
In Ghost Fightin' Treasure Hunters, a. As their ghoulish numbers grow, the treasure hunters must work together to acquire all eight jewels and escape the house before it becomes fully haunted or else face their own gruesome demise.
The advanced variant also hides the values of the jewels until an adventurer enters the same room as the jewel. In all versions of the game you roll a dice to see how far you can move.
If the player rolls anything but a 6, a card is drawn and adds more ghosts to the rooms indicated on the card with a mechanic similar to Pandemic or locks certain doors if playing the advanced version.
If you end your turn in a room with a ghost, you can roll the ghost-fighting die. Roll a ghost face on the die, you can remove a ghost.
If there are any other adventurers in the room with you, they can roll too which means teamwork and coordination are key.
If a room fills up with too many ghosts they will turn into a haunt which will impede movement through those room and will require two adventurers to work together to remove it.
Work together and you will leave with hands full of treasure, fail to do so and you might be trapped! Ghost Dice!
At the end of each turn, players will flip over a card from the deck and assign new ghosts to rooms. If a room has more than 3 ghosts, it is considered haunted and replaced by a monstrous, red uber ghost.
The game is lost when 6 rooms are haunted. The advanced level introduces new elements to the ghost deck. For example, drawing some cards will automatically lock doors, either green or blue from the main corridor making movement between rooms that much more important.
Another card forces players to draw 2 room cards. Like Pandemic, you can also pick up a reshuffle card that recycle the room cards making it easier to haunt.
Another advance variant forces players to pick up gem in a sequence from Geister really strips the co-op down to the bare minimum, allowing players to just focus on movement and picking up gems while avoiding or fighting ghosts.
There are no power ups, weapons, super powers, rule bending bonuses….. Even at the basic level where the chances of winning are higher, communication and coordination is still a must to win.
I do wonder about modularity of the game which can impact replayability. The starting board is always the same as are initial placement of the gems.
I wonder if they could somehow tweak that rule to shuffle the gems around. Changing that would certainly change the game quite a bit.
The board is fixed and hence the room layouts are the same each game. I thought it would be amazing if Geister had modular rooms which one could construct the mansion differently each time.
Then again, I just preached the qualities of a simple game and these suggestion are probably extraneous and not necessary at this level. Overall, Geister has really straddled the adult-kid difficulty levels very well.
The balance is quite exquisite: the rules are simple but not dumb-downed and the game is challenging without being overly complex.
As parents, I actually look forward to gaming with my child. This is a perfect example of a game that can be enjoyed by all age groups and parents can look forward to a good time without being forced to endure hours of Snakes and Ladders.
As for gamers, I think there is enough there for a few plays or if one needs an occasional co-op fix. In fact, if you marginally enjoy a co-op, this may actually be a better fit seeing that removes a lot of bloat that plague other co-ops.