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The Ghost and The Golden Keys (Strategy, memory and concentration

The Ghost and The Golden Keys (Strategy, memory and concentration

The Ghost and The Golden Keys 

The old, Hundred Tower castle hides a treasure, that’s why it’s so difficult to get in there. Its secret doors can be unlocked with golden keys and four of them must be opened up to get in. A tricky ghost tries to steal the keys, but if you cooperate, you can surely outsmart him and find the Magic Stone of Wishes. ... do you have secret desires, don’t you?

  • PRODUCT INFO

    The Ghost and Golden Keys

    The old, Hundred Tower castle hides a treasure, that’s why it’s so difficult to get in there. Its secret doors can be unlocked with golden keys and four of them must be opened up to get in. A tricky ghost tries to steal the keys, but if you cooperate, you can surely outsmart him and find the Magic Stone of Wishes. ... do you have secret desires, don’t you? Co-operative game age 5+, 1 to 4 players Content of the game: 1 castle, 4 knight characters, 1 ghost character, 6 double sided doors, 6 alcove cards, 7 golden keys, 1 black die, 1 orange die Brief description of the game: The castle can be accessed through secret doors, but the myth says that four doors must be revealed to break the magic. The keys appear in alcoves and if you touch them, they fly to the right door. However, the door will only open if a player moves there and opens it. If you achieve this you will win the key before the ghost, because the ghost can’t take the key out of the open door. The goal of the game is to open four doors or get four keys before the ghost does. Before the first play: Look carefully together at the colorful doors and find the matching keys! Only one door will need two keys! When everyone has learned which key opens which door the game can begin. Preparing the Game: Put the castle together and place it in the center of the table. Mix the door and the alcove cards and put them around the castle in any order making sure that all the cards have the door side facing up!(see attachment). Place the keys in the middle of the play area so they are all visible to all the players. Pick a figure for yourself. Place all playing figures and the ghost between any two doors on the table. This will be the starting point for everybody. The direction of the game is anti-clockwise, landing on the cards. When you ready you can start playing! When it is your turn, you have to throw both dice. First roll the black and then the orange. The order is very important! 1. Roll the black (action) die, and see what it shows! • If it’s a key: choose a key from the middle and put it in any of the alcoves. If there are no more keys, you can move a key to another alcove but not into a door. • If it’s one ghost: the ghost moves forward one step, anti-clockwise. • When two ghosts: the ghost moves forward two in anti- clockwise direction. • If it’s a shield: you can choose from one of the following options: a. you put a key in one of the alcoves b. if you run out the keys from the middle, you can move a key to another alcove c. move one field forward on. You can also move even if there is the ghost on the same field (See Ghost). the GHOST and THE GOLDEN KEYS EN 2. After the black (action) die, roll the orange (step) die and move your figure the number of spaces indicated by the die. • If you land on an alcove card with a key, take the key and put it on a matching door. The door won’t open this time, it only will be revealed to you if you or another player land on the door later on. • If you land on a door with a key, you can open the door and the key is yours! Flip the card so the corridor side faces up! The corridors: Two open doors form a corridor and you can skip the spaces between the two. The picture in the attachment shows how. The ghost cannot use your corridor. The ghost: The ghost goes along the track as you do and it can pick the keys up from the alcoves as well as the closed doors. If it is on the same space as you are, it will block your moves with it’s charm. As long as you are together on a space, you cannot throw the step die and you cannot move from there until he moves away from the space, or, unless you throw a shield. Then you can decide if you want to move one step forward. The ghost cannot block you if you are standing on an open door because you can get through the corridor, avoiding his charm. The keys: 1. There can only be one key in one alcove! 2. You are allowed to put a key in an alcove where a knight stands already. However, he cannot move the key to the matching door, only the next player who lands there can! 3. If you place the key on a door where… • a knight is standing, he can open the door and you win the key • the ghost is standing, the key will be his • the ghost and a knight are standing, the knight will take the key. The knight opens the door and the key is yours. The end of the game: If you open four doors or win four keys you all win the game. Enter the castle, touch the magic stone of wishes and wish something. Unfortunately, occasionally the ghost gets the four keys first and wins. Try to defeat him again. Think it through together how could you make it more difficult for the ghost to get the keys next time! Good luck and have fun!

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    Our Return and Refund Policy regulated by the Consumer Rights Act 2015. You have a right to return the product(s) if you change your mind and notify us by email to info@umniki.co.uk within 14 days from the day you receive your goods. Unfortunately, we won't be able to accept a return if the seal is broken. If the product is faulty, please contact us with the details and we'll exchange or refund it. The products should be returned to us within 30 days from the delivery day.

£33.00Price
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