Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
Who will help Count Peppermint? For centuries, ghosts and phantoms have haunted the halls of the old counts' castle.
Core mechanisms
Key systems that shape the decisions players make.
Read the full game description
Who will help Count Peppermint? For centuries, ghosts and phantoms have haunted the halls of the old counts' castle. Annoyed with the midnight madness, Count Peppermint decides to bring ghost chasers to his castle so that he can finally sleep again at night. But the chasers don't have it easy, because the ghosts can only be captured and driven off in threes. And just when you think you've got them secured, they disappear in a ghostly manner. Who will bring the most ghosts behind lock and key?