Table feel
Phantom has a high level of direct confrontation and strategic depth in confrontation. Players must frequently be aware of and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.
Players
2
Time
?-?
Age
10+
Weight
2
Rating
6.33
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Phantom has a high level of direct confrontation and strategic depth in confrontation. Players must frequently be aware of and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.
Phantom offers a high level of variability with its gameboard, allowing for different experiences each time it is played. The availability of expansions adds to the replay value, providing new content and gameplay elements. The game also offers deep strategic possibilities and room for improvement over time. The player interaction score is moderate, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the effort. Overall, Phantom has a solid replayability score of 7.85.
Phantom has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Jamestown, Virginia, at the end of the year 1907 – a tercentenary house welcomes new owners, a peaceful family. But the place is already occupied by lost souls which have been in confrontation for ages. The Standish cannot escape from this haunted house and will be the collateral damage of the conflict. In Phantom, the four areas of the house – Garden, Basement, Ground Floor and First Floor – are placed in a line, with the areas divided into two sides. Each player controls Ghosts in half of the house, and he must make Spectres, Souls and other Spirits appear in front of the different areas of the house in order to frighten the Occupants before the other player. Each turn, a player can play a card – Ghost or Place – in order to increase the Scare level of his corresponding apparition; each Place card must be played in front of its corresponding area(s); for example, the Attic must be played in the First Floor,while the Stairs can be played either in the First Floor or in the Ground Floor. (Note: In Europe, the first floor is customarily the initial floor above ground level, while in the U.S. the floor at ground level is the first floor.) The Ghost cards can be played in front of any areas. Each of them creates a special effect: The Squatter takes a Place from the opponent's apparition. The Charmer makes an Occupant come in the area. The Howler puts Occupants off the area. The Knocker discards a Ghost from the opponent's apparition. The Queen takes a Ghost of his family from the opponent's apparitions. The Invoker gets a Ghost back from the discard pile. Unfortunately for you, the adults of the family can kill off some vulnerable Ghosts, and a family of Ghosts is vulnerable to each of the adults. Some Places protect the Ghosts from the adults. At the end of a player's turn, the Scare level of the apparitions in the different areas are compared to the Fear threshold of any Occupants located there. When a player's Scare level is higher or equal to the Fear threshold of an Occupant who is alone in the corresponding area, this player takes this Occupant and wins the corresponding Victory points. After his turn, the player draws Ghost/Place cards until he has five cards in hand. Each adult is worth 3 victory points (VPs), each child 2 VPs, the baby 4 VPs, and the Priest adds 1 VP to the last Occupant of the house. As soon as a player has collected 11 VPs, the game ends, with him as the winner.
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