
It’s Hugo the Ghost’s birthday, when the Lords of the Castle traditionally honor him with a weekend costume party. Hugo loves a good game of hide and seek, so all the guests must agree to play with him each night at midnight. Those who are caught receive penalty points, which are tallied after three rounds of play.
Contents: 30 Playing figures (6 red, 6 blue, 5 tourquoise, 4 yellow, 3 black, 2 green, 2 white, 2 lila), 1 Ghost figure, 1 Die, 1 Game board, Game rules.
Players choose playing figures as follow.
If there are two players each takes 6 figures, in red or blue.
Three players take 5 figures each, in red, blue or turquoise.
Four players take 4 figures each, in red, blue, turqoise or yellow.
Five players take 3 figures each, in red, blue, turquoise, yellow or black.
Six, seven or eight players take 2 figures each.
Find paper and pencil, and you are ready to begin play.
If you are first, begin by placing one of your own playing figures anywhere in the gallery.
The next player places one of his or her figures on any unoccupied space in the gallery, and so on until all the guests have arrived.
In this stage of the game, there may be only one playing figure on each space.
The player who was first to arrive in the gallery (“The Guests Arrive”) begins.

Roll the die and advance any one of your playing figures the same number of spaces. During the Promenade you must keep moving around the gallery; you cannot enter any of the rooms until the ghost appears. The turn now passes to the next player. During this stage of the game, more than one playing figure may occupy a single space.

You do not need an exact throw to enter a room except for the Trophy Room and the Playroom, which are worth +3 points each. (These points will be deducted from your penalty score at the end of the round.)
The step from the gallery into a room costs one point.
Example: You are on the space just beyond the top of the stairs when Hugo appears. You roll 2 and are stuck, because you need a roll of 4 to enter the open door (to the Music Room).
Each roll of the die may be used to advance only one playing figure. Once it has entered a room, your playing figure cannot leave until the round is over.

Two little ghosts have come to the party, too. One is hiding in the Library, the other in the Laundry Room. Don’t worry, they won’t harm you. You can hide in either place for only —1 penalty point.

If you manage to duck into one of these two rooms, you earn +3 points for each, but you may enter on an exact throw only.

Even if all your playing figures are out of play (captured or safely hidden) you must roll the die on your turn. If you roll Hugo, you must then move him forward.
You can sneak by Hugo on your turn, but you will be captured if you land on his space.
The first unlucky guest to be caught is placed on the lowest step, for —10 points. The next one caught is placed on the next higher step, for —9 points, and so on.
If two players are on the same space when Hugo captures them, they are placed on the same step and receive the same point value.

When all the steps are occupied by captured guests, all other captives are taken to the wine cellar. But since the wine cellar is more comfortable than the drafty staircase, these captives receive only -2 points each for this round.
Total the penalty points for each player and deduct any bonus points earned in the Trophy Room and the Playroom. Record the points for each player, and the next round can begin.
After three rounds of play, the player with the fewest negative points is the winner.
Note: Players can also decide to play as many rounds as there are players.
The party’s over!
Do come back and join us again. Hugo enjoyed your company!
© 1989 by Otto Maler Verlag Ravensburg
