phone (+39) 320 073 4588
email CONTACT US VIA EMAIL
6.37
BGG Vote: BGG Stats
2
30'
10
No necessary in-game text

Phantom

A board game by Xavier Lardy
Publisher: Ludonaute
Do you want to sell your copy of this game?
Use our marketplace utrade!
Phantom
The item is not available, you can use the alert to be notified when it will be back in stock.
Bustine per le carte in questo gioco

Card sleeves in this game

72 cards of 66.0mm width and 94.0mm of height
There are no available sleeves matching this card size

Description

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 are 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. How you play In his turn, a player can play a card - Ghost or Place – on his side in front of each of the 4 areas, in order to increase the Scare level of his corresponding apparition. Each Place card must be played in front of his corresponding area(s). For instance, the Attic must be played in the First Floor, the Stairs can be played either in the First Floor or in the Ground Floor. The Ghost cards can be played in front of any areas. Each of them leads into 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 discarded pile. However, the adults of the family can kill off some vulnerable Ghosts. 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 on the different areas are compared to the Fear threshold of the Occupants who may be there. When the Scare level of the Ghosts belonging to a player 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 5cards in hand. Victory The 4 adults give 3 Victory points, the children give 2 Victory points, the baby gives 4 Victory points and the Priest adds 1 Victory point to the last Occupant of the house. As soon as a player gets 11 Victory points, the game ends. This player wins the game.

Additional information

Mechanics: Area Control/Area Influence Hand Management
Categories: Card Games Horror Themed
Alternative names:
BARCODE: 9782954138411
In 7 wishlists In 2 collections This was seen 14122 times

Description

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 are 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. How you play In his turn, a player can play a card - Ghost or Place – on his side in front of each of the 4 areas, in order to increase the Scare level of his corresponding apparition. Each Place card must be played in front of his corresponding area(s). For instance, the Attic must be played in the First Floor, the Stairs can be played either in the First Floor or in the Ground Floor. The Ghost cards can be played in front of any areas. Each of them leads into 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 discarded pile. However, the adults of the family can kill off some vulnerable Ghosts. 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 on the different areas are compared to the Fear threshold of the Occupants who may be there. When the Scare level of the Ghosts belonging to a player 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 5cards in hand. Victory The 4 adults give 3 Victory points, the children give 2 Victory points, the baby gives 4 Victory points and the Priest adds 1 Victory point to the last Occupant of the house. As soon as a player gets 11 Victory points, the game ends. This player wins the game.

Bustine per le carte in questo gioco

Card sleeves in this game

72 cards of 66.0mm width and 94.0mm of height
There are no available sleeves matching this card size

Additional information

Mechanics: Area Control/Area Influence Hand Management
Categories: Card Games Horror Themed
Alternative names:
BARCODE: 9782954138411
In 7 wishlists In 2 collections This was seen 14122 times

Frequently bought together