Roll and Move (I know, sorry), Spin the Spinner, Grab the Glow-in-the-Dark Skull and Pray it’s not coming for you.
Combining suspense, dread and jump scares, MBs Ghost Castle was a favourite for many a child. The noise of the rattling skull and the uncertainty of which trap was going to be triggered was a fond memory of school children across the country.
"Spinning a Ghostface was the worst, missing turns until you spun a foot"
As scary games go, it began with the artwork; scary forest, ghostly corridors and murky dungeons, each with a trap. It was littered with suspense, waiting on the red footprints and hoping no one hit the skull on the spinner. Spinning a Ghostface was the worst, missing turns until you spun a ‘foot’, a one-in- four chance. You could be a sitting duck for large portions of the game and combine that with a red footprint; odds are you were getting knocked back.
But it’s not all doom and gloom, line yourself up on the green footprint, and if lady luck smiled you could be taking advantage of a shortcut through the mirror and shaving six spaces off of your quest. And finally, the ascent up the stairs and the glorious closing of the coffin and victory.
An excellent children’s game and the priming was there for future board gamers as halfway round saw the only decision to be made, leaving the kids learning the harsh realities of ‘Risk and Reward’: “Do I take the shortcut over the dangerous corridor for 4 red spaces, or the safe way round for 8?”
This is a guest article, written by Paul Davies for Board Game Crate; Imagery from BoardGameGeek.com