# Ghost Fightin' Treasure Hunters: Creepy Cellar Expansion ## General Info - **Year Published**: 2018 - **BGG Rating**: 7.8 - **BGG Rank**: — - **Players**: 2-4 (Best with: 4) - **Duration**: 30-60 min - **Weight**: 2.25 / 5 - **Designers**: Brian Yu - **Artists**: Pierô - **Publishers**: Mattel, Inc. - **Categories**: Adventure, Children's Game, Expansion for Base-game, Fantasy - **Mechanics**: Cooperative Game, Dice Rolling, Roll / Spin and Move ## Verdict Want more Ghost Fightin' Treasure Hunters? This expansion brings the Ghost King and new challenges to test your team!More cooperative challengesNew win conditionsIncreased tension and scaresRequires the base gameAdds complexityCan increase difficultyRECOMMENDED ## Description Get ready for more scares and treasures with the Creepy Cellar expansion for Ghost Fightin' Treasure Hunters! If you thought the house was spooky enough, think again. This time, the Ghost King has arrived to complicate things, and the front doors only open after you've brought the treasures down to the cellar. This expansion supercharges the cooperative gameplay we already love with a larger board, two new rooms, and a brand-new win condition. Twelve cursed treasures await to inflict 'dangerous disabilities' on you while you carry them – watch your step! And the main villain? The Ghost King, an undefeated blue specter who will give you plenty of trouble. Oh, and there are also secret passages, trapdoors, and jinxed items to make everything even more exciting. It's the perfect addition for those who want more challenges and twists in the base game, maintaining cooperative fun and tension in the air. Ideal for extending the lifespan of the game and for those who enjoy a good family challenge, with a touch of light horror and plenty of team strategy. ## How to Play Object of the Game A Ghost King has taken over the castle! The front doors locked the moment you entered, and the only way to open them is to take the treasures down to the Cellar rooms. Do this and get the whole team out of the castle before all 8 Hauntings are on the board, and you win! Preparation (Setup) NOTE: This is for Nightmare Mode. To ease into the expansion, see the “Alternate Modes” section. Set out the original Game Board from the Ghost Fightin’ Treasure Hunters game. FROM THE ORIGINAL GAME, YOU WILL NEED: Original Game Board Movers Ghosts & Hauntings Dice FROM THE CREEPY CELLAR EXPANSION, YOU WILL NEED: Place the CELLAR BOARD to the left of the Game Board. Shuffle the CURSED TREASURES and place 1 in every room on the Original Game Board, face-down. Shuffle the GHOST CARDS and place them face-down on the game board to form the Ghost card deck. The discard pile can be formed face-up next to it. Shuffle the GHOST KING CARDS and place them face-down on the Cellar Board to form the Ghost King deck. The discard pile can be formed face-up next to it. If the Ghost King deck is ever empty, shuffle the discards and form a new Ghost King deck. Shuffle the CELLAR CARDS and place them face-down on the Cellar Board to form the Cellar deck. Shuffle the Jinxed Item tiles and place them face-down next to the Cellar Board. Add SECRET PASSAGE TILES to rooms A, F, G, and K. Place the GHOST KING in room L. Place 1 Ghost in rooms C, F, I, and M. Flow of the Game LET’S PLAY Just like the original game, a player’s turn always begins by rolling the movement (numbered) die. If there is a ghost icon, flip the top card in the Ghost card deck. TURN ORDER ROLL REVEAL GHOST CARD (IF NEEDED) MOVE FIGHT DROP OFF CURSED ITEM PICK UP TREASURE Ações e Como Jogar GHOST CARDS: ROOM CARDS (A-N) These work the same as the original game. Players must place a Ghost in the room with the matching letter to the card. GREEN OR BLUE DOORS LOCKED CARDS These work the same as the original game. Doors of the corresponding color become locked. Remember, players cannot move through locked doors. DRAW 2 AND DRAW 3 + SHUFFLE CARDS These cards work the same as the original game – draw the required number of cards and shuffle all cards, including any Doors Locked cards. NOTE – you may ignore any cards listed at the bottom of the +Draw cards. SHUFFLE CARD Shuffle both the Ghost and Ghost King card decks. GHOST KING CARD When the Ghost King card is drawn, you must also draw a card from the Ghost King (A-N) deck. Move the Ghost King to the room with the matching letter. If the Ghost King is ever in a room with 2 other ghosts, it becomes a haunting. The Ghost King then moves to the next lettered room. The Ghost King can never be fought. He will stay on the game board, moving from room to room, until the game ends. TRAP DOOR CARD A trap door card allows the tricky Ghost King to move you instantly to a new room. When the trap door card is drawn, you must draw a card from the Ghost King pile. Immediately move your character to the room with the matching letter. You may move out of the new room using your movement die result as normal. FIGHTING GHOSTS AND HAUNTINGS All rules remain the same regarding Ghosts and Hauntings; however, the Ghost King can never be fought. SECRET PASSAGES If a player is in a room with a secret passage tile during their movement phase, they can use one movement point to move to any other room containing a secret passage tile. Once a player has used a secret passage, the tile is removed from the room they left. DROPPING OFF A TREASURE DROP OFF TREASURE All treasures must be dropped off in the numbered spaces in the two cellar rooms. It’s not important which treasure goes into which spot, but players must fill the spots in numerical order. PICK UP CELLAR CARD After completing the drop-off, that player must draw a Cellar card and resolve its effects. Dropping off a treasure ends the player’s movement phase; however, they must fight if there is a ghost in the room before ending their turn. TREASURES Most of the original rules concerning treasures hold true from the original game, but there’s a new feature. This time the treasures also have a power that is revealed and activates instantly when the treasure is picked up. When you pick up a treasure, place it in your backpack facing out. NOTE: You must fight the ghosts in the room before picking up the treasure. CURSED TREASURES Subtract 1 from your movement rolls while holding this treasure. If you have to draw a Ghost card at the start of your turn, you must draw one additional card while holding this treasure. A roll of a 6 on the movement die still means that you draw no cards. You can’t fight alone. You can only fight if at least one other person is in your room while holding this treasure. You cannot use secret passages while holding this treasure. If you are in a room and holding this treasure at the start of your turn, you must add a ghost to that room before you roll the die. If you start your turn in a hallway space, ignore this step. You cannot leave a room with a green ghost or a haunting in it while holding this treasure. CELLAR CARDS UNLOCK ALL DOORS Discard any Doors Locked cards that may be activated. All doors are now unlocked. FREE MOVEMENT Roll the movement die and immediately move up to the number rolled. You may fight and/or pick up treasures after your move. You do NOT place a ghost on this roll. +GHOST CARD Draw from the Ghost King deck and add a Ghost to the room specified. REMOVE GHOST Remove any one ghost (except for the Ghost King) from the board. JINXED ITEM CARD Draw one Jinxed Item tile from the pile and place it in your backpack. As long as you are holding a Jinxed Item, you cannot pick up treasures or leave the house. JINXED ITEM To get rid of the Jinxed Item, you must drop it off in the room indicated on the back of the tile. When you get rid of a Jinxed Item, you may place a previously discarded secret passage tile in its indicated room. If there are no available secret passage tiles, ignore this step. Fim de Jogo e Pontuação WINNING THE GAME Once all Treasures are safely placed in the cellar and all players have exited the castle, everyone wins! If all Hauntings are on the board, everyone loses. Dicas para Vencer Consulte o manual para detalhes sobre esta seção. ## FAQ ### Do I need the base game to play this expansion? Yes, absolutely! The Creepy Cellar Expansion adds content to the original Ghost Fightin' Treasure Hunters, so you need it to play. ### How many players can participate? Just like the base game, the expansion is for 2 to 4 players. ### Does the game time change with the expansion? The estimated playtime remains between 30 to 60 minutes, but it might vary slightly depending on the difficulty you choose or luck with the dice. ### Does the game's complexity increase significantly? The expansion adds some new rules and challenges, like the Ghost King and cursed treasures, which might slightly increase complexity, but nothing too daunting for players who already enjoy the base game. ### Is this expansion harder than the base game? Generally, yes. The Ghost King and the new win conditions tend to make the game more challenging, requiring better team coordination. ### Is it good for kids? If kids already play and enjoy the base game, they will likely enjoy the expansion. The additional rules are manageable, and the theme remains fun and slightly spooky. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 29.89 (https://boardgameprices.com/item/go?source=A&storeitemid=3435901&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/36369/ghost-fightin-treasure-hunters-creepy-cellar-expansion?utm_source=boardgamesbot.com