Publisher: Repos Productions
Designer: Antoine Bauza
Year: 2008
Ghost Stories has a reputation as one of the hardest co-ops out
there to win. We like to think we’re pretty good at co-operative games, having
a resounding win in Pandemic Legacy,
and really pushing the difficulty in Flash
Point: Fire Rescue and Forbidden
Desert, but Ghost Stories is a
killer. We have won Ghost Stories
twice and if I’m honest I think the first time we were let off because it was a
teaching game, so that doesn’t count. I normally like to win, so how has this
affected my opinion of Ghost Stories?
In Ghost
Stories, your goal is to defend a village from a hoard of ghosts looking to
haunt the village. Players play as Taoist monks who are defending the village.
To win the game you must work together to defeat the individual ghosts and work
your way through the deck until you find the ‘big bad’ who will take a lot of
effort to defeat to win the game. More likely, you will lose the game, either
by 3 village tiles becoming haunted or all of your characters dying with no
hope of being restored to life.
Each player has a board with a special ability and
3 slots for ghost cards. On your turn you draw a ghost from a deck and place it
on the player board of corresponding colour in a position where you think it is
most easy to deal with. When the enter the game some ghosts have negative
abilities, such as locking dice or making more ghosts appear, so these are also
dealt with. Some cards will also come with a haunting ghost miniature who
advances at the start of that players turn to try and haunt the village. The
active player then chooses to move one square, orthogonally or diagonally
within the village and either fight a ghost or activate the ability on the
village tile.
The game set up. The central 9 villager tiles are modular and their order is randomised at the beginning of the game. Each player board is double sided, giving a choice of two special abilities. |
Fighting ghosts is the only way to win, since when
your player board is full you start to lose health and the whole team will soon
die if ghost numbers are not controlled. In a standard fight you roll 3 dice
and try and match the number and colour of symbols on the ghost. If the dice
are not in your favour you do have a few back-ups of coloured tokens you’ve
collected, but a failed fight with a ghost can be a wasted turn. Some of the
abilities on the board will also help you to kill off ghosts or replenish your
supplies of tokens to try and prepare you for future fights, but you have to
balance this with your temptation to push your luck and take on ghosts.
The variety of Incarnations of Wu-Feng. In the easy game one of these will be the boss that you encounter 10 cards before the game end. (Promo card of Steven Qi-Gal also pictured) |
It’s testament to how much we like the game, that
it’s hit the table so many times, even though it’s definitely best with four
players. We’ve tried the game with two and playing by the rules in the book
with two dummy players just seems to up the difficulty too much. Playing simply
with two characters each didn’t seem quite so fun either so now we play
exclusively with 4 and it still gets table time because so many people enjoy
it.
The game definitely beats you down and sometimes it
does feel that no matter how well you pay there is no plausible path to
victory. This is probably too, but those very rare victories, even on the
game’s easiest setting do keep me coming back for more to try and taste victory
again. The game is very strongly co-operative, especially when played with
certain player powers which allow you to help other players. I can see that it
could suffer from the alpha player dictating everyone’s actions but more often
than not we’ve found it so hard to know which is the optimal move that Ghost Stories does promote a discussion
of the options and a final decision by the active player.
Component quality is great with nice thick tiles
making the modular board. All of the main pieces are miniatures and it’s a good
sign for a game’s longevity in our collection when Amy starts to talk about
painting them, like she has with Ghost
Stories. For a truly co-operative game that provides a massive challenge,
then you can’t go wrong with Ghost
Stories, so long as you don’t need to play as though you can optimise the
game to win. The Yellow Meeple gives Ghost
Stories an 8/10.
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