About this game
Who will help Count Peppermint? For centuries, ghosts and phantoms have haunted the halls of the old counts' castle. Annoyed with the midnight madness, Count Peppermint decides to bring ghost chasers to his castle so that he can finally sleep again at night. But the chasers don't have it easy, because the ghosts can only be captured and driven off in threes. And just when you think you've got them secured, they disappear in a ghostly manner. Who will bring the most ghosts behind lock and key?
Does it fit your group?
- Group size. Works with 2 to 6.
- Rules load. At 1.0/5 this is a light game — explain it in a few minutes, good for a table that has not played much.
- Age. The publisher suggests 5 and up. That rates the rules rather than the artwork, so judge the box yourself for younger players.