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Escape from the Hidden Castle (1989)

2 - 8 persone 30 - 30 min 8+
Al momento questo prodotto non è disponibile presso nessun venditore.
Nomi alternativi: Escape from the Hidden Castle, Le Fantôme de minuit, Ghost Party, Hugo: Das Schlossgespenst, Hugo: Het Slotspook, Hugo: Le fantôme du château, Keskiyön Kummitus, L'Ora dei Fantasmi, Mezzanotte col fantasma, Middernachtsparty, Miðnæturveisla, Midnight Party, Mitternachtsparty, Spøgelsesnatten, Spøkelsestimen, Spöktimmen, Spöktimmen, Szellemparti, Μεσονύκτιο πάρτυ, Ούγκο το Φαντασματάκι, ヒューゴ オバケと鬼ごっこ, ミッドナイトパーティ
Artisti: Nicole Baron, Marek Blu00e1ha, Bernard Giroud, Franz Vohwinkel
Editori: Ravensburger, AMIGO, Discovery Toys, Giochi Uniti, Mu00f6bius Games, Otto Maier Verlag, u03a4u03bf u039au03b1u03bbu03cc u03a0u03b1u03b9u03c7u03bdu03afu03b4u03b9 u0391.u0395.
Riconoscimenti: 1989 Spiel des Jahres Recommended, 2002 Japan Boardgame Prize Best Childgame Nominee, 2003 Japan Boardgame Prize Best Childgame Nominee
Descrizione: Although billed as a children's game, Escape from the Hidden Castle, a.k.a. Midnight Party or Hugo, is actually quite enjoyable by adults as a light, fun game. Each player controls a number of guests at a party, with the number of guests dependent on the number of players. These guests start the round in the spaces of the gallery on the game board, one guest per space; this initial placement is a large part of a player's strategy.

The Phantom (or "Hugo the ghost" in earlier versions) starts in the cellar, then climbs the stairs towards the gallery where the guests circle. The mechanism for the Phantom's movement is simple: On a player's turn, he rolls a special die. If he gets a number, he moves his pieces; if he gets a Phantom, the Phantom moves. This means that with more players in the game, the Phantom moves a lot more frequently, so you must adjust your strategy accordingly.

Once the Phantom has reached the gallery, the guests can start ducking into rooms adjoining the gallery to avoid him, with only one guest per room! A couple of rooms are special in that they add or subtract extra "fright points" from your score. As the Phantom catches up with the remaining guests, they are sequestered on the stair steps, then in the cellar. The first guest caught "earns" the most fright points, with those caught later in the round earning less and less.

Once all the guests have been caught, the fright points are tallied. After playing a predetermined number of rounds, the player with the fewest fright points wins!

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