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Conseil :
Ce sera plus simple si les joueurs montrent chacun à leur tour leurs
habitants et les comparent avec la carte d’épouvante. Tous les joueurs
pourront ainsi vérifier si l’habitant devait être effrayé ou non.
Si le parcours des fantômes devait être trop court, il peut être prolongé
en prenant des cartes d’épouvante remises dans la boîte.
Un nouveau tour commence :
Après la vérification, tous les habitants du château sont de nouveau
posés en cercle. La carte d’épouvante du tour qui vient d’être joué
est mise dans la boîte. Les fantômes restent sur le parcours.
Le joueur suivant dans le sens des aiguilles d’une montre est le
nouveau chef fantôme et un nouveau tour commence.
Fin de la partie
La partie se termine lorsque la douzième et dernière carte d’épouvante a
été jouée. Le joueur dont le fantôme se trouve le plus loin sur le parcours
gagne la partie et devient Maître fantôme. En cas d’égalité, il y a plusieurs
gagnants.
FRANÇAIS
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