
CANDLE. Draw a Candle on space 3–10. When you reach it, choose a Malicious Ghost within 3 spaces. Its next attack is canceled.
THOROUGH SEARCH. Make 5 more moves in this AREA. Only after completing them may you head toward the exit.
DOUBLE CHANCE. Choose a White or Black Ghost. Catch it within your next 2 moves to gain an extra 20 points.
SHIFTING WALLS. Draw walls on spaces 3–11, 6–3, 9–7, and 11–10. All four spaces remain blocked until the end of the AREA.
BAD MOMENT. Choose: lose 5 points and stay where you are or immediately move 3 spaces in a random legal direction.
TIME PRESSURE. On your next move, you must use the full die result. If you cannot complete the entire move, lose 10 points.
PERFECT POSITION. If at least 2 uncaught Ghosts are within 2 spaces of you, gain 15 points.
BLIND CORNER. Move 2 spaces SW or stay where you are and lose 5 points.
SAFE MOVE. Move 3 spaces in any direction. If you do not pass through a Malicious Ghost space, gain 10 points.
YOU CANNOT LEAVE YET. You cannot leave the AREA. Make 6 more moves before you may continue to the next AREA.
RESTRICTED MOVE. Your next move is reduced by 2 spaces. If you roll 1 or 2, do not move and lose 5 points.
GREAT DISCOVERY. Choose an uncaught Ghost within 3 spaces. Catch it before leaving the AREA to gain an extra 15 points.
PRICE OF PASSAGE. Choose: lose 5 points and move 3 spaces in any direction or stay where you are and lose 10 points.
PATH STILL CLOSED. Remain in the AREA for 4 more moves. All normal rules and dangers still apply.
CRYSTAL. Draw a Crystal on space 4–9. If an uncaught Ghost is adjacent, choose one. Catch that Ghost later to gain 2× its points.
CHOOSE YOUR REWARD. Choose: move 2 spaces in any direction or gain 10 points.
GRAND FINALE. Catch 2 more Ghosts before leaving the AREA to gain an extra 30 points. Catching only one gives no bonus.
HARD CHOICE. Choose: lose 10 points or draw a block on one free adjacent space. That space remains blocked until the end of the AREA.
PRICE OF MOVEMENT. Choose: move 4 spaces in any direction and lose 5 points or stay where you are without losing points.
QUICK ESCAPE. Choose NE or NW and move 3 spaces. If you complete the full move, gain 10 points.
DANGEROUS REWARD. Choose: gain 10 points or roll the die. EVEN: +20 points. ODD: −15 points.
BLOCKED ZONE. Choose one free adjacent space and block it until the end of the AREA or lose 10 points.
FINAL TRAP. Draw walls on spaces 4–3, 7–12, 10–8, and 11–5. They remain blocked until the end of the AREA.
WRONG DIRECTION. Move 3 spaces E. If the move is impossible, stay where you are and lose 10 points.
GHOST JACKPOT. Choose a Black Ghost. Catch it before leaving the AREA to gain an extra 30 points. Otherwise, the bonus is lost.
DOUBLE HUNT. Choose an adjacent uncaught Ghost. If your next move passes through its space, catch it and gain 2× its points.
RISK PAYS OFF. Choose: move 4 spaces S or lose 10 points. If you complete the full move, gain 15 points.
RANGED ATTACK. Choose a Ghost in a straight or diagonal line. Roll the die. If it is within range, gain 2× its points. The Ghost stays on the board.
TELEPORT. Move to any Teleport in the AREA or stay where you are and gain 5 points.
THE GHOSTS HOLD YOU BACK. You cannot leave the AREA for 6 moves. If you catch a Ghost during those moves, gain an extra 10 points.
MAGIC WALLS. Draw walls on spaces 3–4, 6–7, 9–10, and 12–5. You cannot enter or pass through these spaces.
PRICE OF SAFETY. Choose: lose 10 points or move the nearest Malicious Ghost 1 free space closer to you.
CLOSED PATH. Choose: block one free space in front of you until the end of the AREA or lose 10 points.
FULL FOCUS. Choose a Ghost in a straight or diagonal line. If your ranged attack succeeds, gain its points plus an extra 15 points.
THE HOUSE CLOSES IN. Draw walls on spaces 2–6, 5–10, 8–4, and 12–8. Treat them as normal walls from now on.
GHOST OR POINTS? Choose the nearest uncaught Ghost. Lose 5 points or mark it. If you later catch it, you receive only half its normal points.
RISKY SHORTCUT. Choose: move 2 spaces safely or move 4 spaces in one direction. Complete the full move for +15 points. Fail and lose 10.
ENERGY SHIELD. Draw an Energy Shield on space 9–4. When you reach it, gain protection from one Malicious Ghost attack.
EXIT CLOSED. The AREA exit is blocked. Make 4 more moves before you may continue.
FINAL PUSH. Move 5 spaces in one direction. Complete the full move to gain 20 points. If you cannot, lose 10 points.
GHOST ENERGY. Roll the die as for a Ghost Attack. If a Ghost is on the indicated line and within range, gain its points. The Ghost stays on the board.
HUNTING CHAIN. Catch one Ghost on each of your next 2 moves to gain an extra 20 points.
BOX. Draw a Box on space 11–3. When reached, choose: gain 10 points or roll the die. EVEN: +20 points. ODD: −10 points.
DANGEROUS CHOICE. Choose: block space 11–7 until the end of the AREA or leave it open and gain 10 points.
BOTTLE. Draw a Bottle on space 7–4. Ignore it or collect it. If collected, roll the die. EVEN: +15 points. ODD: −10 points.
BOTTLE. Draw a Bottle on space 8–8. When you reach it, roll the die. EVEN: +10 points. ODD: −5 points.
FINAL CHECK. Before leaving the AREA, make 5 more moves. After the fifth move, you may continue normally.
GHOST BONUS. If you have already caught at least 3 Ghosts in this AREA, gain 15 points. Otherwise, this card has no effect.
SUDDEN NOISE. Choose a Malicious Ghost. Cross it out and redraw it on one adjacent free space in any direction.
SPELL BOOK. Draw a Spell Book on space 6–6. Reach it before leaving the AREA to gain 10 points.
MALICIOUS GHOST APPROACHES. Choose the nearest Malicious Ghost. Cross it out and redraw it 2 free spaces closer to you. If impossible, it stays where it is.
MALICIOUS GHOST. Choose the nearest Malicious Ghost. Move it 1 free space toward you or lose 10 points.
UNSTABLE CRYSTAL. Draw a Crystal on space 9–9. When reached, choose: gain 10 points or roll the die. EVEN: +20 points. ODD: −15 points.
BRAVE HUNTER. If your next move passes beside a Malicious Ghost and you are not attacked, gain 15 points.
ESCAPE OR RISK? Choose: move 2 spaces in any direction and lose 5 points or move 4 spaces. Complete the full move to gain 10 points.
ATTACK OR RETREAT? Choose a Ghost in a straight or diagonal line. Attempt a ranged attack or move 2 spaces in the opposite direction.
HOURGLASS. Draw an Hourglass on space 12–6. When you reach it, immediately make one additional roll and move.
GHOST TRAIL. Move 3 spaces SE or stay where you are and lose 5 points.
CHOOSE A GHOST. Choose an uncaught Ghost within 3 spaces. Gain 5 points now or mark it as a target worth 2× points when caught.
CHANGE OF PLAN. Choose N, NE, E, SE, S, SW, W, or NW and move 3 spaces in that direction.
THE HOUSE CHANGES. Draw walls on spaces 2–9, 5–5, 8–11, and 11–3. These spaces remain blocked until the end of the AREA.
SOMETHING IN THE DARK. Move 2 spaces N or stay where you are and lose 5 points.
GHOST NEARBY. Choose the nearest uncaught Ghost. If it is within 2 spaces, mark it. When you catch it, gain 2× its points.
CLEAR PATH. Choose a direction and move 4 spaces. If you avoid blocked and dangerous spaces along the way, gain 10 points.
MALICIOUS DEAL. Choose: lose 15 points or draw a Malicious Ghost on the nearest free space exactly 2 spaces away from you.
LAST CHANCE. Choose: lose 10 points or move 5 spaces in one direction. Complete the full move to gain 15 points.
DANGEROUS PATH. Choose: move 3 spaces W or stay where you are and lose 10 points. If the move is impossible, lose 10 points.
SUDDEN BARRIER. Draw walls on spaces 4–6, 7–9, 10–4, and 12–11. You cannot enter or pass through these spaces.
OLD KEY. Draw an Old Key on space 5–11. When you reach it, remove one blocked space from the board or gain 10 points.
CHOOSE YOUR PATH. Move 3 spaces E or stay where you are and lose 5 points.
STAY OR ESCAPE? Choose: stay where you are and lose 5 points or move 3 spaces N.
BOX. Draw a Box on space 10–5. Reach it before leaving the AREA to gain 10 points.
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