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Store:  Family Games, Sale
Theme:  Horror / Spooky
Genre:  Maze
Format:  Board Games


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Ages Play Time Players
8+ 30 minutes 2-4

Designer(s): Dominique Ehrhard

Manufacturer(s): Ravensburger USA

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Product Description

It's midnight and the dreaded Ghost of MacGregor is haunting the castle. (And he looks amazingly like a close cousin to our beloved Hugo!) No one knows which way he'll choose to go as he chases the other players through the halls of the castle. Decide on your best chance for escape, but be careful because all of the doors are locked so you'll definitely need the right keys. Hey, this is a great production, definitely on a par with San Marco. Nice board, nice cards, very cool bits, and you'll swear the ghost can't stand up, but it does! Oooo, mysteeeeerious.

Product Information


  • 1 game board
  • 5 ghost cards
  • 45 key cards
  • 4 playing figures
  • 1 ghost cover
  • instructions

Product Reviews


Average Rating: 3.3 in 3 reviews

March 23, 2004

In response to the previous reviewer's problem with the ghost's movement - the ghost moves independent of the doors (he can move through walls). I find the game's system for moving the ghost to be effective and fun.

As for the game itself, it is fast and entertaining. I can see how the game might not be very good for two players. Perhaps when there are only two playing, each player could control two characters? That way there will always be 3 'guests' and one ghost on the board. I have yet to try this with two players, but I can only imagine that it would be an improvement over the standard two player game with just one 'guest' and one ghost on the board (boring).

The player pawns are very clever, consisting of four men running in fright who when 'cursed' can be 'ghostified' with a white and ghostly shroud that is placed over their bodies. It's too bad the publishers have recently made the men pastel, sherbert colors (because they now glow in the dark) rather than deep jewel tones (as is shown on the box photo) that would coordinate with the game board better.

For what it is: a fun, fast, and entertaining romp through a haunted castle, MacGregor deserves a five star rating. But I'm giving it a 4.9 stars for the pastel player pawns. It seems nitpicky, but I'm a bits fanatic. What can I say?

4-players the best
November 25, 2001

This game definitely works better with three or four players. With only two, you end up taking turns chasing each other as the ghost and the game really drags. The extra players really flesh out the strategy--the ghost can often easily catch another player (transforming them into the ghost and passing their movement cards to the player who just caught them), so there's a fair amount of bluffing and waiting for the right combo of cards that will let you exit the castle in a single turn.

Playing as the ghost can be fun, especially catching another player just as they have drawn the winning hand. Components are nice and the glow in the dark player and ghost pieces are pretty cool (looks like older editions had solid color pieces). Players looking for more complicated strategy and action choices may be disappointed, but players in my group really enjoyed MacGregor for its simplicity and ease of play.

by Marc
Fell short of my expectations.
June 24, 2002

The 'haunted house' concept sounds really cool for a halloween theme party. The glow in the dark pieces didn't do anything for me because in low light conditions it's very difficult to distinguish the colors (ie. dark green and blue)of the doors on both the cards and/or the board.(Although I guess it's neat to see glow in the dark game pieces) The card play according to the rules I have is clear in theory, but terrible in practice. The rules assume that your card layout will correspond to the exact colored doors adjacent to the ghost current location, but sometimes in play the cards don't always 'fall' the way the doors are layed out on the board. In other words, unless I'm reading the rules wrong, there are times when you lay down the 4 cards that determine the direction of the ghosts movement, but the colors of the doors on the board don't seem to correspond to the cards you've laid down. Our group created a way around this problem, but it really disappoints me that we had to create a 'new rule' to regulate this movement problem. I will still play the game here and there because of the only two things giving this game the two stars I gave it. The concept, and that it was given to me as a gift. Still I feel that this is a light-hearted game that could be a hit game for children playing with their parents, or adults with a recreated rule similar to the one our group created. We played with 4 players, but I think this game would be absolutely awful with less than 4 players.

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