
- BGG rank
- BGG #3,232
- BGG rating
- 6.6
Witch of Salem
- 2–4 players
- 60 min
- Complexity 2.5/5
- 2008

2010
Rules assistance for 18 Ghosts
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

For 2 players
What would you like to know?
Answers come from the official rulebook, with the page to check.
18 Ghosts is a board game released in 2010 for 2 players, 15 minutes per game, and ages 8 and up. It was designed by Michael Rieneck and its main mechanics are Set Collection, Grid Movement, and Rock-Paper-Scissors.
For half a millennium, a group of ghosts have been growing quite weary of one another's company in an old Scottish castle. Since they are thoroughly bored with the social scene of the stony structure, each ghost secretly wishes to escape the castle and go on wild adventures. Unfortunately, the ghosts are trapped there. Suddenly, an opportunity arises! They discover three glimmering magical portals that they might be able to use to find freedom. Desperation sets in quickly, because they know the portals won't be open long, so the ghosts scramble and jostle one another, trying to slip through the portals while they have the chance. They certainly don't want to see each other's ethereal faces for another 500 years! COMPONENTS: 18 Ghosts includes: A board depicting an old Scottish castle with 25 rooms (5×5) and one large dungeon. 18 ghosts in 2 types and 3 colors (3 for each color and type). 3 portals, one of each color. GOAL OF THE GAME: Both players try to help their ghosts escape from the castle. In order to win the game, be the first to have a red ghost, a blue ghost, and a yellow ghost outside the castle. When this happens, the game ends immediately. That player is the winner.
18 Ghosts supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for 18 Ghosts is 15 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists 18 Ghosts for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
18 Ghosts has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
18 Ghosts belongs to these categories: Horror and Abstract Strategy. Its main mechanics are Set Collection, Grid Movement, and Rock-Paper-Scissors. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of 18 Ghosts are: Michael Rieneck. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists 18 Ghosts as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.