
- BGG rank
- BGG #21,779
- BGG rating
- 6.2
Dino Detektive
- 2–4 players
- 60 min
- Complexity 1.8/5
- 2008

1998
Rules assistance for MacGregor
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
MacGregor is a board game released in 1998 for 2–4 players, 30 minutes per game, and ages 8 and up. It was designed by Dominique Ehrhard and its main mechanics are Hand Management, Grid Movement, and Action Queue.
It's midnight and the dreaded Ghost of MacGregor is haunting the castle. 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. The players are trying to be the first to escape the castle before being caught by the ghost. The player controlling the ghost must capture/tag another player if he wants to win. The ghost is moved via 5 preplanned moves each round, similar to Roborally and Dragon Delta and can move through walls. The other players must collect the right key cards to move through the colored doors, but may only hold four key cards. If the ghost captures another player, they switch roles with the captured player becoming the ghost and moving to the dungeon to start the next round. The former ghost takes the key cards from the new ghost and tries to escape the castle. Most important: The player figures glow in the dark!
MacGregor supports 2–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for MacGregor is 30 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 MacGregor 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.
MacGregor has a complexity rating of 1.1 out of 5 from BoardGameGeek players, which makes it a 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.
MacGregor belongs to these categories: Children's Game, Horror, and Adventure. Its main mechanics are Hand Management, Grid Movement, and Action Queue. 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 MacGregor are: Dominique Ehrhard. 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 MacGregor 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.