INSTRUCTIONS FOR PLAYING
Transogram's
Green Ghost


IDEA OF THE GAME: Green Ghost is looking for his son, Kelly, who is out in the ghost town with the other little green ghosts stirring up the bats, snakes, and bones in the pits of Spookyville. The players are Green Ghost's Pets (the Cat, the Bat, the Rat and the Vulture), whom he sends out to round up the 12 little ghosts - Olive, Emerald, Lime, Chartreuse, Jade, Bottle, Nile, Mist, Ever, Forest, Bilious (call him Bill), and KELLY.

The pets race to the pits to collect the little ghosts. Green Ghost whirls about making his ghastly ghost sounds and directs the pets in their moves. In order to reach a pit, the Pet "vanishes" underground and re-appears at the pit. Then, through exchanging with other Pets, he must have the proper key to unlock the door and search the pit.

Play ends when the 12 little ghosts have been collected, but only Green Ghost knows who has Kelly. Surrounded by all the little ghosts, he spins and points to Kelly when he stops.

THE WINNER is the player who found Kelly.

ABOUT THE LUMINOUS PARTS: These are made of a special material that retains light and glows mysteriously in the dark. It is important to expose these parts to light before each game. If the board dims during play, turning on the light for a moment will refresh it's vitality.

Although you can play in daylight, it's a terror-ifically funny ghost game when played in the DARK.

GET READY!

GET SET!

LIGHTS OUT!!

GO!

THE MOVES ON THE PATH

Spin Green Ghost with a firm push on his arm. When he stops spinning, he will point down to the number of spaces you may move. Each blank space, including each Pet Picture Space, and each oblong hole, counts as "1" in your move. Count the hole as you pass over it, but do not go into a hole except by direct count. You can move in any direction, but you can not repeat a space on the same turn.

 


THE KEYS TELL YOU WHERE TO GO

Three of the Keys can "unlock" the Doors with corresponding key holes. The fourth Key is a misfit and can not be used.


MISFIT KEY

 

Find out which Key you have by feeling the shape on the end. (But never tell the others) Your destination is the Pit for which you hold the proper Key.

Example: You have the Key with the square base. The Door with the square keyhole is on the Haunted House Pit. You must go to the Haunted House.


MISFIT KEY AND PET PICTURE SPACES


PET PICTURE SPACES

If you have the misfit, your first object will be to change Keys with another Pet. To make an exchange, you must land by direct count in a Pet Picture Space. You may then change Keys with the Pet pictured in that space. If that Pet should be out of play (in a corner), you can take his Key from under the board and put yours in its place.

When you are in a Picture Space, asking for an exchange is voluntary. If, for example, you land in a Cat Picture Space, you do not have to change Keys with the Cat unless you want to. If you do choose to exchange, THE OTHER PLAYER CANNOT REFUSE.

TO COLLECT A LITTLE GHOST
In order to visit a Pit, you must "vanish" by direct count into any oblong hole on the path. If you do not get a direct count into a hole, you simply move the indicated number of spaces on the path and your turn ends.

If you can vanish, put your other hand under the board to catch your Pet. Then re-appear by coming up through the oval hole next to the Pit for which you hold the Key. (This could take you clear across the board.)

You immediately use your Key to lift the Door. Reach into the Pit and feel around for a little ghost. You may take only ONE on a visit. Keep him in front of you. Replace the Door and continue your turn.

AFTER USING A KEY, YOU MUST EXCHANGE IT

Vanish back through the Pit hole and appear through any path hole. Put your playing piece on any space picturing the Pet with whom you wish to change Keys. This in not voluntary. You must exchange your Key after you have opened a door. After the exchange, your turn ends. ON YOUR NEXT TURN, YOUR NEW KEY TELLS YOU WHERE TO GO.

PLAY ENDS WHEN THERE ARE NO MORE LITTLE GHOSTS LEFT IN THE PITS.


GREEN GHOST CHOOSES KELLY

In turn, players put all their little ghosts in the circles around the base of the spinner. The first player starts in the circle to the left of #1, then to the right of #1, and to the left of #2, and etc., until he has placed all his ghosts. In this way, he will be able to remember which ghosts are his, even if he occupies only half a number. The second and following players continue in this orderly manner.

The player who collected the fewest spins Green Ghost. When Green Ghost stops spinning, the little ghost he points to is KELLY. (If Green Ghost points to a line between two ghosts, spin again.)

The WINNER is the player who owns KELLY.

 

NOTE: Thanks to Lyle Rhodebeck who supplied me with a copy of these instructions. I have a set of Green Ghost instructions which is a bit different. It has different graphics, and the wording is slightly more sinister. They refer to the "Pits" as "Crypts" and to the "Misfit" Key as a "Dud".

Please note that the original "snakes" in the set were regular rubber bands cut in half.

 

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