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G
2013 · 2-4 players · 30min · weight 1.63 · 4,361 ratings
port: no portdifficulty: Easy
BGGv4 widev4v4 deep5Sources3Rules cardCandidate0.654Deep dive
Bayes
6.52
Users rated
4,361
Owned
9,305
Wishing
1,522
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.
Core loop (micro)
Roll dice to move, pick up a jewel if you end on one, then fight a ghost if present on your space.
MDA aesthetic vector (0–3)
Sensation
1
Fantasy
2
Narrative
1
Challenge
1
Fellowship
2
Discovery
1
Expression
0
Submission
3
Mechanic-interaction primitives (5)
- [3]escalating_threat— “as their ghoulish numbers grow, the treasure hunters must work together; house becomes fully haunted”
- [2]attrition_clock— “acquire all eight jewels and escape the house before it becomes fully haunted or face gruesome demise”
- [3]_other:roll_and_move_coop— “Players roll dice to determine how many spaces they move; Roll / Spin and Move cooperative game”
- [0]cooperative_with_traitor— “four intrepid treasure hunters on a quest; fully cooperative, no traitor”
- [2]cascading_failure— “as their ghoulish numbers grow, the treasure hunters must work together; before it becomes fully haunted”
discovery_score: -0.350
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Coop Genuine cooperative_play with shared fail-state (house fills with ghosts) maps cleanly to Pandemic-shape coop. But open-information board (no hidden hand, no communication constraint) means bluff_info_asymmetry is small — the strongest single coop signal is missing. | 5.30 | 8.0 | 8 | 4 | 7 | 3 | 5 | 7 |
| Balatro Roll-and-move + escalating_threat (more ghosts spawn) gives a tense ante-climb feel, but no engine_growth, no joker stacking — pure dice-managed area-clear. Fixed map and ghost deck cap procgen extensibility. | 4.80 | 7.0 | 6 | 3 | 7 | 3 | 6 | 7 |
| Cozy Coop-or-Solo tier (Cooperative Game) — no cap on loss_tolerance, scored against tone. Family-friendly tone is cozy-adjacent but escalating_threat (rising ghost count) injects pressure that breaks the no-fail spatial Carcassonne shape; only mid-tier cozy fit. | 4.30 | 5.0 | 6 | 2 | 5 | 3 | 6 | 7 |
| Snap Coop kid game has no PvP shape, no factional deck composition, no hidden-card reveal — Snap's load-bearing pillars (bluff_info_asymmetry, lane combat) are absent. Wrong category. | 4.00 | 6.0 | 4 | 2 | 6 | 3 | 5 | 6 |
| Wordle Family coop board crawl is an order of magnitude longer than Wordle's 60-90s, and there's no compact emoji-row output. The friendly loss-tolerance is the only Wordle-adjacent feature. | 3.80 | 7.0 | 3 | 1 | 5 | 4 | 5 | 5 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
bayes_norm×0.300.175
wish_norm×0.180.451
compress_norm×0.171.000
diff_norm×0.201.000
port_headroom×0.151.000
fit_score (total)0.654= 0.654
Difficulty reasoning
Simple roll-and-move coop with grid movement; trivial to port. Family-game depth limits meta-layer ambitions.
Closest loop translation
none yet
Sources (3)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG tags
Categories (4)
AdventureChildren's GameFantasyHorror