Objective of Disney: The Haunted Mansion Call of the Spirits
The objective of Disney: The Haunted Mansion Call of the Spirits is to acquire Ghost cards that score you more points than the other players.
Setup for Disney: The Haunted Mansion Call of the Spirits
- Place the game board in the center of the table.
- Place the Endless Hallway into the center of the game board making sure the lines match up with the game board.
- Each player chooses a color and takes the corresponding mover and reference card. You will place your mover in the center of the game board (the Seance Room).
- Place the Hitchhiking Ghosts in the Crypt.
- Shuffle the Ghost cards (green backs) and place them face down near the game board.
- Shuffle the Haunt cards (smallest cards) and place them face down near the game board.
- Prepare the Event deck (blue backs).
- Remove the Final Round card from the rest of the Event cards.
- Randomly remove a number of cards from the deck equal to the number of players. Place the cards back into the box without looking at them.
- Shuffle the remaining Event cards.
- Take the bottom three cards from the deck. Shuffle these cards with the Final Round card you set aside earlier.
- Place these four cards on the bottom of the Event card deck.
- Place the two Bidding Dials near the game board.
- The player who most recently heard a ghost story takes the First Player marker.
Playing Disney: The Haunted Mansion Call of the Spirits
The game is played in rounds. Each round consists of two different phases.
- Event Phase
- Action Phase
Event Phase in Disney: The Haunted Mansion Call of the Spirits
The Event Phase begins with a player drawing the top card from the Event card deck. You will place the card face up on the table where everyone can see it.
Moving the Hitchhiking Ghosts
Each Event card has a number and arrows printed on it. You will move the Hitchhiking Ghosts around the mansion. The number on the card indicates how many rooms they will move. The arrows indicate in which direction they will move around the board.
If while moving the Hitchhiking Ghosts move through the room that you are currently in, you will have to draw one Haunt card.
Should the Hitchhiking Ghosts land on the room that you are currently in, you must draw two Haunt cards.
You can look at your Haunt cards, but you shouldn’t let the other players see the numbers on the cards. Other players should always be able to see how many Haunt cards that you currently have though.
You will only draw Haunt cards when the Hitchhiking Ghosts move through or into a room that you are in. You will not have to draw Haunt cards if you move or are moved into a room that has the Hitchhiking Ghosts. Players that are in the room that the Hitchhiking Ghosts began the turn on, do not have to draw Haunt cards.
Putting Ghosts in the Mansion
Draw a number of Ghost cards from the deck corresponding to the number of players plus three.
You will place the first two cards face up in the room with the Hitchhiking Ghosts.
Starting with the room clockwise from the room with the Hitchhiking Ghosts, place one Ghost card face up in each room. You will keep placing cards until all of the cards have been placed into a room. All of the cards should be visible in each room.
Implement the Round Condition
After placing the Ghost cards, you will read the text on the current Event card. This text will outline the Round Conditions that will impact the rest of the round. These effects will impact all of the players until the end of the current round.
Action Phase in Disney: The Haunted Mansion Call of the Spirits
Starting with the player that has the First Player marker, each player will get to take one turn.
On your turn you may take three of the actions listed below. You may take the actions in any order, and you may take the same action multiple times. The actions you can take on your turn are as follows:
- Move
- Rotate the Endless Hallway
- Collect a Ghost Card
- Duel
- Discard a Haunt Card
After you take your three actions, the next player in clockwise order takes their turn. This continues until all of the players have taken their turn.
Move
When you choose the move action, you can move your playing piece to an adjacent room. Players will move around the inside circle of the game board.
If you are in the Seance Room (center circle), you can move to any of the rooms in the Endless Hallway. When you are in the Endless Hallway, you are considered to be in the room that your section is currently connected to.
If you are in the Endless Hallway, you can either move to one of the two adjacent rooms, or into the Seance Room.
If you move into the room that has the Hitchhiking Ghosts, you do not have to draw a Haunt card.
For each space that you move, you will have to use one of your three actions.
Rotate the Endless Hallway
Instead of moving you can choose to rotate the Endless Hallway.
When you choose this action you may rotate the center circle as much as you want. No matter how far you turn the Endless Hallway, it will only count as one action. When turning the Endless Hallway, you need to make sure each room is lined up with the rooms on the outside of the board.
Collect a Ghost Card
If you are in a room that has one or more Ghost cards in it, you can use an action to take one of the cards. You can choose which card from your current room that you would like to take. You can take multiple cards on your turn, but each card you take counts as one action.
When you take a Ghost card you will place it face up in front of you. You should sort your cards based on their types. Every card you collect should be visible to the other players.
If you took a card that has an effect on it, you will take the corresponding action when you collect the card. These effects are detailed in the Disney: The Haunted Mansion Call of the Spirits Ghost Cards section.
If you take a Ghost card from the room that the Hitchhiking Ghosts are currently in, you must draw a Haunt card for each Ghost card that you take.
Duel
If you are in the same room as another player(s), you can choose to duel them. This will count as an action whether you succeed or fail. You can only take this action one time per turn.
When you choose to Duel, you will select which player in your current room that you want to duel. You will also choose which card that you are going to try and steal.
Each of the players in the duel will take one of the Bidding Dials. Without letting the other player see your Bidding Dial, you will choose a number from 0 to 3 to bid by turning your dial. The number you choose to bid is how many Haunt cards that you will have to draw.
When both players are ready, they will both reveal how much they bid. Whichever player bids a higher number gets the chosen Ghost card.
If there is a tie, the player that previously held the card gets to keep it. If the challenger steals a Ghost card with an effect on it, the effect is not applied.
No matter the outcome of the duel, both of the players in the duel must draw Haunt cards equal to the number that they bid.
Discard a Haunt Card
If you are in the Seance Room (center circle), you can choose to use one of your actions to discard one of your Haunt cards. You can look at your Haunt cards to choose which one you want to discard. You will place the chosen Haunt card on the bottom of the Haunt deck.
Players may only take this action once per turn.
End of Round
The round ends after all of the players have taken their turn.
The First Player marker is passed to the next player in clockwise order. You will then play the next round in the same way as the previous round.
End of Disney: The Haunted Mansion Call of the Spirits
Eventually during the Event Phase, you will draw the Final Round Event card. When this card is drawn, one final round is played.
You will draw three additional Ghost cards to put out into the mansion.
After all of the players have taken their final turn, the game ends. The game then proceeds to final scoring.
Final Scoring in Disney: The Haunted Mansion Call of the Spirits
Before any of the players start to total their scores, each player reveals their Haunt cards. Each player adds up the numbers on all of their Haunt cards.
The player that has the highest haunt total (potentially multiple players), will suffer a penalty.
The player will count up how many Ghost cards they collected of each type (determined by the symbol/icon printed on the card). They will have to discard all of the Ghost cards of the type of ghosts that they collected the most cards of. If the player has two types that are tied for the most, they will have to discard the type that would score them more points.
All of the players will then tally how many points they earned in the game. Each type of ghost scores points in different ways. Check out the Disney: The Haunted Mansion Call of the Spirits Ghost Cards section to see how each type of ghost is scored.
The player that scores the most points wins the game.
Disney: The Haunted Mansion Call of the Spirits Ghost Cards
Musician Ghosts
Along the bottom of the cards is a set of numbers. The number of points that you will earn from Musician Ghosts depends on how many you collect. If you have one Musician Ghost, it will score one point. Two Musician Ghosts will score four points and so on.
- 1 card – 1 point
- 2 cards – 4 points
- 3 cards – 9 points
- 4 cards – 16 points
- 5 cards – 25 points
If you have more than five Musician Ghosts, each ghost above five is broken up into a second set of ghosts. You will score this set of ghosts in the same way as the first set.
Paintings and Artifacts
Paintings and artifacts score points based on how many of the cards you have at the end of the game. You will score points for the cards as follows:
- 1 card – 3 points
- 2 cards – 0 points
- 3 cards – 12 points
If you have more than three paintings/artifacts, you will split the additional cards off into another group. For example if you have five of the cards, you will score one set of three and one set of two. The most cards you can have in a set is three. If a set would have more than that, you will split it into a second set. When you split a set you cannot choose how you split it. For example you can not split a set of two into two sets of one in order to score points.
Dancing Ghosts
On their own the dancing ghosts are worth zero points. If you get a pair of dancing ghosts though, they are worth seven points.
Should you acquire more than two dancing ghosts, you will split them off into additional groups. Each pair of two dancing ghosts scores seven points.
Tea Party Ghosts
Each tea party ghost scores two points.
When you collect one of these cards, you must move the Hitchhiking Ghosts exactly the number of rooms printed on the card. You can choose which direction you move the ghosts. Should the Hitchhiking Ghosts move through or land in a room with players in them, they will draw Haunt cards like during the Event Phase.
Grim Grinning Ghosts
Each Grim Grinning Ghost scores two points at the end of the game.
When you take one of these cards you also get to discard one of the Haunt cards you have acquired. You can choose which card you want to discard. If you don’t use the ability when you first acquire the card, you lose the ability.
Ballroom Ghosts
The Ballroom Ghosts score four points each at the end of the game.
When you pick up the card, you will also draw a Haunt card.
Groom Ghosts
Each Groom Ghost card scores one point at the end of the game.
When you first pick up the card, you will also draw one card from the Ghost deck. You will add this card to your set of cards immediately. If the card you drew has an effect on it, you will take the corresponding effect immediately.
Stretching Portraits
There are four different Stretching Portraits in the game which are indicated by different pictures and icons. You can score the Stretching Portraits in two different ways.
If you have three of the same Stretching Portrait, you will score 15 points.
Should you acquire all four different Stretching Portraits, you will score 18 points.
You can only use each Stretching Portrait in one scoring set. If a card can be used in both a set of three of the same or four unique portraits, you need to choose which of the two you want to use it in.
Any Stretching Portrait not part of a set is worth zero points.
Special Ghosts of The Haunted Mansion Call of the Spirits
These Ghost cards do not have an icon or a card type.
The Bride
The Bride itself scores two points. It will also score an additional two points for each Groom Ghost card that you have.
The Headless Knight
You will score one point for the Headless Knight. For each Painting or Artifact that you have, the card scores an additional two points.
Madame Leota
Madame Leota scores three points by default. If you have the lowest Haunt value (the total of all of the numbers on your Haunt cards) among all of the players at the end of the game though, she scores thirteen points instead. Should you tie another player for the lowest Haunt value, you will only receive three points from the card.
The Organist
The Organist is worth one point initially. The card also scores an additional two points for each Dancing Ghost card that you have.
The Executioner
The Executioner scores one point by himself. You will then count up the number of unique icons you have on the Ghost cards that you collected. The card scores an additional point for each unique icon. There is a total of eleven unique icons in the game.
Year: 2020 | Publisher: Funko Games | Designer: Prospero Hall | Artist: Prospero Hall
Genres: Family, Set Collection
Ages: 9+ | Number of Players: 2-6 | Length of Game: 30-45 minutes
Difficulty: Light-Moderate | Strategy: Moderate | Luck: Light-Moderate
Components: game board, Endless Hallway center piece, 6 player movers, 1 Hitchhiking Ghosts mover, 120 Haunt cards, 99 Ghost cards, 14 Event cards, 6 Reference cards, First Player marker, 3 Bidding Dials, instructions
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