Ghost/Echo

2009 · Core Rules (min needed to play)

Ghost/Echo

A crew searching for loot in the ghost world is betrayed and caught in an ambush, with hungry Wraiths in pursuit. The game provides a starting situation and a resolution mechanic, while players define their crew’s motives, ghostly powers, and the nature of Echoes, Wraiths, and the ghost world as play unfolds.

Complexity
1.2 / 5
Dice (Primarily d6)Action Table (table determines action outcomes)

Game facts (players, playing time, age, credits) from BoardGameGeek.