Good & Bad Ghosts
A two-player bluffing game of hidden ghost alignments.
Good & Bad Ghosts, also released under the title Ghosts!, is a two-player board game in the supernatural horror genre. Designed by Alex Randolph, it was first published by Milton Bradley in 1982. The game earned the 1986 Årets spil award for Best Family Game and received a recommendation for the 1982 Spiel des Jahres.
The board represents a haunted castle, laid out as a 6×6 grid with an exit in each of its four corners. Each player controls eight ghost pieces: four good and four evil. A blue dot on the back marks a good ghost, while a red dot marks an evil one; from the front, however, all ghosts look identical. This means neither player knows which of their opponent’s pieces are good or evil.
At the start, each player arranges their eight ghosts in two rows along their own back edge of the board, in any order of good and evil. On a turn, a player moves one ghost one square horizontally or vertically. If a ghost moves onto a square occupied by an opponent’s ghost, it captures that piece—and only then does the capturing player learn whether the captured ghost was good or evil.
A player wins by capturing all four of the opponent’s good ghosts. Conversely, a player loses if they capture all four of the opponent’s evil ghosts. This creates a strategy centered on deducing a ghost’s alignment from its movement patterns while using confusing moves to trick the opponent into capturing evil ghosts. Alternatively, a player can win by moving one of their own good ghosts through an exit on the opponent’s side of the board.
Jeux & Stratégie reviewed the game in its 33rd issue, praising its accessibility, tactical depth, and presentation. In issue 68 of Games, R. Wayne Schmittberger called it “a very challenging game for all ages” and highlighted its bluffing mechanics. The game also appeared in Games’ 1986 Games 100 list.
- designer
- Alex Randolph
- published
- 1982
- publisher
- Milton Bradley
- players
- 2
- board_size
- 6 by 6 grid
- awards
- 1986 Årets spil Best Family Game Award; recommended for 1982 Spiel des Jahres
Lore & Background
Good & Bad Ghosts is played on a 6 by 6 gridded board with exits at each of the four corners, representing a haunted castle. Both players are given eight ghost pieces, four of which are good and four evil. Dots on the back of the ghosts denote alignment—good is represented by a blue dot and evil by a red dot—but facing the front, all ghosts look the same. Thus, neither player knows which of their opponent's ghost pieces are good and which are evil.
At the start of the game, each player's ghosts are assembled in two rows of four ghosts at their back edge of the board in any arrangement of good and evil. On their turn, each player moves one ghost one square, either horizontally or vertically. A ghost may capture an opponent's ghost by moving to its square; only when a ghost is captured does the capturing player learn whether it is good or evil.
A player wins by capturing all four of their opponent's good ghosts, but a player loses if they capture all four of the opponent's evil ghosts. This means strategy mainly involves attempting to determine a ghost's alignment based on movement patterns and trying to fool the opponent with confusing movement patterns into capturing evil ghosts. A player can also win by moving one of their good ghosts through one of the exits at the opponent's side of the board.
Reader's Guide
Good & Bad Ghosts is notable for its innovative bluffing mechanics and hidden information, which create a tense psychological duel between two players. The game's design by Alex Randolph emphasizes deduction and misdirection, as players must infer the alignment of opponent ghosts from movement patterns while concealing their own. The 1986 Årets spil 'Best Family Game Award' and recommendation for the 1982 Spiel des Jahres highlight its recognition within the board game community. Reviews in Jeux & Stratégie and Games praised its accessibility, tactical nuance, and challenging bluffing mechanics. The game was also featured in Games's 1986 Games 100. Its legacy lies in its elegant fusion of simple rules with deep strategic possibilities, making it a respected entry in the genre of two-player abstract strategy games.
Did You Know?
- Good & Bad Ghosts was designed by Alex Randolph and published in 1982 by Milton Bradley.
- The game won the 1986 Årets spil 'Best Family Game Award' and was recommended for the 1982 Spiel des Jahres.
- Players win by capturing all four of the opponent's good ghosts, but lose if they capture all four evil ghosts.
- The game was reviewed in Jeux & Stratégie Issue 33 and Games Issue 68.
Design Philosophy & Core Mechanics
Alex Randolph's 1982 creation for Milton Bradley presents a deceptively simple framework that conceals extraordinary depth. The playing surface is a six-by-six grid evoking a haunted castle, with escape exits positioned at each of the four corners. Each player commands eight ghost tokens—four designated as benevolent and four as malevolent—arranged in two rows of four along their home edge before play begins. The critical design choice is one of concealment: while the reverse of each piece bears a colored dot (blue for good, red for evil), the front-facing artwork is deliberately identical across all eight pieces. This means neither player can ever see the true nature of the opposing force. Movement is restricted to a single square per turn, either horizontally or vertically, and a capture occurs simply by stepping onto an occupied square. It is only at the moment of capture that the hidden alignment is revealed, making every engagement a small act of revelation within a larger game of uncertainty.
Strategic Tension & the Bluffing Layer
The most remarkable aspect of Randolph's design is how a single rule creates an asymmetric psychological battlefield. Victory can be achieved two ways: either by capturing all four of your opponent's good ghosts, or by successfully escorting one of your own good ghosts through an exit on the far side of the board. Yet the loss condition is equally sharp—should you capture all four of your opponent's evil ghosts, you lose the game outright. This dual structure means that every capture is simultaneously a potential triumph and a potential catastrophe. Because alignment is only revealed upon capture, players must read their opponent's movement patterns to infer which pieces are which, while simultaneously crafting deceptive paths to lure the rival into grabbing the wrong targets. The result is a game where the primary battlefield is not the board itself but the mental model each player constructs of the other's intentions, making bluffing and misdirection as vital as any tactical maneuver.
Critical Acclaim & Award Recognition
Despite its modest two-player format, Good & Bad Ghosts earned substantial recognition from both European and American board game communities. In 1986, it claimed the Årets spil Best Family Game Award. It was also put forward as a recommended title for the 1982 Spiel des Jahres, a distinguished European board game honor. French reviewers at Jeux & Stratégie, in their Issue 33, singled out the game for its accessibility, its tactical subtlety, and the quality of its presentation. Across the Atlantic, R. Wayne Schmittberger wrote in Issue 68 of Games magazine that the title was "a very challenging game for all ages," specifically highlighting the bluffing mechanics as a standout feature. The game's standing was further cemented when it was included in Games magazine's 1986 Games 100 list. Collectively, these endorsements paint a picture of a title that resonated across multiple national gaming cultures and critical traditions, earning praise from reviewers who valued both strategic depth and approachable design.
Multilingual Identity & Publication
Good & Bad Ghosts carries a remarkable multilingual identity, reflecting its broad European distribution. Known in German as Geister, in Swedish as Spökspelet, in French as Fantômes, and in Finnish as Kummituspeli, the game also went by the simpler title Ghosts! This linguistic spread underscores how the title found audiences well beyond its American point of origin. Published by Milton Bradley in 1982, the game was the work of designer Alex Randolph. The supernatural horror theme—ghosts haunting a castle, the hidden moral alignment of spectral figures—gave the game a distinctive flavor within the board game landscape of the early 1980s. The fact that it was localized into at least four European languages alongside English suggests that Milton Bradley recognized a design with cross-cultural appeal, one whose core mechanics of hidden information and bluffing transcended linguistic boundaries. The game's continued presence on BoardGameGeek ensures that this multilingual legacy remains accessible to a new generation of players and collectors, preserving a design that once traveled across the continent under many different names.
Gallery



More in Horror board games 1-19
Spotted an error? Know more?
This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record
