Ghost Stories is a cooperative game in which the players protect the village from incarnations of the lord of hell – Wu-Feng – and his legions of ghosts before they haunt a town and recover the ashes that will allow him to return to life. Each Player represents a Taoist monk working together with the others to fight off waves of ghosts.
The players, using teamwork, will have to exorcise the ghosts that appear during the course of the game. At the beginning of his turn, a player brings a ghost into play and places it on a free spot, and more than one can come in at the same time. The ghosts all have abilities of their own – some affecting the Taoists and their powers, some causing the active player to roll the curse die for a random effect, and others haunting the villager tiles and blocking that tile's special action. On his turn, a Taoist can move on a tile in order to exorcise adjacent ghosts or to benefit from the villager living on the tile, providing it is not haunted. Each tile of the village allows the players to benefit from a different bonus. With the cemetery, for example, Taoists can bring a dead Taoist back to life, while the herbalist allows to recover spent Tao tokens, etc. It will also be possible to get traps or move ghosts or unhaunt other village tiles.
To exorcise a ghost, the Taoist rolls three Tao dice with different colors: red, blue, green, yellow, black, and white. If the result of the roll matches the color(s) of the ghost or incarnation of Wu-Feng, the exorcism succeeds. The white result is a wild color that can be used as any color. For example, to exorcise a green ghost with 3 resistance, you need to roll three green, three white, or a combination of both. If your die rolls fall short, you can also use Tao tokens that match the color in addition to your roll. You may choose to use these after your roll. Taoists gain these tokens by using certain village tiles or by exorcising certain ghosts. One of the Taoists has a power that allows him to receive such a token once per turn.
To win, the players must defeat the incarnation of Wu-Feng, a boss who arrives at the end of the game. There are also harder difficulty levels that add more incarnations of Wu-Feng, in which to win, you must defeat all of them.
There are many more ways to lose, however. The players lose if three of the village's tiles are haunted, if the draw pile is emptied while the incarnation of Wu-Feng is still in play, or if all the priests are dead.
- Tense, thematic, and challenging
- Strong flavor and art direction
- Great for Halloween evenings when you want real tension
- Steep learning curve for new players
- Can become punishing if mismanaged
- Cooperative push-your-luck horror
- Ancient Chinese setting with restless ghosts haunting a village
- Narrative tension with tight thematic cues
Mechanics (from transcript analysis)
- Cooperative strategy with unique spirit powers — Players use special abilities to push back waves of ghosts.
- Hard difficulty, high tension — Threads of defeat are frequent, requiring careful planning.
Video topics + discussion points
Quotes (from this video)
- this game is absolutely fantastic
- it's the most thematic Halloween game you can get
- a toolkit that allows you to mold the game to you
- it's a very slimmed down version of werewolf
- Fury of Dracula is basically a very elaborate version of a very very old game called Scotland Yard
References (from this video)
- very challenging and replayable
- strong atmosphere and theme
- notoriously punishing
- can be discouraging for some players
- haunt defense with a Japanese-inspired aesthetic
- villagers defending against relentless ghosts
- highly challenging, punitive coop
- Descent
- Pandemic
Mechanics (from transcript analysis)
- cooperative dungeon crawl / tower defense — players cooperatively fight waves of ghosts with unique powers and village upgrades
Video topics + discussion points
Quotes (from this video)
- it's board game adjacent let's just say it's kind of like an activity where you've got a big map on the table and you're trying to solve crimes
- i really really like tapestry
- it's simple but fun
- the fan track keeps you relevant when you're behind
- it's a bundle of fun
- i love calico
- radlands is a fantastic two-player card dueling lane fighter
References (from this video)
- Rich thematic feel
- Solid cooperative challenge
- Steep learning curve for newcomers
- Defending a monastery against monsters
- Eastern-inspired martial arts horror
- Cooperative, menu-driven narrative with combat encounters
- Xia: Legends of a Drift System (cooperation emphasis)
- Aeon's End
Mechanics (from transcript analysis)
- cooperative play — Players cooperate to defeat monsters and defend the village
- Tile/board defense — Tile-based dungeon-like layout and monster cards
Video topics + discussion points
Quotes (from this video)
- the future is mestizo
- good trouble
- we're not trying to get rid of nobody we're just trying to make space for everyone to be involved
- if you could change your mind i could change the world
- inclusion and diversity in gaming is very important
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is a photo association game.
- Three Sisters immediately sprang to mind.
- Hogwarts Battle is what I said.
- Photosynthesis yes.
- Ghost Stories.
- Dead of Winter my father's work what does my father do in the winter.
- Calico.
- Zombie Dice.
References (from this video)
- Iconic moments and memorable play experiences
- Dense puzzle-like combat with dice as tension drivers
- Some sessions feel punishing or long depending on rules and mode
- cooperative, dice-driven defense
- Chinese-wanting town under siege by ghosts
- dramatic, tense, moments of tension
- Last Bastion
- Aon's End
Mechanics (from transcript analysis)
- cooperative dice allocation — Players resolve actions by rolling and allocating dice under constraints.
Video topics + discussion points
Quotes (from this video)
- There's no turning back.
- Race for the Galaxy is a contender for the best.
- The dopamine rush of every chip you draw from that bag.
- Quacks of Quedlinburg is such a pure fun game.
- Feast for Odin is a big sandbox design.
- Teach You is by far my favorite card game in terms of teaching and playing with new people.
References (from this video)
- deep thematic immersion
- engaging tension and decisions
- unit-by-unit setup and table space required
- foggy, atmospheric horror
- haunted village with spectral threats
- cooperative, narrative tension
- Horrified
- Mansions of Madness
Mechanics (from transcript analysis)
- cooperative tile/board control — players work together to seal gates and fend off ghosts
- ghost behavior and attack timing — ghosts move and act with fluctuating threat levels
Video topics + discussion points
Quotes (from this video)
- easy one for me
- locking it in
- we're not big fans of the crew
- it's not close
- open-world sandboxy exploration
References (from this video)
- Thematic atmosphere
- Engaging cooperative moments
- Heavy luck factor
- Can feel unbalanced or unforgiving
- Cooperative defense against encroaching doom
- Village haunted by malevolent spirits
- Procedural horror with luck-driven milestones
Mechanics (from transcript analysis)
- cooperative gameplay — Players work together to fend off spirits.
- Luck-driven progression — Luck heavily influences outcomes and pacing.
Video topics + discussion points
Quotes (from this video)
- Don't keep games around unnecessarily because soon 5 years turn to 10 years turns to 20 years.
- The space on the shelves has been replaced by something new and exciting.
- Think of all the hundreds you've saved in insulation.
- Just focus on 100, 200 that you think are amazing rather than like being overwhelmed with indecision.
References (from this video)
- strong group moments, memorable experiences
- rulebook can be finicky; sometimes overwhelming
- cooperative deduction and dice-charged defense
- haunted town defense against spirits
- intense, tense, open-information play
- Mage Knight
Mechanics (from transcript analysis)
- cooperative play — players collaborate to survive a night of spirits
- dice-rolling combat — dice influence combat outcomes against the ghosts
Video topics + discussion points
Quotes (from this video)
- it's just such a unique mechanic right throwing dice at a Target going through a dungeon together
- that g that game has one of the best table presence of uh of games you have you know it's one people just look at and like wow that looks really fun
- I love Feast for Odin and it's one that I think about a lot for its tight worker-placement, yet sandboxy feel
- Earth Reborn... it’s ahead of its time in that it was this big over the with like Miniatures
- eight hours per game time commitment
- the mechanics of it are solid; the wall mechanic and the way factions feel different is really fun
- the military side of it was brutal, especially in two-player
- the switch to cooperative really vaulted Mage Knight into our top games
- the best blend of mechanisms tied in with the theme
- card drafting vaulted into the mainstream after Seven Wonders
- there's so much content for campaigns; you can play forever with a great group
- it's so satisfying to get those cards and build this engine
- rolling dice and it feels so overwhelming and hard, but in a good way
- Dominion—you can randomize the set of the cards; it's the purity of deck-building
References (from this video)
- Very challenging
- Replayable
- Extremely difficult - hosts rarely win
- Can feel overwhelming
- Defending against spirits and ghosts
- Village
- Tower defense
Mechanics (from transcript analysis)
- Action space utilization — Use village square action spaces for abilities
- Dice rolling — Roll dice to fight enemies
- tower defense — Defend village from invading spirits
Video topics + discussion points
Quotes (from this video)
- we are doing our top 10 co-op games
- I love this game I've always loved this game and I feel like I always will love this game
- it's as close to a video game I've ever felt in playing in a board game
- sleeping Gods is absolutely one of the most awesome worlds I've ever experienced in a board game
- I feel like they've encaptured the video game in a board game very very well
References (from this video)
- strong theme and atmosphere
- scales well for groups
- can be punishing when mismanaged
- older edition balance vs. newer Last Bastion variant
- cooperative ghost-hunting with escalating danger
- haunted Chinese temple/house theme
- mythic-horror atmosphere
- Arkham Horror: The Card Game
- Horrified
Mechanics (from transcript analysis)
- cooperative play — players work together against the game
- scaling difficulty — monster density and threat increase over time
- variable monster encounters — monsters differ by scenario and map
Video topics + discussion points
Quotes (from this video)
- Prelude expansion came out for this—game changer in expansions for me.
- The vineyards expansion expands the board so all of a sudden you don't just focus on the board as much—you go over to your little vineyard.
- This is one of those games that we went through all the effort to get every expansion and organize it, and we still pull it out.
References (from this video)
- tight cooperation, memorable moments
- endgame tension can be brittle
- expansion fatigue
- dark fantasy / Chinese-inspired aesthetic
- cooperative demon-haunting in a village
- narrative-cohesive with escalating tension
- Last Bastion
- Arkham Horror: The Card Game
Mechanics (from transcript analysis)
- cooperative deduction/strategy — players coordinate to fend off escalating threats
Video topics + discussion points
Quotes (from this video)
- the bigger the collection gets the harder it is for new games to find your place
- nostalgia can get you
- we love hard cooperative games
- there's always the thing of like how many times do I try a game
- it's not always about the ending, I'm there for the journey
References (from this video)
- Excellent solo mode where you control all four Taoists and learn their abilities
- Each character has unique abilities and the game offers new options via double-sided boards
- Strong art and look/feel that conveys the mythic Chinese atmosphere
- Cooperative play and pacing can be highly engaging for experienced groups
- Very hard; described as brutally difficult even at the lowest difficulty
- Iconography is hard to remember and can be inaccessible for newcomers
- Limited learning curve; difficulty remains from turn one, which can be off-putting
- Would benefit from player aid cards or more dice-roll mitigation options
- cooperative defense of a village against supernatural forces; Taoist mysticism
- Mythic China; haunted village under siege by Wu Feng and waves of malevolent spirits
- mythic, grim, high-stakes cooperative drama
- Captain is Dead
- Pandemic
Mechanics (from transcript analysis)
- board and tracking system — Haunters advance along tracks; if they reach end, they reshape the board by flipping village tiles and triggering consequences
- character abilities and double-sided boards — Players control Taoist monks with unique abilities; boards are double-sided, offering new options and strategies
- cooperative play — Each player takes their entire turn in sequence; teamwork is required to prevent village tiles from becoming haunted and to banish ghosts
- deck management / incarnation mechanic — At setup, one of ten possible incarnations is randomly placed on the bottom of the ghost deck; if defeated, the incarnation is removed from the game and the ghost is banished
- dice resolution — Players roll dice to banish ghosts; must match colored icons on the ghost token; white icons count as any color
- location abilities and tokens — Locations grant abilities (e.g., buffs, spawning restrictions, or extra resources); tokens like Buddha and Tau influence outcomes
- resource management (chi), tokens, and penalties — Chi tokens track health/life; running out results in death; various tokens influence banishing and spawning
Video topics + discussion points
Quotes (from this video)
- Ghost Stories is hard and I mean stupidly hard even obvious lowest difficulty is a terribly difficult game to play
- it's also an excellent solo game where you control all four Taoists
- The single best thing about this game is as brutal unrelenting pace you never ever feel in control
- it's hard from turn one
- the iconography is also hard to remember
- I recommend the captain is dead and for co-op that is far more friendly to new players
- I recommend the classic Pandemic if you enjoyed this video
References (from this video)
- Refined production quality and rules balance
- Double-sided powers increase variability
- Diagonal movement and revised tiles improve pacing
- Hard difficulty; can be brutal and long
- Theme may not appeal to everyone
- cooperative struggle against ghosts
- Haunted Chinese village; supernatural threat
- horror/cooperative tension
- Pandemic
Mechanics (from transcript analysis)
- cooperative play — Players work together to defeat waves of ghosts
- Pacing and escalation — Threat escalates; strategic decisions to avoid failure
- Tile positioning and darkness mechanics — Movement and placement of monsters/haunters; darkness tokens
Video topics + discussion points
Quotes (from this video)
- rules to the game are very simple
- the deck is eight cards
- what you get is what you play
- definitively better for me
- this is the definitive version
- Last Bastion was the game to continue on in my collection
- this is a fascinating auction game that combines push your luck and set collection
References (from this video)
- Very challenging
- So much fun
- Cooperative gameplay
- Spirit defense
- Village
- Tower defense-like
Mechanics (from transcript analysis)
- Dice rolling — Luck element in the game
- Movement actions — Move around village to trigger actions
- tower defense — Defend village from incoming spirits
Video topics + discussion points
Quotes (from this video)
- it's one of our favorite games
- The Minis are scary because they fall apart
- it's really just super chaotic fun
- I love the theme it's beautiful this game
- man did I have a blast play in it
- probably the most creeped out I've ever been playing a game
- I love this game I love vampires though
- my favorite game of all time
- silly nonsensical fun
- super fun
References (from this video)
- rich theme
- immersive mood
- very challenging to win
- potentially rules-dense
- Tower defense against ghosts
- Japanese-inspired village facing ghosts
- grimly atmospheric
- Mysterium
- Gloomhaven: Jaws of the Lion
Mechanics (from transcript analysis)
- Dice-based combat — Dice outcomes drive combat and defense actions.
- tower defense — Players defend a location from waves of ghosts.
Video topics + discussion points
Quotes (from this video)
- this is a janky setup
- we are bringing back our Halloween themed board game night
- Zombie Land is a super have you seen Zombie Land
- it's a fun non-scary zombie movie like I'm sure there's going to be a couple moments that are creepy
- I named it ectoplasm
References (from this video)
- extremely challenging gameplay
- satisfying victory condition
- cooperative tension
- badge of honor to win
- hasn't been played in far too long
- almost unwinnable difficulty
- significant luck component
- spirits
- ghosts
- village defense
- Chinese folklore
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- These are our list our list not yours don't worry about it
- Eagles fly alone everybody knows that about eagles
- Sometimes the cats fall a little
- Yo ho ho and everyone's like looking at us and being like what are they playing
- I fully appreciate and love the Simplicity of this game
- Theme and mechanisms intertwining and meshing perfectly
- It's like a badge of honor to win this game
- Scythe was one of my propellants into the hobby
- Heat is a racing game that comes with so much freaking content
- These are the best games in the entire world it's not even our opinion it's objective
- I really thought undaunted was going to be in my top 20 for sure
- The problem is our dog is terrified of this game
References (from this video)
- strong thematic atmosphere
- high-tension cooperative challenge
- high complexity for new players
- rule explanations can be lengthy
- cooperative ghost-hunting and sealing spirits
- haunted village with Taoist motifs and supernatural entities
- mythic/cooperative puzzle-driven
Mechanics (from transcript analysis)
- cooperative play — Players work together to identify and banish or seal spirits threatening the village.
- team coordination under pressure — Turn order and actions must be coordinated to manage escalating threats.
- threat progression and ritual resolution — Threats escalate over rounds and require ritual sequences to resolve.
Video topics + discussion points
Quotes (from this video)
- phones will need to go inside this box
- what a night
- i am a good host
- this game's supposed to take 60 to 90 minutes to play we don't have time right now
References (from this video)
- cooperative,
- mythic ghost-infested village
- fantasy-haunted
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Dominion has a severe problem with that artwork being just the definition of.
- the art is not up to date
- This needs a second edition
- We could see a 2.0 that doesn't break the bank
- Time Pirates is a game where you're going through time rescuing artifacts
- Escape the Dark Tower is mindblowingly stupid
References (from this video)
- strong atmosphere and theme
- co-op tension and challenge
- very challenging; can be punishing
- rule complexity can be intimidating
- spooky cooperative defense
- haunted village with spirits
- procedural, escalating spiritual threats
- Last Bastion
Mechanics (from transcript analysis)
- cooperative work with dice mitigation — Players coordinate to fend off spirits with limited actions per turn
- waves of spirits — Spirits enter the board and increase in intensity over time
Video topics + discussion points
Quotes (from this video)
- it's frantic
- it's incredibly stressful
- the production quality of this game is insane
- the app narration and story of these games is incredible
- Stardew Valley is a no-brainer for fans of the video game
References (from this video)
- thematic art and atmosphere
- deep challenge
- very difficult; trophy-worthy when you win
- Tower defense / cooperative dungeon crawl
- Village under siege by ghosts
- high-tension cooperative challenge
- Dixit? (not a direct comparison)
- Spirit Island
Mechanics (from transcript analysis)
- Cooperative play with grid movement — work together to defeat a progressing ghost threat
Video topics + discussion points
Quotes (from this video)
- it's a deck deconstruction game where you have a bunch of cards in your hand with differing values
- it's mean but like the funny thing is it's mean but like you don't necessarily get a Target so somebody usually ends up being the punching bag
- we did a video on the new iteration of libertalia Winds of galecrest from stonemeyer games you can go check that out
- this is one of those games where it's like a badge of honor if you win and we've just had such a great time with it
- it's a really cool experience I think that's the best way this is a really cool experience of a game to play
References (from this video)
- High-tension cooperative play with a strong thematic hook
- Deep, challenging gameplay that rewards teamwork
- Rich atmosphere and folklore-inspired aesthetic
- Extremely hard; not beginner-friendly
- Rule complexity and length can be a barrier
- Setup and component handling can be intimidating for new players
- ghosts, exorcism, occult defense against rising evil
- Haunted Chinese village with spiritual threats and escalating hauntings
- cooperative, escalating threat with a final boss-level challenge
- XCOM
Mechanics (from transcript analysis)
- Cooperative defense against gates of evil — Players work together to seal gates and fend off Ghosts while managing threats.
- Dice-based action resolution — Dice determine actions and combat effectiveness against supernatural foes.
- Escalating difficulty / pressure — Threat level increases as gates open and stronger phantoms appear.
- Modular tile-based board — Tiles create a changing haunted village layout as the game progresses.
Video topics + discussion points
Quotes (from this video)
- it's a very difficult category of board games
- there aren't that many ghost games
- I think it's a fantastic ghost game
- Ouija board could be an awesome Halloween party
- Mysterium could really be a fantastic party game Halloween mood
- it's horrifically hard, insanely hard
- the ghosts and ghouls are fun and creepy
- haunted games can set the mood for a party
- Ouija boards could provide a seance vibe for a party
- the final boss in Ghost Stories is memorable and intimidating
References (from this video)
- really loved
- badge of honor to win
- determines to win eventually
- haven't played in 2-3 years
- extremely challenging
- horror/ghosts
- haunted village
Mechanics (from transcript analysis)
- Cooperative
- tower defense — cooperative tower defense-like mechanics
Video topics + discussion points
Quotes (from this video)
- we're products of what we've played
- objectively most games are good
- the longer I'm in this hobby the more I have identified that I love very heavy strategic War based games
- people play games differently
- I just wish people would be a little bit more cognizant of what the people around the table are doing to the game
- every year there's a new card game that comes out that we just go head over heels for
- the odds that I'm going to get a chance to play this game are probably pretty limited
- I would argue none of them are like something I'm like itching to get out and play
- it's all about betting the right amount of hands and trying to screw other people over
- how do you compete with new content constantly being released
References (from this video)
- Puzzle-driven and tense; great solo experience
- Rich atmosphere and escalating challenge
- Luck elements can influence outcomes
- Some find maintenance heavy in solo mode
- Cooperative puzzle with escalating pressure and haunting atmosphere
- A Taoist monk defending a village against invading ghosts
- Storytelling through a structured deck and village tiles
Mechanics (from transcript analysis)
- Cooperative puzzle with escalating pressure — Players race to rid the village of ghosts before tiles are overrun
- Dice involvement — Elements of luck influence outcomes alongside strategy
- Resource tokens (Chi and Yin-Yang) — Tokens manage power and balance against threats
- Solo and multiplayer modes — Can be played solo or with up to four players with cooperative flow
Video topics + discussion points
Quotes (from this video)
- it's a pandemic clone once more
- these miniatures they're good Miniatures they're nice good plastic good quality
- you place a fourth so again it's the same limit
- Arkham Horror is a modern classic set in the world of HP Lovecraft
- this is another storytelling game but with a Twist you're playing the part of the Baker Street regulars
- this is the first Cooperative game I ever played and it's a beauty