


Spooky Tower
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The amulet is broken and the ghosts are on the loose. Only those quick enough with a camera can stop them.
What it's about
The ghosts have escaped. Photograph them before anyone else.
For centuries, a powerful amulet has held ghosts captive in the old clock tower. But today the amulet is broken — and the ghosts are invisible to the naked eye. The only way to catch you is to photograph them.
In Spooky Tower, you explore the city at night with your camera. Each turn you roll the dice to discover which buildings to visit, then you choose: draw a building card to expand your search, or flip your cards of the same building to reveal photos, bonuses, and — if you're lucky — captured ghosts.
The first to capture 5 ghosts, or collect 3 amulet fragments, wins the game. Simple to explain, impossible to stop playing.
The Tabletop Experience
The tension is in the moment you flip the cards: you know there's a ghost in there, but you don't know when it will appear. Do you wait another turn or shoot now?
The secret of Spooky Tower in one line
Two ways to win — ghost hunting or amulet repair — which compete and change strategy turn by turn.
From the game experience
Spooky Tower
What you do each turn
The Tools of the Hunt
The Building Dice
Each turn the dice indicate which buildings are available. You can't go everywhere — you have to choose where to search.
The Building Cards
Take a card and add a location to your investigation. The more cards of the same building you have, the more likely you are to find something useful.
The Photograph
Flip all cards of the same building to reveal photos, earned bonuses, and — if they're there — captured ghosts. The moment of revelation.
The Amulet Fragments
An alternative to ghost hunting: collect 3 fragments to repair the amulet and win. A second path that changes everyone's plans.
In a few minutes, the children will ask to play again. With Spooky Tower, it almost always happens.
📖RulebookItalian · included in box
A five-part game
What happens at the table
Not the rules. The experience.
The amulet is broken. Everyone is ready.
Starting cards are dealt, colors are chosen, the die is rolled. The clock tower is there, in the illustration — and the children are already imagining ghosts hidden among the city buildings. The game hasn't even started, and the tension is already in the air.
The first snapshots — and the first disappointment
Someone already has three cards of the same building. Flip them. Bonus! But no ghost. It takes patience. Or maybe someone immediately grabs an amulet fragment, and everyone realizes there's another way to win. The table heats up.
The dilemma: wait or snap?
You have four cards of the same building. You could wait for a fifth for more chances. But your opponent has already captured two ghosts. Do you flip now? The die answers for you — and the building that comes up isn't yours. You decide to wait. Or maybe not.
The ghost finally appears
The cards are flipped. Photo, bonus, and then — there's the ghost! The shout of the captor, the protests of those who were one step away from doing the same. The child raises their arms. The adults laugh. This is the moment that will be remembered from the evening.
End. Everything is put back in the box. They ask to play again.
The game ends in twenty minutes. The winner exults — but everyone else is already asking for another game. The box hasn't even reached the shelf. With Spooky Tower, it happens almost every time.
How to play
The flow of each turn
Two simple alternating actions. You learn by watching someone else's first turn.
The roll shows the available buildings this turn. You can't go anywhere — only to the locations indicated by the dice.
Choose: take a card of an available building (to collect evidence) or flip all cards of the same building (to reveal what you found).
Revealed cards show photos (points), special bonuses, amulet fragments, or — if you're lucky — a captured ghost.
Have you captured 5 ghosts? Or collected 3 amulet fragments? Then you've won. Otherwise, the die passes to the next player.
Why it's different from others
Six things that make Spooky Tower work
Dual path to victory
You can win by capturing 5 ghosts or by collecting 3 amulet fragments. Two different strategies that clash every game — and keep everyone in play until the very end.
The timing of the choice
Do you flip the cards now or wait one more turn to collect more? This small decision creates a sweet tension, just right for 6-year-olds — and fun for adults too.
Dice that open options
The dice indicate where you can go — not what happens. Luck is in the journey, not the destination. This keeps the game lively without being frustrating.
The photography reveal
Flipping the cards and discovering what's inside is the most exciting moment of each turn. A ghost? A bonus? Nothing? That few-second suspense is worth the entire game.
Truly fast-paced
Twenty minutes and you're already on your second game. No long waits, no dead moments. Ideal for the attention span of younger children — and for adults who have little time.
Adults and children on the same level
Luck levels the playing field. A 6-year-old can beat an adult — and this isn't a flaw; it's why the game works for families.
How it ends
Two ways to win
You don't necessarily have to be the best ghost hunter — just the cleverest.
Victory through photography
- Capture 5 ghosts by flipping your building cards
- Ghosts appear when you reveal your photos — it's not guaranteed, but the moment is worth it all
- The most direct path, but requires patience in collecting the right cards
Victory through amulet
- Collect 3 amulet fragments by repairing it piece by piece
- An alternative path that surprises those who only focus on ghosts
- Can turn around a game that seemed already decided — keep an eye on it
Spooky Tower is one of those games that doesn't seem big — but every child wants to play again as soon as it's over. And often parents do too.
Frequently asked questions
Spooky Tower FAQ
Is it really suitable for 6-year-olds?
Yes. The rules boil down to two actions per turn — take a card or flip your cards. There are no texts to read on the board, the symbols are clear, and a child's turn lasts a few seconds. It works well from 6 years old; from 7-8, they can play completely autonomously.
Do adults get bored playing with children?
It's a light game — it doesn't hide strategic depth. But the suspense of revealing the cards is genuine for everyone, and the game flows in twenty minutes. It's a great way to truly play together with the little ones, without it being a sacrifice for adults.
How many games can be played in an evening?
With about twenty minutes per game, you can play two or three rounds in an hour. Children tend to ask for "just one more" — and at this pace, it's easy to satisfy them without the evening dragging on too long.
What happens if no ghosts are found?
The cards also reveal bonuses and amulet fragments — you don't come away empty-handed. And even flipping without finding ghosts creates anticipation for the next turn. The "disappointment" is part of the game's rhythm, and children handle it well precisely because the next turn comes quickly.
Can it be played by two people?
Yes, it also works with two players. The dynamic changes slightly — the race is more direct, and you monitor your opponent's moves more closely. The optimal mode is with the whole family, but it plays well with two too.
Is the game in Italian?
Yes, this is the Italian edition with rules in Italian. The components — cards and dice — use symbols and illustrations, so no reading is required to play.
Spooky Tower is a competitive board game for 2–4 players (ages 6+, duration ~20 min). Published by Repos Production under the LOKI brand. Core mechanic: set collection with dice and building cards. Players explore the city by photographing buildings to capture invisible ghosts or collect amulet fragments. Whoever captures 5 ghosts or collects 3 fragments wins. Italian edition available. Ideal as a board game for children, family game, gift for 6-year-olds, children's board game. Available on FroGames.it.
Frequently Asked Questions
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