In this Death Match, take turns catching your ghostly opponent by pinpointing their location in the house they're haunting.
| Designer(s): ItzShaun, Shardren | Match Type: DM (for 4 players) |
| Featured in: Shardren's Minecraft Genius: How to Adapt | |

Your eleventh Death Match is Haunted House.

In this Death Match both players will have to haunt as much of the house as a ghost, and capture the ghost quickest as a Hunter.

This game is played over the course of two rounds.
In one round, one of the Death Match players will be a ghost, and be invisible for the round.
The other player, along with their selected partner, will both be hunters.
In the second round the roles are swapped.
The partner of the Ghost will not play in that round.

Haunted House is played on a 7x7 grid.
In this grid there are seven rooms, each consisting of seven tiles.

At the start of the game, the Ghost will select their starting space.
The Hunters will always start on the same space.

Starting with the hunters, players will take turns making 2 actions each.
Hunters can make actions in any order they wish, but once an action is made, it is locked in.
Also, players do not have to use 2 actions on a turn.
The Ghost will have 60 seconds per turn to make their actions
While the Hunters have 90 seconds to make their actions.
The action to be taken are as follows:

Move
When you move to an adjacent square, that will take up one action.
You may not move through the walls denoted by trapdoors
Both the Ghost and Hunters can make this action on their turn.

Radar
The Hunters can use a radar to detect where the Ghost is.
Once you use Radar, you will instantly get told a number.
This number will tell you how far the Ghost is from you via rings around you.
For example, in the image if the hunter is here and uses radar, and recieves a two, the marked squares are where the Ghost could be.
Using a Radar will take up one action.

Trap
Hunters are also each equipped with two Traps.
Place this on the tile you are currently on, and uses up 1 action.
If the Ghost steps on this tile, their turn ends instantly, and their next turn cannot have any actions be made.
(If a Ghost is trapped their turn with no actions will take a random amount of time to pass to the Hunters)
If a Hunter passes over a tile where a trap is, regardless if it was theirs or not, they are notified if they see an intact trap, or an activated trap.

Capture
If a Hunter uses Capture on the same tile as the Ghost, the round will end.
Capturing takes up 1 action.
If you fail to Capture, you will have 0 Actions on your next turn.

Phase
Phase will let a Ghost walk through a wall.
However, you only can use this twice throughout the round.
Also it takes up 1 action, so you would need to start the turn next to the wall to move through it.

Poltergeist
The Ghost can set a Poltergeist anywhere on the board.
A Poltergeist will give a ping on the Radar along with you.
So when the Hunters use Radar while a Poltergeist is active, they will recieve two numbers.
A Poltergeist will remain on the board for two turns.
Also, a Ghost may only use this action twice throughout the whole round.
Poltergeists cannot move, and do not haunt cells, they are only for deterring Radars.

As for the Ghost, every tile they step on will "Haunt" that tile.
Haunt every tile in a room and that room is officially Haunted
When a Hunter enters a haunted room, they are notified and cannot use the Radar action in the room.

The Round will end once the Ghost has been captured.
Alternatively, the Round can also end once 30 turns have elapsed.
Between rounds nothing is revealed to anyone.

After both rounds, the Player to have fully haunted more rooms than their opponent will win the Death Match.
Ties are broken by total tiles Haunted.
The player to haunt the least number of rooms will have lost this Death Match and will be eliminated from SMG: How to Adapt.
Area control (The game involves controlling more area on the board in order to win.)
Asymmetric (The game involves different factions or roles that have different win and lose conditions.)
Deductive reasoning (The game involves collecting and exchanging initial clues to further deduce information.)
Grid-based (The game involves play on a grid.)
Logic (The game involves logical deductions and puzzles.)
Piece movement (The game involves pieces moving on a board.)
Psych (The game tests the players' psychological & bluffing abilities.)
Strategy (The game tests the players' strategic & tactical abilities.)
Teams (The game involves the players being split into teams.)
Turn-based (The game involves players taking turns one after another.)