Darren Don
Games / Boo Who?
Playable now

Boo Who?

A bluffing party game for 4–8 players where everyone knows your role but you. Your card faces the table. Read the Boos piling up in front of you, then run if you're Living or stay if you're a Ghost.

Players
4–8
Genre
Bluffing · Party · Simultaneous Action
For fans of
Scape Goat · Skull
Length
About 15 minutes · 3 rounds
Components
17 role cards · 8 scoring cards · 8 card stands · 24 Boos · scorepad
Box
Tuck box
Boo Who? mockup on a plum felt table: the violet tuck box, a Ghost card and a Living card standing in their cardboard stands, a candle, and one player's Boos in a row: 3, 2 and 1, plus two BOO! sides.
Rendered mockups

Overview

The pitch

You can read every card at the table except your own. Each round, everyone puts a 3, a 2 and a 1 on three other players, all at the same moment. Then everyone points at once: at yourself to run, at the table to stay. Call it right and every Boo on you is a point for you. Call it wrong and every Boo on you pays its owner the number on it.

A Boo is a gift and a trap

Every Boo you hand out is a point for that player if they call it right, so nobody boos for free. Your 3 earns most on someone who's about to get it wrong.

The cards set the odds

The deck is one Living card per player plus one or two more Ghosts than Living. Count the Living you can see and you know roughly where you stand. The pile in front of you tips it.

Any mix can turn up

One round there are three Living at a five-player table, the next there are none. You can never just count heads and know.

Nobody waits

Boos go down on a count of three, and everyone runs or stays together. A round takes about four minutes, and there's no turn order to track.

EscapedYou were Living and you ran.
HauntingYou were a Ghost and you stayed.

Right call: 1 point for each Boo on you, whatever the numbers.

Scared to deathYou were Living and you stayed.
SpookedYou were a Ghost and you ran.

Wrong call: you score nothing, and each Boo on you pays its owner its number.

Components

Seventeen cards and a stand each

Nine Ghosts and eight Living. A four-player game uses 4 Living and 6 Ghosts, a five-player game 5 and 6, and so on up to 8 and 9 at eight players. Your stand holds your card facing out, so the only side you ever see is the back.

Ghost card: a glowing bedsheet ghost with big dark eyes on a night-blue background, fading into wisps, with a gold GHOST plate.
GhostThe house is theirs. Ghosts should stay.
Living card: a kid in a bedsheet costume with hands up, nervous eyes in the eye holes, striped socks and sneakers, with an orange LIVING plate.
LivingA kid in a sheet. The Living should run.
BoosA 3, a 2 and a 1 in each of eight colors. At four players the 1s stay in the box.
The box front: Boo Who? by Darren Don, a ghost in a gold arched window over a violet diamond pattern, and A game by Darren Don below.
The boxA tuck box the size of a deck of cards

In the box

  • 17Role cards, poker-sized: 9 Ghost and 8 Living, with one shared back
  • 8Player boards, each a card-sized punchboard: a two-piece stand that slots together, and a 3, 2 and 1 Boo in that player's color
  • 8Scoring cards, one per player: how a right and a wrong call score, and the three rounds of the night
  • 1Scorepad and a rules sheet, folded

Mockups show a proposed production version. Everything stacks to about 18 mm, so the game fits a standard tuck box. A deluxe edition could swap the cardboard stands for gilt frames with a slot along the top.

Mockups

Rendered from the card, box and stand art.

The box, a Ghost and a Living card in their stands, and one player's Boos.
The box
Everything in the box laid out flat.
What's in the box
A five-player round seen from above.
A five-player round
The same round with the cards in gilt frames.
Deluxe frames

Play

Run, or stay?

The game runs below. No download or account needed.

Learn to playA coach walks you through one round at a five-player table: where to put your 3, how to bluff with your 2, and how to read your pile. About three minutes.
The whole nightDusk, Midnight and the Witching Hour against three to seven bots that read every Boo on the table.
Check the oddsSwitch on “Show my odds” to see what the cards alone say about you, then decide what the Boos are telling you.
Runs right in your browser.
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Preview of the one-page Boo Who? sell sheet.

Sell sheet

One page for your review meeting

The hook, one round told in three panels, the game on the table, the box, the numbers and a QR code to the playable demo, on a single landscape page ready to print or forward.

Three pages of the print-and-play kit: the first rules page, a sheet of Ghost cards, and the card stands page.

Print and play · on request

Want it on your table?

A 12-page kit: three pages of rules, all 17 role cards with matching backs, scoring cards, Boo tokens, card stands to glue onto cereal-box card and a scoresheet. Email me and I’ll send it over.

Rules in brief

How it plays

The full rules, ready to read or print.

DuskA normal round.
MidnightBoos go face down until the end of the round.
Witching HourEvery point counts double.

Deal

Build the deck from one Living card per player plus extra Ghosts: 6 Ghosts at four or five players, then 7, 8 and 9. Deal everyone one card face down. Without looking, set it in your stand facing the table.

Boo!

Pick one of your Boos in secret. On “3, 2, 1, boo!” everyone sets theirs in front of another player. Do it three times, a different player each time and never yourself. At four players you only have the 3 and the 2.

Run or stay?

On “3, 2, 1, boo who?” everyone answers at once: point at yourself to run, or at the table to stay. Then everyone flips their own card.

Right call

A Living guest who ran has escaped; a Ghost who stayed is haunting. Either way, score 1 point for each Boo in front of you.

Wrong call

A Living guest who stayed is scared to death; a Ghost who ran is spooked. You score nothing, and each player who booed you scores the number on their Boo.

The night

Play Dusk, then Midnight with every Boo placed face down and flipped before scoring, then the Witching Hour at double points. Highest total wins; tied players share the win.

Interested in Boo Who?

Ask for a prototype or a walkthrough call with your team, or meet me at a convention.