Here you'll find definitions for some of the words, terms and phrases used in the game of GHOULASH and in the mythology surrounding GHOULASH (short stories, webcomics, etc.).
Terms dealing with the game will be indicated with a G, while those dealing strictly with the mythology will be indicated with an M. (Some terms will have separate definitions for both.) Click on the term to see the definition; click again to collapse it.
- ADEF
- (M) -- Aberration Eradication and Deterrent Forces. In America, the official organization sanctioned to eliminate the threat of Malectoplasm and Ghouls. (Similar organizations, under different names, are in operation in almost every country around the globe.) Combining scientific researchers and military personnel, ADEF is both proactive and reactive in its mission, attempting to identify 'plasmic threats before they can erupt into life-threatening situations, and responding to distress calls from those under attack. Scientists David Lake and Pamela Gray, and Ghoul-hunter Cornealius (see separate entries), work for ADEF, under the command of Gen. Zone (see).
- BRIEFING
- (G) -- On a Scenario Chart, the instructional information that indicates to the player the items and obstacles to be placed and where to place them; the starting square; the victory conditions for the scenario; and any special considerations. Some scenarios will have special conditions, items or obstacles not covered in the Basic Rules; these will be explained in the Briefing. In these cases, the Briefing of that particular scenario supersedes the Basic Rules where appropriate.
- CORNEALIUS
- (M) -- Freelance Ghoul hunter. Exterminator for hire. A former Special Forces officer, he was one of the original members of ADEF, and perfected the techniques for the successful hunting and extermination of Ghouls. When he left ADEF, it was assumed by many, including Gen. Zone (see) that Cornealius had only profit as a motive, but on many an occasion has proved that theory wrong. The real motives for his lone wolf status are known only by the hunter himself. Very little personal information is known about Cornealius. He has revealed his first name only to a select few, including Gray.
- DEBRIS
- (G) -- Obstacle that represents the precarious structures through which the players' characters often find themselves traveling. In the fictional setting of the game, Debris can be anything from the crumbling walls and ceilings of an ancient crypt to the loose drywall and ceiling tiles of an abandoned urban building. Encountering debris causes one wound to the player. Represented on the scenario grid with an X.
- ENCOUNTER
- (G) -- When a player's movement through the grid brings him or her into a square into which ANY item, obstacle or Ghoul (or combination) has been placed by the opponent. ANY encounter ends the player's turn. (Note: After a Ghoul Attack has been resolved, the square is considered empty, unless it also contains an item or obstacle.)
- FIRST-AID KIT
- (G) -- Item that represents medicine, bandages, elixir or other healing aids that might be present in the current scenario setting. A player encountering a First-Aid Kit must 1., end his or her turn on that square; 2., determine whether to use the kit immediately or leave the kit for use later. Use of a First-Aid Kit results in the healing of all wounds suffered to that point. A kit can be used only once. Represented on the scenario grid with a plus sign (+).
- GHOO
- (M) -- Substance that has a harmful effect on Ghouls (see). While there are various "recipes" for such a substance, most feature a common core group of elements and therefore are all linked under the common colloquialism of "Ghoo." Usually purplish in color and thick in consistency. For Ghoo to be effective, it must enter the Ghoul's gelatinous body. Simply applying Ghoo to the Ghoul has no effect as the Ghoul's "skin" is too thick and resistant. The most effective way to inject Ghoo into a Ghoul is through its weak spot, which varies from Ghoul to Ghoul (see), via a Ghoo Gun (see).
(G) -- Though not specifically addressed in the rules or individual scenarios, it is implied that all Ghoul Battles are conducted with the player using an imaginary source of Ghoo. (It is also implied, unless specified otherwise, that the player's supply of Ghoo is unlimited.)
- (M) -- Substance that has a harmful effect on Ghouls (see). While there are various "recipes" for such a substance, most feature a common core group of elements and therefore are all linked under the common colloquialism of "Ghoo." Usually purplish in color and thick in consistency. For Ghoo to be effective, it must enter the Ghoul's gelatinous body. Simply applying Ghoo to the Ghoul has no effect as the Ghoul's "skin" is too thick and resistant. The most effective way to inject Ghoo into a Ghoul is through its weak spot, which varies from Ghoul to Ghoul (see), via a Ghoo Gun (see).
- GHOO GUN
- (M) -- Device for the delivery of the substance known as Ghoo (see) into the body of a Ghoul (see). Because the body of a Ghoul is of a thick, gelatinous consistency with a thick hide, the liquid Ghoo first has to be converted into a form that will penetrate into a Ghoul through its weak spot. Most models of Ghoo gun do this via a quick-freeze chamber that temporarily hardens the Ghoo into a frozen "bullet." Once inside the Ghoul, the frozen Ghoo thaws, with destructive results.
(G) -- Unless otherwise specified, it is assumed that all Ghoul Battles are conducted with the player using an imaginary Ghoo Gun. (It is also implied, unless specified otherwise, that the player's supply of Ghoo is unlimited.)
- (M) -- Device for the delivery of the substance known as Ghoo (see) into the body of a Ghoul (see). Because the body of a Ghoul is of a thick, gelatinous consistency with a thick hide, the liquid Ghoo first has to be converted into a form that will penetrate into a Ghoul through its weak spot. Most models of Ghoo gun do this via a quick-freeze chamber that temporarily hardens the Ghoo into a frozen "bullet." Once inside the Ghoul, the frozen Ghoo thaws, with destructive results.
- GHOUL
- (M) -- Popular nickname of malevolent, deadly creatures of unknown origin currently threatening humans around the globe. Despite their lifelike appearance and movement, creatures actually lack any defining features that would classify them as living organisms -- organs, nervous system, skeleton, etc. Formed from the gelatinous substance known as Malectoplasm (see), Ghouls mimic the basic shape of whatever life form passes near them, rising in an automatic behavior of deadly force, lashing out with claws and teeth with the sole purpose of destruction. It is currently unknown what causes the Malectoplasm to form a humanoid shape or what allows for its animation. The creatures possess short life spans; if not destroyed they will eventually lose animation and collapse, drying and decaying into a fine powder. Otherwise possessing thick, tough, almost-bulletproof hides, all Ghouls have a weak spot on their bodies, a product of the Malectoplasmic formation process. The weak spot is in a different location from Ghoul to Ghoul. The weak spot allows for the introduction, via specialized weapon, of the substance known as Ghoo (see), the only substance known to have a destructive effect on Malectoplasm and Ghouls. The Ghoo reacts immediately with the Malectoplasm, causing the Ghoul to shudder and emit a high-pitched, whistle-like scream before exploding -- in a manner likened to that of a balloon filled with thick liquid -- in a shower of gooey, now-harmless gelatin chunks known as Ghoulash (see).
(G) -- The main obstacle and threat to players in the game of GHOULASH. In the preparation phase of the game, 12 Ghouls (give or take, depending on the scenario) are hidden throughout the Obstacle Grid. Often the scenario Briefing will indicate a restriction on Ghoul placement; for instance, in many scenarios Ghouls may be placed only in buildings, and only a certain number per building. When a player encounters a Ghoul, a Ghoul Battle occurs. The opponent, who placed the Ghoul, secretly selects the Ghoul's weak spot, a 1-in-6 chance. The player then begins "shooting" at the Ghoul, with each "shot" being a guess as to the weak spot. Every time the player misses, he or she receives a wound. When the guess is correct, the Ghoul is destroyed. (Note that some scenarios alter this basic outline.)
- (M) -- Popular nickname of malevolent, deadly creatures of unknown origin currently threatening humans around the globe. Despite their lifelike appearance and movement, creatures actually lack any defining features that would classify them as living organisms -- organs, nervous system, skeleton, etc. Formed from the gelatinous substance known as Malectoplasm (see), Ghouls mimic the basic shape of whatever life form passes near them, rising in an automatic behavior of deadly force, lashing out with claws and teeth with the sole purpose of destruction. It is currently unknown what causes the Malectoplasm to form a humanoid shape or what allows for its animation. The creatures possess short life spans; if not destroyed they will eventually lose animation and collapse, drying and decaying into a fine powder. Otherwise possessing thick, tough, almost-bulletproof hides, all Ghouls have a weak spot on their bodies, a product of the Malectoplasmic formation process. The weak spot is in a different location from Ghoul to Ghoul. The weak spot allows for the introduction, via specialized weapon, of the substance known as Ghoo (see), the only substance known to have a destructive effect on Malectoplasm and Ghouls. The Ghoo reacts immediately with the Malectoplasm, causing the Ghoul to shudder and emit a high-pitched, whistle-like scream before exploding -- in a manner likened to that of a balloon filled with thick liquid -- in a shower of gooey, now-harmless gelatin chunks known as Ghoulash (see).
- GHOUL BATTLE
- (G) -- The segment of the game in which the player, having encountered a Ghoul, must attempt to destroy the creature by guessing its weak spot. In the fiction of the game, the player is "shooting" at the Ghoul. Only by hitting the weak spot (guessing correctly) can the Ghoul be destroyed. Any "miss" (incorrect guess) results in a wound to the player. In a typical scenario there is the possibility of up to 12 Ghoul Battles.
- GHOULASH
- (M) -- Popular colloquialism for the remains of a Ghoul (see) after it has been destroyed. Usually the remains are chunks of thick, dark-green gel of different sizes. Just after destruction, the chunks are in varying degrees of liquidity, but all quickly harden into a rubber-like consistency and eventually dry and turn to a fine powder. Though it has been analyzed and tested thoroughly, the powder remains thus far have no discernable useful purpose.
(G) -- An action-adventure strategy game for two players, played entirely on paper using specially designed Scenario Charts. The Last Game on Earth.
- (M) -- Popular colloquialism for the remains of a Ghoul (see) after it has been destroyed. Usually the remains are chunks of thick, dark-green gel of different sizes. Just after destruction, the chunks are in varying degrees of liquidity, but all quickly harden into a rubber-like consistency and eventually dry and turn to a fine powder. Though it has been analyzed and tested thoroughly, the powder remains thus far have no discernable useful purpose.
- GHOUL RIDERS
- (M) -- Criminals who deliberately choose Ghoul-infested areas for their illegal activities in order to deter law enforcement.
- GRAY, PAMELA
- (M) -- Chemist and co-creator of Ghoo, the only substance known to have a harmful effect on Ghouls. As a girl, she idolized her mother Paula, and upon earning her doctorate in chemistry joined her as a developmental chemist for a major household products company. Like David Lake, she lost family members -- her father and two sisters -- soon after the original Infestation. She and her mother soon became obsessed with finding a chemical method of stopping the Ghouls, and eventually created Ghoo. Not long after that, however, Paula Gray was killed in a mysterious Ghoul attack. Since then Gray has worked in the ADEF chemical labs in an attempt to perfect a form of Ghoo that will work regardless of where it strikes the Ghoul.
- HOLE
- (G) -- Obstacle that represents the various holes, pits, unstable floors and other cavities into which a player can fall. In the fictional setting of the game, most holes are either unnoticeable in the darkness or hidden beneath thin layers of flooring, earth crust or undergrowth. Encountering a hole causes the player to lose a turn. Represented on the scenario grid with a circle (O).
(M) -- It is theorized that the prevalence of weak flooring and, subsequently, holes is because of the acidic nature of Malectoplasm (see), which, over time, tends to weaken the surface upon which it rests and congeals.
- (G) -- Obstacle that represents the various holes, pits, unstable floors and other cavities into which a player can fall. In the fictional setting of the game, most holes are either unnoticeable in the darkness or hidden beneath thin layers of flooring, earth crust or undergrowth. Encountering a hole causes the player to lose a turn. Represented on the scenario grid with a circle (O).
- INFESTATION
- (M) -- Term used to describe the sudden arrival upon Earth of a mysterious spore that appeared in every corner of the globe, leading to the plague of Malectoplasm and Ghouls (see entries). The origin of the spores is unknown, but the general assumption among scientists is that they are extraterrestrial. In the current timeline of the mythology, it has been a little over a decade since the original Infestation.
- ITEM
- (G) -- Anything that can be encountered that is not an obstacle. Usually the items in a scenario are the objects of pursuit -- talismans, food caches, data disks, etc. In most scenarios items are placed by the players, but some items can be pre-existing on a grid. Most items are portable; that is, they can be "picked up" and carried by the player. In other cases, merely locating the item is the victory condition for that scenario. First-Aid Kits (see) are considered items.
- LAKE, DAVID
- (M) -- Exobiologist and one of the world's foremost authorities on malectoplasm, the substance from which Ghouls are formed. A child prodigy, Lake had his science doctorate by the age of 21. He was undergoing astronaut training at the time of the Infestation. Having lost his brother in one of the early Ghoul attacks (at which time he was almost killed himself), Lake devoted the next years of his life learning all he could about the malicious substance that was threatening the globe. He was the first to realize that Ghouls had weak spots that could be exploited, and also was the first to document the mimicking properties of malectoplasm. Lake works virtually alone in the ADEF malectoplasm labs, although he remains in close contact with other researchers around the globe. Single, Lake lives at the ADEF complex with his dog, Hippie.
- MALECTOPLASM
- (M) -- The substance from which Ghouls (see) are formed. A naturally antagonistic substance, it reacts to the presence of sentient creatures by attacking them, usually by generating a mimic of the target. Malectoplasm forms after sufficient amounts of spores (see) have collected; the spores settle and congeal into the green substance. So far, nothing has been found that harms malectoplasm in its dormant stage. Once it forms into Ghouls, however, the substance known as Ghoo (see) can be used to destroy it. Scientists have used robots to collect malectoplasm in small amounts for study, but it was discovered that if sizable amounts of malectoplasm are gathered and contained, it becomes automatically combustible and explodes. This is thought to be because of the substance's acidic nature (see Holes).
- MOVEMENT GRID
- (G) -- On the GHOULASH Scenario Chart (see), the grid through which the player plots his or her movement, from the starting square to the destination. It is identical to the Obstacle Grid (see).
- OBSTACLE
- (G) -- Elements designed to slow a player's progress through a GHOULASH grid. The "built-in" obstacles in most scenarios are holes, debris and Ghouls (see entries). Other obstacles might be called for in the scenario Briefing. Most obstacles remain in place throughout the game, even after they have been encountered by the player.
- OBSTACLE GRID
- (G) -- On the GHOULASH Scenario Chart (see), the grid on which players hide items and obstacles from their opponent. It is identical to the Movement Grid (see). The Obstacle Grid corresponds to the opponent's Movement Grid; as the opponent announces his move, the player follows along on the Obstacle Grid and tells the opponent what, if anything, was encountered.
- 'PLASM
- (M) -- Short form and common nickname for Malectoplasm (see).
- SCENARIO
- (G) -- An individualized adventure in the game of GHOULASH. While the game is played according to a set of Basic Rules, it is structured around a series of adventures, each on its own chart and each with its own victory condition and, in some cases, a modification of the Basic Rules. Each scenario features a different grid layout as well.
- SCENARIO CHART
- (G) -- The "game board" of GHOULASH, the pre-printed sheet of paper on which the game is played. Each scenario chart features the scenario title, Movement Grid, Obstacle Grid, Briefing, Ghoul Battle graphics, Wound Meters, coordinates and compass rose.
- THE SILO
- (M) -- The command/control center of ADEF headquarters. (See entry.)
- SPORES
- (M) -- Mysterious organisms that mutate into Malectoplasm (see), the substance from which Ghouls (see) are formed. It is assumed that the spores that serve as carriers for the microscopic building blocks of malectoplasm were somehow space borne. The spores are airborne carriers, traveling with no rhyme or reason. Studies have shown that the spores avoid human contact, even to the point where they avoid inhalation. Eventually the spores settle, gathering into colonies until the gelatinous malectoplasm forms. Malectoplasm has been known to stay dormant for months until stimulated by sentient presence. In other words, it sits there until a human or animal comes by to stimulate the formation of Ghouls.
- WEAK SPOT
-
(M) -- The area on the body of a Ghoul (see) at which the hide is thin enough and the gelatinous substance of the Ghoul's body is soft enough to allow insertion of a weapon or projectile. Every Ghoul has a weak spot, although the spot is different from Ghoul to Ghoul. Because of the way the malectoplasm generates into Ghoul form, the last part of the Ghoul that is formed does not have the tensile strength of the rest of the Ghoul; in other words, the skin of the Ghoul at that spot is not as thick and durable as the rest of it. Also, the weak spot is more porous than the rest of the Ghoul. The formation
of the Ghoul usually depends on the location and position of the
stimulant figure, as well as the location of the malectoplasm itself;
for instance, a formation of 'plasm on a wall tends to generate
Ghouls differently than a formation on a floor or ceiling. A Ghoul's
weak spot is in an entire section of the body. For instance, if
the weak spot is the torso, then the Ghoul can be destroyed if it
is hit with Ghoo in the torso either in front or in back. Same with
the head, arms, etc.
(G) -- In a Ghoul Battle, the area of the Ghoul, pre-determined by the opponent, that the player is attempting to "hit" by guessing numbered zones on the Ghoul Battle graphic. In most scenarios, Ghouls have six possible zones. - WYNN, HESTON OLIVER
- (M) -- Multi-billionaire technology industrialist. A one-time computer-and-technology "nerd," he launched an empire based on his many creations. Sees the Ghoul infestation as an opportunity to tighten his ever-widening grip on the industries, technologies and even governments of Earth. Is attempting, like Pamela Gray (see), to perfect a Ghoo that needs no weak spot.
- WOUND
- (G) -- Unit of damage. In most scenarios, players receive wounds in two ways, from Ghoul Battles and from encounters with debris. If a player should accumulate 15 unbandaged wounds, he or she has "died" and the game is over. Any accumulated wounds can be bandaged upon finding a First-Aid Kit (see).
- WOUND METER
- (G) -- Area of the Scenario Chart on which the player keeps track of wounds received. Each line of the meter is 15 boxes long. Each time a player receives a wound, another box is checked. Should an entire row be checked -- in other words, if the player receives 15 unbandaged wounds -- the player has "died" and has lost the game. When wounds are bandaged using a First-Aid Kit, the current row of wounds is crossed through and the player begins anew with the next line.
- ZONE, GEN. JAMES HAROLD
- (M) -- Leader of ADEF -- the Aberration Deterrent and Eradication Forces -- from its inception. Like others, Zone has lost family members to Ghouls. In his case, it was his young son, John. His obsession with wiping out the Ghouls has made him determined to have the top scientific minds in the world working for ADEF, which is why he keeps Lake and Gray virtually under house arrest. As Cornealius' former commanding officer, he has great respect for the hunter's abilities, but was angered that he chose to leave ADEF.
NOTE: While this is not a true "wiki," you can, in fact, offer your editing and content suggestions by writing to Mike@ghoulash.com.






