While playing face-to-face against an opponent always will be the most exciting way to play Ghoulash, there's a simple way to play with an opponent who's not in the same room with you. Or even in the same country, for that matter.

Using simple notation and a slight modification of the Basic Rules, you can play an opponent via e-mail, Twitter, text messaging or even by traditional mail (if you're patient).

Here's how it works:

1. Once you and your opponent have decided on the communications medium, select the scenario you'll play.

2. Place items, obstacles and Ghouls as in a regular game.

3. Determine who will move first.

4. Announce moves in a series of grid points, each point being either a start point or a turn point. For instance, here's a series of moves from the scenario "A Taste of Ghoulash" that take the player from the Safe Zone (starting square) down the road and into a building:

K9-C9-C10-B10-B12-J12


The thread of move points can be as long as the player desires within posting limits (Twitter, for instance).*

5. The opponent, upon receiving the move points, traces the path along the Obstacle Grid. If the moving player encounters something along the path, the opponent transmits the item and grid point:

Hole, C10

Ghoul, H4

NOTE: The opponent must announce only the FIRST item or obstacle encountered. Any other items along the path are to remain secret until encountered by the player.

Any move points beyond the obstacle are, of course, discarded. For instance, in the above example, with a hole on C10, points B10-B12-J12 would be ignored. On the player's next turn, he or she must announce a new set of move points.

If the encounter is a hole or debris, the appropriate action is taken or modification is made.

6. If, after the first set of move points, the player has not encountered anything, he or she may then announce another set of move points. (This follows the Basic Rules, in which a player moves until an encounter.*) The player continues to announce move points, either all at once or one set at a time, until any encounter (item, obstacle or Ghoul).

GHOUL BATTLES

When a player encounters a Ghoul, the battle is conducted according to the Basic Rules and any special conditions of the scenario, with these modifications:

1. Once his or her opponent has selected the Ghoul's weak spot (the opponent should announce when ready**), the player declares all 6 of his or her "shots" at the same time, in the desired order:

4-5-6-2-3-1

2. The opponent tells the player how many wounds were received before the correct selection was made. For instance, in the above example, if the Ghoul's weak spot was area 2, the player would receive 3 wounds. If the weak spot were area 1, the player would receive 5 wounds.

The game continues in this fashion until the victory conditions of the scenario are met.

OTHER NOTATION

In the interest of space, which is at a premium on Twitter, you can use special notation to indicate certain elements of the game:

SPECIAL SITUATIONS

Throughout a play-by-e-mail game, special situations might occur that require communication outside of notation. In these cases, players should just use their discretion. For instance, when a player announces whether or not he'll use a first-aid kit or leave it behind:

I'll use it now. Back to 0 wounds.

I'm leaving it.

THE DEFENESTRATION CLAUSE

Now, here's where we throw everything out the window. The above guidelines are just that, guidelines and/or suggestions on how to notate a game of Ghoulash for electronic communication. Of course, you and your opponent are free to play a long-distance game in any manner you choose, using whatever language you like.

You might, for instance, decide to alternate move points (one player moves a few squares, then the other player moves a few squares, etc.), rather than have one player move until an encounter. (Just remember that such movement might be counter to the timing and design of certain scenarios.) You might be more comfortable announcing your Ghoul shots one by one, as in a regular game, rather than all six at once, as suggested above. It's entirely up to you.

The most important thing is to remember to have fun with it. Don't forget the RPG aspects of the game. Be as energetic as you can within the limitations of the medium you've selected.

For instance, if you're playing by e-mail, you have the luxury of length, so use your best game master's language and tone.

MIKE AND JOE WANT TO PLAY

Mike and Joe, the creators of GHOULASH, always are interested in playing the game via Twitter, and welcome all challengers. Their Twitter IDs for GHOULASH play are @ghoulmike and @ghouljoe. Challenge either one or both.

You can challenge Mike and/or Joe using any existing GHOULASH scenario, of course, but we have a special, FREE scenario available, "Tweet Streets," with a simple grid design for those new to play-by-Twitter. Click here to download the PDF (188K).

FOOTNOTES

* A house rule that some players use is to limit the number of move points, regardless of play medium, to a certain number; six, for instance.

** Players also could agree before play begins to select all 12 Ghoul weak spots in advance. This way, players always would be "ready" for a Ghoul battle.