Ghostbusters Rulebook r6 Lores
Ghostbusters Rulebook r6 Lores
Ghostbusters Rulebook r6 Lores
Weeks later, and the psychokinetic energy level in the five boroughs was at an
all-time high. As one can imagine, its cause for some concern.
Molly felt a cold chill run up her spine as she pulled the aged, leather-bound
tome out of the parcel paper the bookstore had wrapped it in. Shed been
searching for this book for so long, she almost couldnt believe she now
held it in her hands: the Incantatoribus.
You got some kinda ping on your ghost radar, Egon? Its getting ugly out there. I
mean, there was an earthquake this morning, yknow?
(It was so much smaller than it had been in her dreams, but wasnt that always
the way?)
The smells were overpowering in the basement, but surprisingly, nothing looked
physically damaged. No charring on the walls, no rubble, no electricity in the air. The
unit looked intact. But still... Ray went to the control panel and ran a diagnostic.
What he saw was enough to make him forget about the smells that surrounded him.
Oh, dont be, Peter shrugged. We called in extra hands in case frogs start
dropping from the sky. Plus Rays little protg is digging through the usual material.
Well be fine.
Hes not wrong to be worried, Winston said. Im a little freaked out myself.
Molly had first heard about the book during a parapsychology class she had
taken as a joke her freshman year at Columbia; the teacher had been fired
before the end of the term, but his last class had mentioned the Incantatoribus,
and the title had taken root in Mollys mind and made itself at home. It became
an itch she couldnt scratch.
As soon as Peter finished speaking, another tremor hit; knocking the Ghostbusters
completely off their feet.
Ray, you got at least two degrees. At some point, during college, you had to pick
up a dictionary, right?
An obsession. And now, she would finally get to know what was inside...
if it wasnt another fake.
Okay, thats on me, Peter said. I shouldnt have said that out loud.
Slowly, she opened the cover to reveal... nothing. The pages were blank.
What the hell? Molly cursed. Shed paid a small fortune for this, it Wait.
Ink had bloomed on the page; it swirled and bled and formed itself, first into
letters, and then, finally, into a word: MOLLY.
At this point, Winston Zeddemore loudly cleared his throat. His coworkers the
Drs. Egon Spengler, Ray Stantz, and Peter Venkman were easily distracted.
The side of Winstons brain that still thought like a Marine wanted to believe
this kind of behavior during off time was a way of dealing with the weight of their
responsibility as the citys only defense against paranormal incursion.
She snapped the Incantatoribus shut. That was impossible. Wasnt it? That
couldnt have happened. It didnt.
...But maybe shed take another peek, just to be sure.
The other part of Winstons brain was still trying to decide if these men were insane.
After all these years, he still wasnt sure... though the answer was probably yes.
After all, they developed nuclear technology to shoot lasers at the restless dead.
What kind of sane man would respond like that?
MOLLY, her name was still there. More ink flowed. More words appeared.
RELEASE ME.
An incantation composed itself on the page, and before she could stop
herself, Molly read it aloud.
The ink on the pages then swirled like a stormy sea and lifted from the
page, growing outward toward her forming into clawed hands as it
reached out.
As the Ghostbusters were stepping into their coveralls to start seeing to the calls that
had been coming in at a steady rate, Egon cleared his throat: I have some bad
news, he said.
Does it involve a snack-cake analogy? Peter asked. Lets make it a snack cake
analogy. We all like those.
I cant tell if youre patronizing me or not, Egon said in a flat tone. But the
psychokinetic energy level in the city is currently so abundant, it cant actually be
measured.
The four men looked at each other for a moment in silence.
Peter broke the silence: Egon, I think Im going to institute a new rule: next time
you have bad news, I want you to find some good news to soften the blow. Okay?
You hear that? Peter asked. That was Winstons irritated ahem. Well go ahead
and work on word comprehension later, Ray.
Youre gonna have to be more specific, Ray heard Peters voice, filtered through a
gas mask hed borrowed from the NYPD and forgot to return. We see the impossible,
like, twice a week these days.
Winston was about to respond when the building shook hard enough to knock all four
of the Ghostbusters off their feet. A loud crack preceded another, more serious tremor.
Ray slowly turned to face Peter, who was leaning on the rail at the top of the stairs. Ray
coughed and said: Its empty. The whole thing is just... empty.
This is worrisome, Egon said, quietly. It could-- Egons thought was drowned
out by a wave of noise that sounded for all the world like the wail of the damned.
All four of the Ghostbusters thought so, and worse, given their line of work, it was
probably closer to true than not.
What do you mean, empty?!? Walter Pecks voice blasted through the phone. How
is that even possible?!
Horrid smells -- sulfur and vomit and burnt flesh -- wafted up into the upper floors of
the firehouse, and the temperature of the room dropped like a stone.
Years ago, Peck had been a skeptical low-level bureaucrat with the EPA, tasked
with investigating the Ghostbusters onsite storage facility. He lost his position as a
consequence for shutting the containment unit down and causing a mid-city explosion...
but even that cant keep an efficient bureaucrat down.
The grid! Ray gasped, choking on the smell. He made a beeline to the pole and
slid down to the first floor, stumbling on his way to the basement and the containment
unit kept there.
Peck rose through the municipal ranks until he found himself appointed the head of the
Paranormal Contracts Oversight Commission, a special body assembled to oversee
the work of the Ghostbusters.
Years ago, shortly before the Ghostbusters faced the first coming of Gozer, their
original Ecto Containment Unit (a storage facility that safely compressed and
neutralized the psychokinetic energy and autonomy of most classes of supernatural
entities) had been forcibly shut down by Walter Peck, then of the Environmental
Protection Agency.
He was pleased to accept the post; Peck believed in the dangers of the supernatural
now, but still had doubts about the Ghostbusters competence...
Yeah, Peter snorted, pretty much the opposite of that time you shut it down.
And this is supposed to make me feel better how, Mister Venkman? The Mayors niece
was chased for twenty minutes by some sort of yeti-thing this morning, and he wants
answers, or
I recently saved money by switching our car insurance, Egon replied in a flat tone.
And dont try to be funny. Creeps me out.
Hey! Janine Melnitz hollered from her desk. Will you guys can it and get out
there already? Im starting to get callbacks!
Were not sure, Egon said, while tapping the keys of his calculator. The structural
integrity of the unit is intact.
What Peter means is that something else is happening here, Ray jumped in.
Exactly. The equipment didnt fail, nobody snuck in, all your little mandated security
lists are still checked off, Venkman continued.
The city felt electric, and no, not in the good way. The air was charged with negative
vibes, the sense of impending danger that makes the hair on the back of your neck stand
up.
The Ghostbusters fired at the statue, assaulting the formerly inanimate object with four
proton streams, each angling for a hold on the negative energy of the possessing
entity. Instead, the statue fell over.
Ecto-1 pulled to a stop on 5th Avenue. The Ghostbusters exited cautiously, looking about
in case of an ambush and then walked into Central Park, where a sizable chunk of
sightings had been reported.
I bring the vengeance of every being youve ever captured or banished, Ghostbusters, Idulnas voice echoed in their heads.
Well thats unseasonable, Ray muttered as he watched his breath escape his lips.
Feels like twenty degrees at best.
Ray recognized the voice immediately. Idulnas! Ray shouted. Its Idulnas!
Not long ago, Idulnas the third minion of Gozer was conjured up in order to choose a
new, more destructive form for Gozer. Because it was Ray who had chosen the inept form
of the Stay Puft Marshmallow Man, Idulnas captured and tortured the Ghostbuster, trying
to force a new selection... But the demon failed, losing its corporeal form in the process.
Idulnas took it personally, and more than once had sought revenge. Most recently, he was
pulled into a limbo by a band of demons that he had intended to set on the Ghostbusters.
Well he didnt just show up to dress up as a little girl, Peter said, before shouting: So
tell us whats going on, already! Some of us have plans for the weekend!
The metal of the Alice statue groaned as it stood and walked towards the Ghostbusters.
A patch of space in front of the Ghostbusters started warping and swirling before it
just... kind of tore open, revealing a world beyond, with a burnt-yellow sky and an
army of silhouettes, stretching as far as the Ghostbusters could see... and that smell.
The overwhelming stench of death.
The voice came from the statue: I have found my way back to this world, and I will see
it and you destroyed at last.
No offense, but were gonna stop that, Peter said. Itll look good in the memoirs. Hit her!
COMPONENTS
1 Ecto-1 Figure
GAMEPLAY
11
TABLE OF CONTENTS 6
11
COMPONENTS
Round Sequence
11
PREPPING TO PLAY
11
Scenarios
Ghostbuster Turn
Sequence
Campaigns
2-5
Gates
Spirit World
PKE Meter
Ecto-1
GHOSTBUSTERS 8
Figures
Character Card
Breakdown
Experience Pts
(XP) and Levels
Gaining XP
GHOSTS 9
Ghosts
Ghost Card
Breakdown
Ghost Movement 9
Ghost Special
Abilities
10
Getting Slimed 10
Ghosts Moving
Off the Map
10
CAMPAIGN
A campaign is a series of linked scenarios.
Campaigns typically find your team on the
hunt for a Boss/Ghost/Entity and it will take
several steps to find it and ultimately confront it.
Note: Your Ghostbusters XP (experience) carries over between
scenarios in a campaign.
Table of Contents
STORY INTRO
PKE METER
Place this tile next to the map in the orientation of
your choosing. Leave it in that orientation for the
entire game. It is used to determine the direction of
randomized Ghost movement.
SCENARIO
Scenarios are found on large cards inside
the game box. One side has map set up
information and the other has information on
the Gates you will encounter in that scenario.
Each scenario will also dictate a win condition
and a lose condition.
4 Ghostbusters Figures
Action Summary 11
Line of Sight
11
Terrain Features
12
Move Action
12
Drive Action
13
Deposit Trapped
Ghosts Action
13
Combat Action
14
Fighting Ghosts
14
Attacking Gates
14
Proton Streams
15
Maneuvers
15
Removing Slime
From Yourself
16
End of Round
16
17
APPENDIX
17
Character Abilities
Explained
17
Ghost Cards
Explained
18
Scenarios and
Campaigns
19-22
1 Ecto-1 Tile
10 Double-Sided Game
Board Tiles
1 PKE Meter Tile
5 Gate Tokens
(plus extras)
16 Slime Tokens
(plus extras)
4 Ghostbuster
Character Cards
5 XP
Trackers
6
Ghost
Cards
CREDITS 22
NOTES 23
15
Scenario
Cards
GATES
Gates are placed onto the map according to the
diagram found on the Scenario Card. Each scenario
gives a nickname to the Gates in that scenario. Gates
will act very differently from scenario to scenario. The five Gate
tokens are used to represent the scenario Gates no matter their
name. The different symbols have no bearing on the effects of
the Gate. When placing Gates on a map it does not matter which
symbol goes where.
SECTION 3 - GHOSTBUSTERS
1
CHARACTER CARD BREAKDOWN
This is Peter Venkmans Character
Card.
1
Scenarios are made for four characters. Youll need all the help you
can get! With four players, each one takes on the role of one of the
Ghostbusters. When there are fewer than four players, one or more
of the players should play as more than one character.
11
Corresponding figure
XP Tracking Tab
22
33
44
55
66
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7 6 name.
1 Name This is your Ghostbusters
Place your Character Card(s) in front of you with the Proton Streams
next to it. Each Ghostbuster is represented by a unique color. This
allows you to locate your figure and Proton Streams on the map easily.
Your Ghostbuster will start with 0 XP unless stated otherwise. Attach
the XP Tracker to your Character Card with the arrow pointing at the 0.
2
77 7
2
2 Color Each Ghostbuster has a unique color.
87
3
Abilities
These
are
the
abilities of your Ghostbuster.
3
8
3 88
another way to identify your Ghostbuster on the
4
98
4 Character Art This offers
4 board. Place9
trapped Ghosts
and Slime Tokens here.
9
9
5
5
5 Experience (XP) Track This is where you keep track of the experience
9 earned.
6 points your Ghostbuster has
6
6
6
7
EXPERIENCE
POINTS (XP) & LEVELS
7
7
7
Experience Points, hereafter always referred to as XP, are an indication
8
of8
8
8the skill of your Ghostbuster. As you gain more XP new abilities on
your
Character Card will open up to you. Each Ghostbuster has five
9
9
9
levels
9 of abilities. When your XP Tracker hits a new Level, designated
by the colored spaces on your XP Track, you gain the ability associated
with that Level. Even starting at 0 XP, you are at Level 1, and have the
Level 1 ability listed. When you gain your fifth XP, you have reached
Level 2. Your Ghostbuster now has both their Level 1 and Level 2
abilities. You never lose abilities as you level up. You only add
additional abilities. A Ghostbuster at 30 XP stops gaining XP.
Slime Tokens, the PKE Meter, the Movement Die, and the Event Die
are placed next to the board and dont belong to any one character
or player. The scenario you are playing will let you know where your
Ghostbuster figure starts out. In most scenarios, it will start out in the
Ecto-1, meaning you will place your figure on the Ecto-1 tile off map.
While on the Ecto-1 tile, your figure is still considered to be on the
map and inside the Ecto-1 figure.
FIGURES
Figures occupy spaces on the map. The direction in which a figure is
looking does not matter. Everything can see, move, and shoot in any
direction. Only one figure may occupy the same space at the same time.
When you gain a new ability, that new ability wont trigger on any past
events during your turn, or even the event that caused you to level up.
GAINING XP
The most common way to gain XP is through busting Ghosts and closing
Gates. When a Ghost becomes trapped or a Gate is closed, you gain
1 XP for each Proton Stream you had on it. (More on this later.)
Each Ghostbusters Level 1 ability features an alternate way to gain
XP. Keep this in mind when your team is trying to determine the best
person for the job.
GHOSTS
A certain number of Ghosts start out
on the map as dictated by the scenario,
and additional Ghosts often emerge
from the Spirit World to the map via
Gates. Ghosts are dispatched with the
help of your Proton Pack. Ghosts are
ethereal entities and ignore terrain
when moving or using special abilities.
All foes in this game are referred
to as Ghosts, even if they are not
technically incorporeal.
Ghosts have a Line of Sight of 3
spaces, which can be blocked by
terrain features and other Ghosts. This
does not increase if a Ghostbuster
increases their Line of Sight range.
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6
7
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43
54
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76
87
98
32
2
3
2
3
21
21
54
65
76
87
98
9
GHOST MOVEMENT
Ghost movement is unimpeded by terrain lines, Ghostbusters, other
Ghosts, or Gates. Ghosts on the map will sometimes move when fired
upon or when the Chaos Symbol
is rolled at the end of a round.
When a Ghost moves in a random direction, use the PKE Meter and
the Movement Die (the eight-sided die) to determine that direction.
The Ghost is considered to be in the center space of the PKE Meter
when it is referenced. The number you roll is the direction the Ghost
moves as shown on the PKE Meter.
SECTION 4 - GHOSTS
1 Name
1
1 Class A rating of how dangerous this Ghost is.
2
1
2
1 The higher it is, the harder it will be to fight.
2
2
1
3
2
3
1
2 To Hit The minimum value that must be rolled on a
6
7
8
9
3
3
4
2
3
4
4
3 To Trap The number of Proton Streams needed to trap
5
5
3
4
4
5 this Ghost.
5
4
6
5 When Hit How this Ghost reacts when hit, but not yet
6
4
5
6
trapped.
6
5
7
6
7
5
6
7 When Trapped How this Ghost reacts when you place
7 the final Stream needed to trap it.
6
8
7
8
6
8
7
8
7 When Missed How this Ghost reacts when your Combat
9
9
7
8
8
9 Action results in a Miss.
9
8
9 Special Many Ghosts have special abilities.
8
9
9
9
When a Ghost enters our world through a Gate, use the PKE Meter and
the Movement Die to randomly determine the direction in which it moves
out of the Gate. The Ghost is considered to be in the center space of
the PKE Meter. The number you roll is the direction the Ghost moves
based on the numbers on the PKE Meter. The Ghost emerges from that
Gate space and then moves into the rolled space adjacent to the Gate.
Example: You rolled the Star on the Event Die, and your scenario tells
you that a Ghost from the Spirit World emerges from that Gate. You
grab a Class 1 Ghost and then roll a 3. The Ghost emerges from the
Star Gate in direction 3, so you place it on the space that corresponds
to that direction, based on the orientation of the PKE Meter.
SECTION 5 - GAMEPLAY
When a Ghost ends its movement on a space occupied by another
figure, something happens. If the Ghost shares a space with a
Ghostbuster, that Ghostbuster is Slimed (see below) and the Ghost
continues moving in that same direction. It will stop moving when it
comes to rest in a space free of Gates, Ghosts, and Ghostbusters (or
moves off the map).
Emerging from a Gate or other space on the map counts as
Ghost movement.
Some Ghosts move in multiple segments. Each segment of that
movement resolves separately. Each segment of that movement might
cause a Ghost to continue moving through Ghostbusters or other
Ghosts, etc. Only when one segment of movement has fully resolved
does the next segment resolve.
Example: Playing Venkman, you miss with your Proton Roll against an adjacent Gruesome Twosome. As the first segment of its movement, it moves into
your square (Sliming Venkman),
then into the following space.
For the second segment, it moves
1 space at random, so you roll
the Movement Die and get a
3, which moves the Gruesome
Twosome 1 space in the direction
according to the PKE Meter,
which happens to be right
back into Venkman! Now, it
moves back to where it started,
Sliming Peter a second time!
Some Ghosts have the keyword Push on them. These Ghosts are able to
move the Ghostbusters away from them. If a Ghostbuster would be Pushed
into an illegal space (off the map, into an Open Gate, or across a red,
dashed red, or orange line), the Ghostbuster moves 1space sideways
instead (your choice of sides).
GETTING SLIMED
When a Ghost moves through a Ghostbuster, the
Ghostbuster gets Slimed and gains a Slime Token. The
Ghost continues moving in that same direction until it
comes to rest on a space not occupied by a Ghostbuster,
Gate, or another Ghost.
Getting Slimed means you gain a Slime Token. Place it on your
Character Card. Each Slime Token on your Ghostbuster reduces their
number of Actions by 1. A Ghostbuster can get Slimed more than once.
However, Ghostbusters cannot have more Slime Tokens than they have
Actions. Removing Slime Tokens from yourself and others is a never-ending
part of the job! See page 13 for more on Removing Slime.
Ghosts may move through and onto the Ecto-1. When a Ghost moves
through or onto the Ecto-1, each Ghostbuster inside the Ecto-1 gets Slimed!
LINE OF SIGHT
Ghostbusters and Ghosts have Line of Sight (LoS) to something that
is up to and including 3 spaces away in any direction that is not
blocked by red, dashed red, or yellow lines on the map or Ghosts on
the map (see the next page for descriptions of the terrain types).
Note: Ghost LoS is affected by terrain lines, etc. But Ghost movement is not.
ROUND SEQUENCE
If there is anything that might possibly be blocking LoS, check your LoS by
drawing an imaginary straight line from any corner of your Ghostbusters
space to any corner of the space you are trying to see. If that line does
not pass through a terrain line, then you have LoS to that space. If that
line passes through one or more red, dashed red, or yellow lines or
spaces occupied by Ghosts, you do not have LoS to that space. The only
exception being LoS to an Open Gate across its own dashed red line.
You must have LoS to a target to be able to take a Combat Action
against it. The Ecto-1, orange lines on the map, Closed Gates, and
other Ghostbusters do not block LoS.
ACTION SUMMARY
You have 2 Actions to spend during your turn. If your Ghostbuster is
at Level 3 or higher, you have an additional Action. An Action may
be performed more than once per turn.
Move
Drive
Combat
10
11
TERRAIN FEATURES
Most Actions are restricted by terrain features on the map. There are
several types of terrain:
MOVE ACTION
This Action allows for 1 or 2 spaces of Movement.
When you perform a Move Action, move your Ghostbuster 1 or 2
spaces in any direction. You may also move diagonally one, both, or
none of the spaces of your move. Movement is affect by terrain and
other rules:
You cannot move across red, dashed red, or orange lines on the
map. Diagonal movement passes through corners. If only one side
of a space has a colored line, you may still move diagonally across it.
DRIVE ACTION
This Action allows for up to 6 spaces of travel via the Ecto-1.
Diagonal travel is not allowed while driving.
A Ghostbuster inside the Ecto-1 may drive it during their turn as a
Drive Action. You may move the vehicle figure vertically or horizontally
on the map, but not diagonally. You do not have to drive it in the
direction the front end is facing. Choose the front end or back end,
then count out the spaces into which you drive. When you have
arrived at your destination space, place one end of the vehicle in that
space and the other end in the previous space you counted.
If your Ghostbuster is inside the Ecto-1 when it is driven, you go with it.
You cannot opt out of the ride. A Ghostbuster may not enter or exit the
Ecto-1 during a Drive Action. Driving is subject to terrain and other rules:
Removing Slime from a Ghostbuster who has already taken their turn
during the round does not grant them additional Actions that round.
However, if the Ghostbuster has yet to act, removing a Slime token
will restore their lost Action for their upcoming turn. Thats teamwork!
You cannot drive across red, dashed red, or orange lines on the map.
You cannot drive into or through spaces containing Ghosts or
Open Gates.
Adjacent
12
13
COMBAT ACTION
This Action allows a Ghostbuster to fire a Proton Stream against
a target within Line of Sight. To fire a Proton Stream, roll your
Proton Die. This is the standard way to trap Ghosts and close Gates. The
Ghostbusters Logo on your Proton Die is a 6. A Combat Action may
not be performed while inside the Ecto-1.
PROTON STREAMS
A Proton Stream is a beam that projects from a Ghostbuster to a target
via their Neutrino Wand. If all five of your Streams are already attached
to the Ghost or Gate you are fighting, you cannot add more. When a
Ghost moves, any Streams attached to, or under it, move with it.
MANEUVERS
During a Ghostbusters turn, they may perform one of the following
two Maneuvers before taking any Actions, after taking one, or after
taking all Actions. You may choose to spend an Action to perform a
Maneuver. A Ghostbuster who has no Actions due to Slime may still
perform a Maneuver.
FIGHTING GHOSTS
Each Ghost has a To Hit value listed on its Ghost Card. If your
Proton Die result is that number or higher, you have scored a Hit.
Place a Proton Stream Marker on or under that Ghost figure. If you
roll lower than that value, you have Missed. Ghost Cards dictate
events that happen when you Hit or Miss them.
Ghosts require a certain number of Proton Streams before they are
Trapped. This is indicated as a To Trap value on the Ghost Card.
A Ghostbuster may apply more than one Stream to a Ghost. After
applying a Stream, if the Ghost requires additional Streams to Trap,
resolve its When Hit ability. If your Hit was the final one needed to
Trap it, resolve its When Trapped ability instead. Remove it from
the map only after resolving this ability, and then place it on your
Character Card.
Moving while you have Proton Streams attached to a target does not
remove your Streams. In fact, this is often a tactical necessity! If a
Ghost threatens to move out of your LoS, moving to a better vantage
point will help keep your Streams attached. It is permissible to move
out of LoS during a Move Action, but once an individual Move Action
has completed, check LoS to your target. If your LoS has been broken
by a Ghost, Gate, or terrain lines, remove all of your Proton Streams
from the target.
14
15
SECTION 7 - APPENDIX
CHARACTER ABILITIES EXPLAINED
A Ghostbuster enters and exits the vehicle only from the long sides
of the vehicle. While inside the Ecto-1, you are considered to occupy
both spaces of the vehicle. That means you may enter/exit the vehicle
from any long-side door. The side you entered from has no bearing
on the side from which you may exit.
Five of the Event Dies sides have Gate symbols on them. These are
linked to the Gate tokens on the map. The Open or Closed status of the
Gate you roll is checked against that Gate on the map. Rolling Open
Gates will typically bring new Ghosts into the world. Rolling Closed
Gates could have any effect. Your scenario will give the specifics.
Egon Spengler
Level 1: This ability may trigger multiple times during your turn. If an
effect adds to your Proton Die result, this ability will not trigger.
Level 2: If you re-roll a 1, and roll a number other than a 1, your Level
1 ability does not trigger.
Level 3: You now have 3 Actions to spend on each of your turns. If
you gain this ability mid-turn, you will immediately have the additional
Action to spend.
Level 4: Only the die you choose can trigger your Level 1 ability. If
you re-roll a 1, and roll something other than a 1, your Level 1 ability
does not trigger.
Level 5: This ability affects the whole team.
While inside the Ecto-1, you may only perform the Move, Drive, or
Deposit Trapped Ghosts Actions. You may also perform Maneuvers
and use Character abilities.
A Ghostbuster in an adjacent side space (the long side) of the Ecto-1
may Transfer Trapped Ghosts to a Ghostbuster inside the Ecto-1 and
vice versa.
Slime cannot be removed from Ghostbusters inside the Ecto-1 and
no Combat Actions may be taken from inside it. While inside, you
cannot remove Slime from Ghostbusters outside of the Ecto-1.
Rolling the Chaos Symbol sends nearby Ghosts on the map into a
frenzy! Each Ghost reacts as if the nearest Ghostbuster within LoS
missed it in Combat. Check the Ghosts Card for the specific reaction.
Ghosts have a LoS of 3 spaces and terrain lines can block it. Ghosts
that are not within LoS of one of more Ghostbusters do not move. If
multiple Ghosts are moving due to this, roll the Movement Die only
once for all randomized movement resolution.
When there is a tie for the nearest Ghostbuster when the Chaos
Symbol is rolled (or any other tie for that matter), roll Proton Dice to
resolve the tie, with the high roller being the target.
END OF ROUND
Check Ghost Cards and the Scenario Card for any End of Round
effects. After resolving them, roll the Event Die.
Ray Stantz
Level 1: This ability may trigger multiple times during your turn. You
cannot spend an Action to remove Slime if there is no Slime to remove.
Level 2: This does not trigger your Level 1 ability.
Level 3: You now have 3 Actions to spend on each of your turns. If
you gain this ability mid-turn, you will immediately have the additional
Action to spend.
Level 4: This can include you. This ability does not trigger until after
all When Hit or When Trapped effects have resolved. This does
not trigger your Level 1 ability.
Level 5: This ability affects the whole team, and can be used when
a a missed Proton Roll targeting a Ghost or Gate requires the
Movement Die to be rolled.
Peter Venkman
Level 1: This ability only triggers during your turn, normally as a side
effect of Combat.
Level 2: This ability only triggers during your turn, normally as a side
effect of Combat. This can trigger your Level 1 ability.
Level 3: You now have 3 Actions to spend on each of your turns. If
you gain this ability mid-turn, you will immediately have the additional
Action to spend.
Level 4: This ability does not trigger until after all When Hit effects
have resolved. If the Ghost is no longer in play, this ability does
not apply.
Level 5: This ability affects the whole team, and adds an extra space
of Line of Sight Range and Combat Range.
Pro Tip
You can roll the Event Die and the Movement Die at the same time. That way,
where random movement or emerging Ghosts are required, you will have already
determined the direction of that movement.
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BOOGALOO MANIFESTATION
Proton Streams that hit, but do not Trap, a Boogaloo Manifestation
trigger its When Hit ability. The Proton Stream that traps it does not
trigger its When Hit ability. Instead, resolve its When Trapped ability.
Winston Zeddemore
Level 1: When you deposit Ghosts, add up their total Class values.
For every 3 points worth of Class you deposit, gain 1 XP.
Examples: If you deposit a single Class 3 Boogaloo Manifestation,
you gain 1 XP. If you deposit two Class 1 Galloping Ghouls and a
Class 2 Gruesome Twosome at the same time, you gain 1 XP.
Level 2: The two spaces occupied by the Ecto-1 are deposit spaces.
Some scenarios may include additional deposit spaces, in which
case this ability will work with those as well.
Level 3: You now have 3 Actions to spend on each of your turns. If
you gain this ability mid-turn, you will immediately have the additional
Action to spend.
Level 4: This ability does not trigger until after all When Hit or
When Trapped effects have resolved.
Level 5: This ability affects the whole team. Ghostbusters may now
move up to 3 spaces with each Move Action.
If you miss this Ghost with your Proton Stream, it moves 2 spaces
towards you, then 1 space in a random direction. Roll the Movement
Die and reference the PKE Meter to determine that direction. Remember,
if it moves through you, youre Slimed! After completing all 3 spaces
of Miss Movement, the Boogaloo Manifestation hoses the general
area with Slime, based on the Movement Die roll that was made for it.
Example: If you rolled a 7, the Manifestation Slimes each adjacent
odd space after all Miss Movement, using the PKE Meter as a guide,
based on its current space.
SLIMER
This rascal is pretty fast! Be prepared to lose Line of Sight and lose
attached Streams every so often when fighting Slimer.
Proton Streams that hit, but do not Trap, Slimer trigger its When Hit
ability. Since that makes it move 2 spaces towards you, it is best to
engage this Ghost from 3 spaces away. The Proton Stream that traps
it does not trigger its When Hit ability. Instead, resolve its When
Trapped ability.
If you miss Slimer with your
Proton Roll, it Slimes each
Ghostbuster adjacent to it (you
and any teammates), and then
moves 2 spaces in a random
direction. Roll the Movement
Die and reference the PKE Meter
to determine that direction.
You are likely to lose LoS to
Slimer when it runs. A tactical
repositioning is sometimes more
important than shooting at
a Ghost.
Slimer is one of the few Ghosts
who will leave the map and
not become permanently
lost. When it leaves the map,
continue Slimers movement in
that same direction, but emerging
from the opposite side of the
map, in a wrap-around style.
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IDULNAS
While fighting Idulnas, be prepared to become afraid very afraid.
Proton Streams that hit, but do not Trap, Idulnas trigger its When
Hit ability. The Proton Stream that traps it does not trigger its When
Hit ability. Instead, resolve its When Trapped ability.
If you miss Idulnas with your Proton Roll, it sends you running
and screaming in a random
direction. Roll the Movement Die
and reference the PKE Meter
to determine the direction. You
are likely to lose LoS to Idulnas
when you run away from it.
Again, tactical repositioning is
sometimes more important than
firing at a Ghost.
Idulnas is obsessed with the
Ecto-1s Dimensionometer. At the
end of each Ghostbusters turn,
Idulnas moves 2 spaces towards
the Ecto-1. Idulnas can move
into and through terrain, but if a
move would send it off the map,
it stops at the map edge instead.
Once the map has been put together, the map diagram shows the
starting positions of all elements that begin the scenario on the map.
Consult the Map Key at the bottom of the card to decipher the code
numbers and letters on the mini-map.
Finally, the bottom of the Scenario Card will also tell you what Ghosts
start the scenario in the Spirit World, and how many of them should
be there.
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When shooting at a
Gate, look here!
Closing Gates is
your primary goal.
Open Gate
Whichever Gate
you place here
starts the game
Closed.
Class 2 Ghost
Starting Spot
Class 1 Ghost
Starting Spot
SCENARIO CARD
SCENARIO CARD
SIDE A
SIDE B
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CREDITS
NOTES
PLAYTESTERS
Michael B-V, Kevin Casper, Ryan Dromgoole, Robert Gasio III, Samina
Ghulamali, Herb Haneke, Kent Heidelman, Cory Jones, Marcos Payan,
Vincent Pritchard, Michael Shaneman, Derek Stucker, Tom Twedell, Tori Uman,
Drew Walker, Jessica Lee Wilson, Mike Leroy Wilson, Shadow Wright, and
many, many others.
Keep in mind that the larger the map, and the more spread
out the Gates, the longer the scenario will take to play.
Go to http://cryptozoic.com/gbbgrandomizer to check
out the random scenario generator! You can tailor the challenge to your
groups level and take on customized map tile layouts populated with
Ghosts and Gates from the game!
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ACTIONS
Cada Cazafantasma normalmente tiene 2 acciones para gastar durante cada uno de sus turnos.
Los Cazafantasmas en el nivel 3 en el track, tiene 3 XP tienen acciones para gastar. Una accion
puede realizarse ms de una vez por turno.
Mover 1 o 2 casillas
Conducir el Ecto-1 hasta 6 espacios (pero no en diagonal)
Depositar Fantasmas atrapados
Retirar Mocos de un Cazafantasma adyacente
Combatir
MANEUVERS
Un Cazafantasma puede llevar a cabo uno de los siguientes maniobras durante su
turno.
Pasar Fantasmas atrapados con un Cazafantasma adyacente.
Entrar / Salir del Ecto-1 desde su lado(Por una de las puertas).
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