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Ghostbusters - The Card Game - Rulesheet-FINAL-lores

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0% found this document useful (0 votes)
187 views8 pages

Ghostbusters - The Card Game - Rulesheet-FINAL-lores

Uploaded by

kruang
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TH E C A RD G A M E

Rulebook
TH E CA RD GA ME

8+ 2-5 20-30

OBJECTIVE
Who you gonna call?
Compete against your friends and family to capture ghosts from the
Ghostbusters universe. Call upon your favorite Ghostbusters to set the
ghost trap as you work to capture the biggest and baddest ghosts.

COMPONENTS

48 Ghost Cards 57 Action Cards 1 Direction Marker Card

SCORECARD
TURN STRUCTURE
Player Initials: 1. TAKE ACTIONS
You may take 2 play
actions, 2 discard
Base score actions, or 1 of each.

2. CAPTURE GHOST
Most : 3 pts Take the card that the
ghost trap is in front of,
seT BoNUses

but only if you played


Most : 3 pts at least 1 action card
this turn.

Most : 3 pts 3. REFILL HAND


Draw cards from the
action deck until you
Most : 3 pts have 3 cards in hand.

seQUeNces
3|4|5|6|7 in a row = 1|2|4|7|10 pts

Gear

1 Ghost Trap Card 1|2|3 cards = 2|6|12 pts

sliMe Most Slime: -3 pts


1 Reference Card
Slimer: 1 pt per ghost with slime

ToTal

1 Scorepad
Ghostbusters_Scorecard-vert_v3.indd 1 7/31/18 11:06 AM

1
4
2 HA
D GHOST ND
H AN 2 TRAP

II .
e
wis trap
ock st
III s cl gho
rd e
ca th
1-3 ve
Mo

VI
Lips
Animated
1
Po uin
lte ng
An rge Pe
gr ist nt
Gia
VII

y
2

2 1

uf an
5

yP M
t
ta ow

VII
e S all
Ga

Th hm
tek

rs
ee

Ma
pe

5
r
V
with slime that you capture.

Modify any of your


Score 1 point for each ghost

action cards by +2.


Fluffy
Slimer

V
ACTION GHOST
DIRECTION
DECK DECK
MARKER
1

er
Tax ombie
riv
Sh
Iv o dor

iD
an

Z
IV

1
Gh ck

III
ost Pa
Ha on
ir ot
Pr
Possessed
Police Horse

2 I

po
fo
ints s.
|12 ar c
ard
r

2 |6 t ge

2
re n
Sco iffere
VI
d
1| 2 |3

Modify any of your


action cards by +1.

1
HA
ND N D
GAME SETUP HA

1 Ghost Cards. Shuffle the ghost cards together to form a single face-down
ghost deck. Deal 12 ghost cards face up onto the table, so that they form a
circle, like a clock face. Set the rest of the ghost deck near the circle.
2 Action Cards. Shuffle the action cards together to form a single face-down
action deck. Deal 3 action cards to each player, face down, as their starting
hand. Set the rest of the action deck near the circle.
3 Direction Marker. Place the direction marker card in the center of the circle,
with the “clockwise” arrow face up.
4 Ghost Trap. Place the ghost trap card outside the circle, in front of the ghost
card at the very top of the circle (i.e., in the 12 o’clock position).

2
GHOST CARD ANATOMY
A Point Value: The number of points you will score for
capturing the ghost.
B Set Icon: There are 4 icon sets ( , , , ). At game
end, you can score bonus points for having the most
ghosts of a given set.
C Name: The name of the ghost shown on the card.
D Class Number: There are 7 different classes of ghosts
(I – VII). At game end, you can score bonus points for GHOST CARD
making consecutive sequences of class numbers.
E Slime: Some ghosts have slime. At game end, whoever has the most ghosts
with slime loses 3 points. But whoever captures Slimer is exempt from the
penalty AND gains 1 point for each ghost card with slime!
F Ability: Some ghosts have abilities. Instant abilities ! trigger when the ghost
is captured, action abilities can be used once per round, and scoring
abilities take effect during final scoring.

A 1 Animated
Lips

Possessed C
D II Police Horse

VI

F Modify any of your


action cards by +1.

3
HOW TO PLAY
The game is played over 3 rounds. In each round, players take turns, beginning
with the start player and continuing in clockwise order, until all 12 cards from the
circle have been captured.

In the first round, the start player is chosen randomly. In the second and third
rounds, the start player is whoever is seated to the left of the player
who captured the last ghost card in the previous round.

On your turn, carry out these 3 steps:

1. TAKE ACTIONS
In this step, you may take up to 2 actions. With each action,
you can either play an action card or discard an action card.
You may take 2 play actions, 2 discard actions, or 1 of each.

Play an Action Card: From your hand, play an action card and
carry out its effect. Then put the action card in the discard pile.

Discard an Action Card: From your hand, discard an action card, putting it in
the discard pile, then draw a new action card to replace it.

If any of the ghosts you’ve already captured have action abilities , you may
use those during this step, in addition to your 2 actions. Each ghost’s ability can
be used only once per round, however. When you use a ghost’s ability, rotate
the card sideways as a reminder.

2. CAPTURE GHOST
In this step, you capture the ghost card that the ghost trap is in front of, but
only if you played at least 1 action card this turn. Take that ghost card and put
it in your player area, with any other ghosts you have already captured. Then,
move the ghost trap to the next ghost card in the circle — either clockwise or
counterclockwise, whichever is the current direction of play.

3. REFILL HAND
In this step, you draw cards from the top of the action deck (if needed) until
your hand is refilled to 3 action cards. If the action deck runs out during play,
simply reshuffle the cards in the discard pile to form a new action deck.

ROUND END
The round ends when the last ghost card remaining in the circle has been
captured. To prepare for the next round, deal 12 more cards from the top of the
ghost deck to form a new circle, and reset the ghost trap to the top of the circle.
Refresh any used ghost abilities by rotating those ghost cards back upright again.

4
END OF THE GAME
The game ends after 3 complete rounds have been played. When that happens,
players simply calculate the total points they score for their captured ghost cards.
Using the scorepad, write down player scores in these categories:

BASE SCORE: Each ghost has a point value, indicated in the top left
corner of the card. Add together all of these values from your ghosts 1 Anima
Lip
to get your base score.
1 Anima
Lip
SET BONUSES: There are 4 different sets of scoring icons that appear

1
on the ghosts. The player with the most icons of a given set scores mated
Ani
3 points. If there is a tie, the tied players score 1 point each. Score set
Lips
bonuses separately for all 4 icon sets.

SEQUENCES: Each player scores points for the sequences they can II
make, using the class numbers on their ghosts. Each sequence can II
begin and end at any number, as long as the numbers in the sequence
are consecutive. Making a sequence that is 3|4|5|6|7 cards long is
worth 1|2|4|7|10 points. You can score multiple sequences, II
but each ghost can only be used in a single sequence.
Proton Pack

GEAR: Each player scores points for the gear cards that they have.
Having 1|2|3 different pieces of gear is worth 2|6|12 points.
Each gear card in a set must be different (i.e., to score the full
12 points, you must have a Jumpsuit, PKE Meter, and Proton Pack). Score 2|6|12 points for
1|2|3 different gear cards.

If you have duplicates, score them as a separate set.

SLIME: Whoever has the most ghosts with slime loses 3 points. If
Poss
there is a tie for most slime, each tied player loses the full 3 points.
Police
Whoever has Slimer is exempt from this penalty, though. If the player
who has Slimer also has the most slime, then whoever has the next
most ghosts with slime loses the 3 points instead. Slimer

In addition, whoever has Slimer scores 1 point for each ghost with
slime that they have.
V

VI
Score 1 point for each ghost
with slime that you capture.

Once the final scores have been calculated, the player with the
highest overall score wins! If tied, then the tied player with most Modify any
action card
ghost cards wins. If still tied, then the tied player with the fewest
ghost cards with slime wins.
5
VARIANT FOR 2 PLAYERS
When you capture a ghost card and move the ghost trap to
the next card in the circle, discard that next card and move the
ghost trap again immediately. In this way, every other card in
the circle will be automatically discarded as you play.

CREDITS
Game Designers: Daryl Andrews and Erica Bouyouris

Developer: Erik Dahlman

Illustrators: Jacqui Davis and Todd Bright

Graphic Designer: Melanie Graham

Editor: Dustin Schwartz

6
— Renegade Game Studios —

President & Publisher: Scott Gaeta

Controller: Robyn Gaeta

Director of Operations: Leisha Cummins

Director of Sales & Marketing: Sara Erickson

Creative Director: Anita Osburn

Senior Producer: Dan Bojanowski

Associate Marketing Manager: Danni Loe

Customer Service: Jenni Kingma

— Special Thanks —

The game designers would like to thank Tanya, Mom,


Ivan Reitman, Mom & Dad, Bill Murray, Alex, Aaron, Gabriel, Dan Aykroyd, Keith,
Lynda, Brad, Harold Ramis, Sean, Manjot, Mandy, Caryl, Ernie Hudson, Robert,
Stefan, Erik, Sigourney Weaver, Maggi, Andrew, Rachael, and Rick Moranis.
Special thanks to Valentine’s Day. Thanks A Zuul, and I ain’t afraid of no ghost.

© 2018 Renegade Game Studios.


All Rights Reserved.

For additional information or support, please

visit us online: www.renegadegames.com

/PlayRGS

@PlayRenegade

@Renegade_Game_Studios

www.albinodragon.com

/AlbinoDragonGames

@thealbinodragon

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