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GHOSTBUSTERS THE CARD GAME
GETTING TO KNOW GHOSTBUSTERS THE CARD GAME
Welcome to Ghostbusters the Card Game, a fun and exciting game for 2 – 5 players. In this game, we’ll all be using action cards to strategically position our ghost traps and capture some spooky specters. At the end of the game, we’ll earn points for the ghosts we catch. Plus, we’ll earn bonus points for having the biggest sets, sequences, and gear. But be careful, because points will be deducted if you end up with the most slime!
WHAT’S INCLUDED
In this game, you’ll find 48 ghost cards. Each ghost has a point value, an icon, and a class number. Some ghosts also have a slime value and a special ability. These cards are full of spooky surprises to keep you on your toes!
But that’s not all – there are also 57 action cards. At the start of the game, each player gets three action cards. These cards give you special powers to help you trap ghosts. You can use them to move the ghost trap in different directions or rearrange the ghost cards in the circle. With these action cards, you’ll have plenty of tricks up your sleeve!
Speaking of the ghost trap, there’s a special card just for that. The ghost trap card is what you’ll use to capture ghosts. Don’t forget about the direction marker card, which tells you which way the ghost trap can move. Make sure you use them wisely!
To help you get started, there’s a rule book, a reference card, and a score pad included in the game. These will guide you through the gameplay and keep track of your progress. So you’ll always know what to do – no need to worry!
SETUP
Now that you know what’s inside the game, let’s talk about how to set it up. First, shuffle the ghost cards. Then, deal 12 of them face up in a circle in the center of the table. The remaining ghost cards form a draw pile for later. Easy peasy, right?
Next, it’s time to shuffle the action cards. Each player gets three of them to start with. The rest of the action cards are set aside as a draw pile. These cards will be your secret weapons throughout the game.
Now you’re all set up and ready to go! It’s time to start trapping some ghosts. Get ready for an exhilarating adventure full of twists and turns. Let the game begin!
In the middle of the circle, I place the direction marker card. Make sure the arrow on the card is facing up, pointing in the direction of the clockwise movement. To start, position the ghost trap card at the top of the circle, right at the 12 o’clock position.
The Game
Welcome! I’m here to tell you all about an exciting game that you’re going to love. It’s called “The Play,” and it’s all about capturing ghosts and having a thrilling time!
The game is played over three rounds, and the first thing you need to do is decide who goes first in the first round. After that, in the next rounds, the player to the left of the person who caught the last ghost gets to start.
Playing the Game
Now let’s talk about how to play the game. On each player’s turn, there are three phases: Take Action, Capture Ghost, and Refill Hand.
During the Take Action phase, you can do up to two different things. There are three types of actions you can take: Play, Discard, and Ghost Abilities.
If you decide to play an action card, you show it to everyone, perform the action written on it, and then put the card in the discard pile. It’s a great way to make things happen!
But if you want to discard a card instead, you simply put it in the discard pile. The action on the card won’t happen, but don’t worry! You get to draw a new action card from the draw pile right away. It keeps the game moving!
When I’m in the thick of the action, I have a couple of options. I can either play two action cards, discard two action cards, or do one of each. It’s all about mixing things up and keeping my opponents on their toes.
But that’s not all! If I’ve managed to capture some ghosts, I can tap into their unique powers. Each captured ghost has a special ability that I can use once per round. It’s like having an extra trick up my sleeve, and it can really give me an edge in the game. Just remember to rotate the ghost card after using its ability – that way, everyone knows it’s been used.
Speaking of capturing ghosts…
In order to catch a ghost, the first step is playing an action card. Once I’ve done that, I can unleash my trap card and capture one ghost from the circle. The ghost that’s in front of the trap card is the unlucky one that gets nabbed. I’ll collect that ghost and keep it near me, while the trap card moves on to the next ghost in line. Oh, and the direction of movement? That’s determined by the direction marker card – it’s always changing things up.
Now, if I’m playing with a friend, we have a special rule. After one ghost is captured, we remove a second one from the game. It’s all about keeping the balance and making sure things stay fair.
REFILL YOUR HAND
Once you’ve caught a ghost, it’s time to replenish your hand of action cards. You can draw up to three cards from the action card draw pile. If the draw pile is empty, simply shuffle the discard pile to create a new draw pile.
WRAPPING UP A ROUND
A round comes to an end when you’ve captured the final ghost card. To set up for the next round, deal twelve more ghost cards in a circular formation. The ghost trap should be placed at the top of the circle. Don’t forget to reset the ghosts that were used during play by aligning them vertically. The game reaches its conclusion once the third round is completed.
KEEPING SCORE
Your score will be recorded on the scorepad. Keep track of your progress!
When you play the game, you start with a base score. This score is determined by the point value of each ghost you capture. But it’s not just about the ghosts; you can also earn set bonuses by collecting the most cards of a certain icon group. Each time you have the biggest set, you earn 3 points. If there is a tie for the biggest set, each player gets 1 point. So, it’s a race to see who can collect the most cards and earn those set bonuses!
Another way to score points is by creating sequences of cards. A sequence is made up of at least three cards that have consecutive class numbers. The more cards you have in a sequence, the more points you earn. For example, if you have a sequence of three cards, you earn 1 point. But if you have a sequence of seven cards, you earn a whopping 10 points! Remember, you can have more than one sequence, but you can’t use the same ghost card in multiple sequences.
Finally, having a variety of gear cards can also boost your score. Each gear card you have is worth 2 points. But if you have two different gear cards, you earn 6 points. And if you have three different gear cards, you earn a massive 12 points! Just be aware that if you have any duplicate gear cards, they count as a separate set.
So, to summarize, there are multiple ways to earn points in the game. You can capture ghosts for a base score, collect the most cards in an icon group for set bonuses, create sequences of cards for extra points, and collect a variety of gear cards for even more points. It’s a challenge to strategize and maximize your score, but that’s what makes the game exciting!
When it comes to the game of slime ghosts, things can get a little tricky. You see, the player who ends up with the most slime ghosts is actually the loser. And let me tell you, losing 3 points from your score is not a good thing. But here’s where it gets really interesting – if there is a tie for the most slime, all the players in the tie have to suffer that 3 point deduction. Ouch!
But there’s a card called Slimer that can save you from this punishment. If you happen to be the player with the most slime ghosts and you also have the Slimer card, you’re in luck! The player who comes in second place in terms of slime total is the one who will have to face that 3 point penalty. So, maybe being the top slime collector isn’t always such a great thing.
But wait, there’s more! If you have the Slimer card, it’s not all bad news. In fact, you actually earn a point for each slime ghost card you manage to capture. It’s like a little reward for having to deal with all that slime. So, it’s not a complete loss if you end up with the Slimer card.
So remember, in the game of slime ghosts, having the most slime can actually be a bad thing. And if you’re lucky enough to have the Slimer card, it can save you from that 3 point deduction. Plus, you get a little bonus for being the slime master. It’s a strange game, but it sure is fun!
VICTORY
I have discovered that the player who amasses the highest number of points emerges triumphant. In the event of a tie, the player possessing the greatest number of ghosts claims victory. But if a tie still persists, the player burdened with the fewest slime ghosts prevails.