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Ghostbusters: The Board Game – Mass Hysteria exclusives thumbnail

Ghostbusters: The Board Game – Mass Hysteria exclusives

Expansion for Ghostbusters: The Board Game

Ghostbusters: The Board Game – Mass Hysteria exclusives Rulebook

Table of Contents

Table of Contents

  • Sandman (Class 6 Ghost)
  • Stay Puft Marshmallow Man (Class 7 Ghost, Impossible)

Sandman (Class 6 Ghost)

Class: 6

To Hit: 4 or higher, add a Stream

To Trap: 4 Streams (from at least 3 Ghostbusters)

When Hit: Moves 1 space away from that Ghostbuster.

When Trapped: Place it on your Character Card.

When Missed: You are put to Sleep, and then Sandman moves 1 space in a random direction.

The card's Miss diagram shows the same effect: the Ghostbuster is put to Sleep, and then Sandman moves 1 space in one of eight directions.

Special:

  • At the end of each round, Sandman teleports (without passing through intervening spaces) to a random space adjacent to the nearest Ghostbuster that is not asleep, then roll the Event Die– If a Closed Gate is rolled, that Ghostbuster is put to Sleep.
  • Sleep: Lose all Streams and skip each of your turns. An adjacent Ghostbuster may spend an Action to wake you up.
  • Sandman cannot leave the map.

Stay Puft Marshmallow Man (Class 7 Ghost, Impossible)

Class: 7 (Impossible)

To Hit: 4 or higher, add a Stream

To Trap: 30 Streams

When Hit: Moves 1 space towards that Ghostbuster.

When Trapped: Place it on your Character Card.

When Missed: Moves 1 space in a random direction, then 1 space towards that Ghostbuster.

Special:

  • Terrain and Ghosts do not block Line of Sight to Stay Puft.
  • If Stay Puft enters the same space as a Ghostbuster, place them on Stay Puft's Ghost Card (Grabbed). While on its card, they lose all Actions and Streams. Up to two Ghostbusters can be on Stay Puft's Ghost Card at a time.
  • If a third Ghostbuster would be Grabbed, they get Slimed and pushed 1 space away instead.
  • When Stay Puft is Hit, place any Grabbed Ghostbusters into random spaces adjacent to Stay Puft.
  • At the end of each Ghostbuster's turn, if there are any Streams on Stay Puft, it moves 1 space towards the Ghostbuster with the most Streams on it.
  • Stay Puft's "To Trap" is reduced by 5 for each Closed Gate.
  • Stay Puft cannot leave the map.