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Ghostbusters: The Board Game – Kickstarter Exclusives

Expansion for Ghostbusters: The Board Game

Ghostbusters: The Board Game – Kickstarter Exclusives Rulebook

Table of Contents

Table of Contents

  • Player Cards
    • Janine Melnitz
    • Kylie Griffin
    • Ron Alexander
    • Melanie Ortiz
    • Rookie (Bryan Welsh)
  • Ghost Cards
    • Boogaloo (Class 7)
    • Boogieman (Class 6)
    • Cathulhu (Class 8)
    • Fearsome Flush (Class 1)
    • Gozer (Class 7)
    • Librarian / The Grey Lady (Class 3)
    • Ivo Shandor (Class 6)
    • Samhain (Class 6)
    • Spawn of Cathulhu (Class 2)
    • Vinz Clortho (Class 6)
    • Zuul (Class 6)
  • PCOC Card
    • Paranormal Contracts Oversight Commission (Walter Peck)

Player Cards

Each player card has five ability levels and shares one experience track, printed on all five cards: Level 1 at 0–4 XP, Level 2 at 5–10 XP, Level 3 at 11–18 XP, Level 4 at 19–29 XP, and Level 5 at 30 XP.

Janine Melnitz

  • Level 1: When you trap a Ghost with no other Ghostbusters' Streams on it, gain 1 XP.
  • Level 2: Once during your turn, you may give any number of your Trapped Ghosts to a Ghostbuster within Line of Sight.
  • Level 3: +1 Action.
  • Level 4: When you hit a Ghost with one or more of your Streams on it: You may take a free Combat Action against a different Ghost.
  • Level 5: All Ghostbusters may perform the Deposit Trapped Ghosts Action as a Maneuver.

Kylie Griffin

  • Level 1: When your Proton Roll result is at least 6, gain 1 XP.
  • Level 2: Once during your turn, you may cancel a failed Combat Action and take a free non-Combat Action instead.
  • Level 3: +1 Action.
  • Level 4: When you hit a Ghost: Add 1 to your next Proton Roll this turn.
  • Level 5: When a Ghostbuster's Proton Roll result is at least 6, they may put an additional Stream on that target.

Ron Alexander

  • Level 1: When you trap a Ghost adjacent to you, gain 1 XP.
  • Level 2: Once during your turn, you may take a free Combat Action against a Ghost adjacent to you.
  • Level 3: +1 Action.
  • Level 4: When you hit a Ghost: You may move to the nearest space adjacent to any Ghost within Line of Sight.
  • Level 5: Ghosts adjacent to a Ghostbuster do not block that Ghostbuster's Line of Sight.

Melanie Ortiz

  • Level 1: When you trap a Ghost that is at maximum Line of Sight, gain 1 XP.
  • Level 2: Once during your turn, you may swap spaces with an adjacent Ghost (if able).
  • Level 3: +1 Action.
  • Level 4: When you hit a Ghost: You may move that Ghost 1 space instead of adding a Stream.
  • Level 5: When a Ghostbuster gets Slimed during their turn, they may move 1 space.

Rookie (Bryan Welsh)

  • Level 1: When a Ghost is Trapped that has yours and at least one other Ghostbuster's Stream on it, gain 1 XP.
  • Level 2: Once during your turn, you may copy the Level 2 ability of another Ghostbuster within Line of Sight.
  • Level 3: +1 Action.
  • Level 4: When you hit a Ghost that has another Ghostbuster's Stream on it: You may take a free Combat Action against any Ghost.
  • Level 5: All Ghostbusters who fail a Proton Roll add 1 to their next Proton Roll that turn.

Ghost Cards

Each ghost card lists its Class, its combat values, and its special rules. The reverse faces carry only flavour text, which is omitted.

Boogaloo (Class 7)

  • To Hit: 3 or higher, add a Stream.
  • To Trap: 9 Streams.
  • When Hit: Moves 2 spaces towards that Ghostbuster.
  • When Missed: A Ghost from the Spirit World emerges from that Ghostbuster's space, and then that Ghost and Boogaloo move 1 space in a random direction.
  • When Trapped: Remove Boogaloo from the scenario instead and each Ghostbuster gains 3 XP.
  • Special:
    • Terrain and Ghosts do not block Line of Sight to Boogaloo.
    • When two Boogaloo Manifestations occupy the same space, remove them both from the scenario and place Boogaloo (from outside the scenario) into that space.
    • At the end of each round, each Ghostbuster within Boogaloo's Line of Sight moves 1 space at random, three times (obstacles and map edges stop movement).

Boogieman (Class 6)

  • To Hit: 4 or higher, add a Stream.
  • To Trap: 4 Streams (from at least 3 Ghostbusters).
  • When Hit: Moves 2 spaces towards that Ghostbuster.
  • When Trapped: Place it on your Character Card.
  • When Missed: Boogieman moves to a random space adjacent to the nearest Closed Gate.
    • [Diagram: Miss – "Determine nearest Closed Gate." "Roll Movement Die."]
  • Special:
    • At the end of each Ghostbuster's turn, Boogieman moves 1 space towards the nearest Closed Gate.
    • At the end of each round, if Boogieman is adjacent to a Closed Gate, roll the Event die and if you rolled any Closed Gate's symbol, open the Gate he is adjacent to.
    • Fear - Ghostbusters adjacent to Boogieman cannot take Actions.

Cathulhu (Class 8)

  • To Hit: 3 or higher.
  • To Trap: Cathulhu cannot be Trapped.
  • When Hit: Moves 2 spaces towards that Ghostbuster.
  • When Missed: Moves 2 spaces towards that Ghostbuster, then moves 1 space in a random direction.
  • Special:
    • (Set-Up) Cathulhu starts with 3 Slime tokens on it.
    • Terrain and Ghosts do not block Line of Sight to Cathulhu.
    • When Cathulhu is adjacent to a Gate as it closes, remove a Slime token. When Cathulhu has no Slime tokens, remove it from the scenario and each Ghostbuster gains 3 XP.
    • At the end of each Ghostbuster's turn, Cathulhu moves 1 space towards the nearest map edge. If Cathulhu leaves the map, you lose the game.
    • Push - When Cathulhu moves into a Ghostbuster's space, they get Slimed and are moved 1 space in the same direction.

Fearsome Flush (Class 1)

  • To Hit: 3 or higher, add a Stream.
  • To Trap: 1 Stream.
  • When Hit: See When Trapped.
  • When Trapped: Fearsome Flush Slimes 2 spaces away in 4 directions (roll the Movement Die): Even numbers (2, 4, 6, & 8) Odd numbers (1, 3, 5, & 7). Then place it onto your Character Card.
    • [Diagrams: "Even Movement Roll" and "Odd Movement Roll" show the four Slimed spaces for each result.]
  • When Missed: Moves in a random direction until an obstacle or map edge stops movement.

Gozer (Class 7)

  • To Hit: 4 or higher.
  • To Trap: Gozer cannot be Trapped.
  • When Hit: Leaps 3 spaces away (does not pass through intervening spaces).
  • When Missed: Roll the Event Die until you roll a Gate, and then Gozer moves to a random space adjacent to that Gate.
    • [Diagram: Miss – "Roll Event Die," then "Roll Movement Die."]
  • Special:
    • At the end of the round, Gozer leaps 2 spaces towards the nearest Ghostbuster, then pushes all Ghostbusters within Line of Sight of Gozer 1 space towards the nearest edges of the map.
    • If Gozer leaves the map, roll the Event Die until you roll a Gate symbol, and then place Gozer in a random space adjacent to that Gate.

Librarian / The Grey Lady (Class 3)

One double-sided card. The front is the Librarian; the back is The Grey Lady, into which the Librarian transforms.

Librarian (front, Class 3, Vaporous, Full Torso Apparition)

  • To Hit: 3 or higher.
  • To Trap: The Librarian cannot be Trapped.
  • When Hit: Roll the Event Die until you roll a Gate. The Librarian moves until she reaches the nearest space adjacent to a Gate, and then flip this card over to transform her into The Grey Lady.
  • When Missed: Moves to the nearest space adjacent to that Ghostbuster.
    • [Diagrams: Hit – "Roll Event Die," then "Move to nearest space adjacent to the Gate." Miss – "Move to nearest space adjacent to the Ghostbuster."]
  • Special:
    • Ghostbusters within the Librarian's Line of Sight have their Move Actions reduced by 1 space.
    • When the Librarian leaves the map, roll the Event Die until you roll a Gate symbol, and then place the Librarian in a random space adjacent to that Gate.

The Grey Lady (back, Class 3, Transmogrified Monstrous Form)

  • To Hit: 3 or higher.
  • To Trap: The Grey Lady cannot be Trapped.
  • When Hit: Roll the Event Die until you roll a Gate. The Grey Lady moves until she reaches the nearest space adjacent to that Gate.
  • When Missed: Moves to the nearest space adjacent to that Ghostbuster.
    • [Diagrams: Hit – "Roll Event Die," then "Move to nearest space adjacent to the Gate." Miss – "Move to nearest space adjacent to the Ghostbuster."]
  • Special:
    • Ghostbusters within The Grey Lady's Line of Sight have their Proton Rolls reduced by 1.
    • When The Grey Lady leaves the map, roll the Event Die until you roll a Gate symbol, and then place The Grey Lady in a random space adjacent to that Gate.

Ivo Shandor (Class 6)

  • To Hit: 4 or higher, add a Stream.
  • To Trap: 4 Streams (from 4 Ghostbusters).
  • When Hit: A Ghost from the Spirit World emerges from Ivo Shandor's space.
  • When Trapped: Place it on your Character Card.
  • When Missed: Roll the Movement Die, then lose that much XP.
  • Special:
    • Ivo Shandor is unaffected by Combat until the Gates are Closed.
    • At the end of each round, the highest-Class Ghost from the Spirit World emerges from Ivo Shandor's space.

Samhain (Class 6)

  • To Hit: 4 or higher, add a Stream.
  • To Trap: 5 Streams.
  • When Hit: Samhain moves 1 space towards that Ghostbuster.
  • When Trapped: Place it on your Character Card.
  • When Missed: A Ghost emerges from Samhain, then Samhain moves 1 space in a random direction.
  • Special:
    • Samhain is unaffected by combat unless he is in front of the Ecto-1 and within Line of Sight of the front space of the Ecto-1 (in the green spaces as shown on the card).
      • [Diagram: green spaces are "Affected by combat"; red spaces at the top and bottom are "Unaffected by combat."]
    • After Samhain moves, any Ghost within his Line of Sight moves 1 space in the same direction.
    • At the end of each Ghostbuster's turn, Samhain moves 1 space towards the nearest Open Gate.
    • At the end of each Round, if Samhain is adjacent to an Open Gate, a Ghost emerges from him for each Closed Gate.

Spawn of Cathulhu (Class 2)

  • To Hit: 3 or higher, add a Stream.
  • To Trap: 3 Streams.
  • When Hit: Moves 1 space towards that Ghostbuster.
  • When Trapped: Place it on your Character Card.
  • When Missed: Moves 1 space towards that Ghostbuster, then moves 1 space in a random direction.
  • Special:
    • At the end of each Ghostbuster's turn, all Spawns of Cathulhu move 1 space towards the nearest Ghostbuster, then remove the oldest Stream Token from each Spawn of Cathulhu.
    • Push - When a Spawn of Cathulhu moves into a Ghostbuster's space, they get Slimed and are moved 1 space in the same direction.
    • Spawns of Cathulhu cannot leave the map and obstacles stop their movement.

Vinz Clortho (Class 6)

  • To Hit: 4 or higher.
  • To Trap: Vinz Clortho cannot be Trapped.
  • When Hit: Moves 1 space away from that Ghostbuster.
    • [Hit diagram captioned "Add a Stream."]
  • When Missed: Moves 1 space at random, then 1 space towards that Ghostbuster, or towards Zuul if it is on the map.
  • Special:
    • Fear - Ghostbusters adjacent to Vinz Clortho cannot take Actions.
    • Vinz Clortho cannot move through obstacles or leave the map.
    • Push - When Vinz Clortho moves into a Ghostbuster's space, they get Slimed and are moved 1 space in the same direction.

Zuul (Class 6)

  • To Hit: 4 or higher.
  • To Trap: Zuul cannot be Trapped.
  • When Hit: Moves 1 space towards that Ghostbuster.
    • [Hit diagram captioned "Add a Stream."]
  • When Missed: Moves 1 space at random, then 1 space towards that Ghostbuster, or towards Vinz Clortho if it is on the map.
  • Special:
    • Fear - Ghostbusters adjacent to Zuul cannot take Actions.
    • Zuul cannot move through obstacles or leave the map.
    • Push - When Zuul moves into a Ghostbuster's space, they get Slimed and are moved 1 space in the same direction.

PCOC Card

The Paranormal Contracts Oversight Commission card, which is played with Walter Peck. Its reverse carries background text only, which is omitted.

Paranormal Contracts Oversight Commission (Walter Peck)

  • Inspection Notice: At the end of each Ghostbuster's turn, Walter Peck moves 1 space towards the nearest Ghostbuster, then if he is adjacent to a Ghostbuster, all their Trapped Ghosts emerge from their space.
  • Shut it off! If Walter Peck is within Line of Sight of the Ecto-1, Trapped Ghosts cannot be deposited into it.
  • Note: Walter Peck can get Slimed. While Peck is Slimed, he cannot move. At the end of each round, remove all Slime from him.