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The Real Ghostbusters Game

The Real Ghostbusters Game Rulebook

Table of Contents

Table of Contents

  • Goal of the Game
  • Setup
  • And Now Let's Go
  • Who Wins?

Goal of the Game

Collect four Ghost cards, be the first to reach the top step of the staircase, and close the Ghost Trap.

Setup

The 3-D set pieces are assembled as shown on the inside of the box lid. The game is then set up following the instructions; the large illustration on the lid shows a complete game setup.

  1. The cards are divided into two stacks: "Slimed" (German: "Angeschmiert"): The four corresponding cards are removed from the deck and placed face up next to the game board. "Ghost": The remaining cards are Ghost cards. They are shuffled and placed face down next to the other stack.
  2. The Castle Lord's skull is placed at the top of the landing, directly next to the Ghost Trap.
  3. The axe stands leaning against the tower wall at the top. The Ghost Trap is open and must remain open for the whole game.
  4. The players each choose a playing figure and place it on the field marked with an X (directly next to "Enter if you dare").

And Now Let's Go

  1. The players vote on who begins. Play then continues clockwise.

  2. The player whose turn it is moves his Ghostbuster figure clockwise around the round track of the field he is currently on. Moves are made as follows:

    • The figure is advanced as many spaces along the track as the number of eyes rolled.
    • A Ghostbuster may jump over other figures when moving.
    • A player who lands on a space occupied by another player's figure moves on to the next free space.
  3. Moving from one playing field to another. To reach the staircase in the museum, a player must first go around the tracks in the four playing fields (see Fig. 1). A Ghostbuster may leave a field and move on to the next one only once he has caught a certain number of ghosts (i.e., collected the corresponding cards). A player who has not yet reached the required number must keep going around the track in that field until he has enough cards. Each of the four playing fields has an information board stating how many ghosts a player must have to move on to the next field.

    [Fig. 1: board diagram not reproduced.]

    Field 4: The Museum. You must have 4 Ghost cards before you may climb the staircase.

    Field 3: The Street. You need at least 3 Ghost cards before you may enter Field 4.

    START HERE — Field 1: The Headquarters. You must have at least 1 Ghost card to enter Field 2.

    Field 2: The Antique Shop. You need at least 2 Ghost cards so that you may enter Field 3.

  4. Ghost cards. On the track there are two kinds of fields that offer the chance to get Ghost cards: skull fields and lightning fields. These two fields look as follows.

Who Wins?

The player who reaches the top step of the staircase (this does not have to happen with an exact roll of the dice) automatically closes the Ghost Trap and wins the game.

Skull fields are solid-coloured fields with no information or picture. The skull fields in each of the four playing fields look as follows:

  • Skull fields in the Ghostbusters Headquarters
  • Skull fields in the Antique Shop
  • Skull fields on the Street
  • Skull fields in the Museum

[The four skull-field symbols are illustrations (one per field) and are not reproduced.]

A player who lands on a skull field must do the following, in this order:

A. He throws the skull into the shaft in the tower. The skull rolls into one of the four playing fields (for more precise instructions see 5.).

B. He turns the arrow on the dial and follows the instruction the arrow points to. The fields on the dial mean:

  • You catch a ghost! You may take a Ghost card from the stack. You may hold at most four Ghost cards. A player who already has four may not draw any further card.
  • You lose a ghost! You must put one Ghost card back under the stack (if you have one at all).
  • Slimed! You take one of these cards from the other stack. What this card means is explained under 8. Each player may hold only one of these cards. A player who already has one turns the arrow again.

C. The skull is placed back next to the Ghost Trap before the next player's turn. If the skull has knocked over the axe, the axe returns to its starting position. The turn is then over.

Lightning fields are those with a grey cloud and a yellow lightning bolt. A player who lands on such a field may hurl a lightning bolt at an opponent, i.e., take one Ghost card from that opponent (unless the player has already reached his maximum of four, or the opponent has no Ghost cards at all). The turn then ends.

Note: Figures already standing on the museum staircase are protected from the lightning (see 9.).

  • The skull. Depending on where the skull rolls, there can be a good or a bad surprise. A bad surprise may occur if a player has his Ghostbuster on a red danger field; a good surprise if his figure is on the secret passage field. The two fields have the following meanings:

    Red danger fields are spread over the playing fields and the staircase. A player who lands on such a field stays there and ends his move.

    If a Ghostbuster on a red field is hit by the rolling skull or knocked over, the player must do the following:

    A. He places his figure back on the field marked with an X in that same field, even if that field is already occupied by another figure. Note: This is the only exception in which two figures may stand on one field at the same time.

    B. He returns — if he has one — a Ghost card, i.e., he puts it back under the card stack.

    Note: If a figure on an ordinary playing field is hit or knocked over by the rolling skull, it is simply placed back on the same field.

    The secret passage. This field exists only once in the game — on the Street. A player who lands here stays there and ends his move. If a player is standing on this field while the skull falls into the basket and thereby opens the door to a secret passage, he moves his Ghostbuster forward to the field marked with an X in the museum. It does not matter in this case whether he already has four Ghost cards or not.

  • X fields. A player who lands on a field marked with an X receives neither a bonus nor a penalty; his move ends there.

  • Entering the next field. The next playing field may be entered only by a player who has collected enough Ghost cards. Until then he must keep going around the track of the field he is on. Once he has enough Ghost cards, he continues clockwise until he reaches the field marked with an X that is adjacent to the field leading into the next field (the field with the arrow). He then continues clockwise in the next field until he has collected enough cards to move on into the next room.

  • "Slimed." A player who holds such a card and is hit by an opponent's lightning, is sent back to an X field, or is required to lose a Ghost card may play it. Then the card goes back to the small stack, and none of the penalties can take effect against him. This card may be played at the first opportunity or kept for a later one.

  • The museum staircase. A player who has collected four Ghost cards may enter the museum field and finally climb the staircase. Each step of the staircase counts as one field. A player on the staircase can no longer be hit by lightning. The four lower steps of the staircase are red danger fields (see 5.). A player who ends his move on a step above the fourth step ends his turn there.