Rulebook the CARD GAME

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Rulebook the CARD GAME THE CARD GAME Rulebook THE CARD GAME 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, but only if you played ses Most : 3 pts at least 1 action card NU this turn. Bo Most : 3 pts 3. REFILL HAND T Draw cards from the e s 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 1 Reference Card sliMe Most Slime: -3 pts Slimer: 1 pt per ghost with slime ToTal Ghostbusters_Scorecard-vert_v3.indd1 Scorepad1 7/31/18 11:06 AM 1 4 2 HAND 2 GHOST HAND TRAP II II II II III III III 1-3 cards clockwise . clockwise cards 1-3 Move the ghost trap ghost the Move VI VI VI 1 1 Lips Lips Animated Animated Poltergeist Poltergeist Angry Angry VII VII VII Giant Penguin Giant Giant Penguin Giant 2 2 5 2 5 1 Gatekeeper Gatekeeper VII VII VII The Stay Puft Stay The The Stay Puft Stay The Marshmallow Man Marshmallow Marshmallow Man Marshmallow 5 5 V V V with slime that you capture. with slime that you Score 1 point for each ghost each ghost 1 point for Score Slimer Slimer Fluffy Fluffy Modify any of your of your Modify any action cards by +2. by action cards V 3 V ACTION GHOST DIRECTION DECK 1 DECK Shandor IvoIvo MARKER IVIV ZombieZombie TaxiTaxi DriverDriver 1 Ghost Hair IIIIII Proton Pack Possessed Police Horse 2 I Score 2|6|12 points for VI 1|2|3 different gear cards. Modify any of your 2 action cards by +1. 1 HAND GAME SETUP HAND 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. B A Animated 1 Lips E Possessed C Police Horse 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 Animated corner of the card. Add together all of these values from your ghosts Animated 1 Lips to get your base score. Animated 1 Lips SET BONUSES: There are 4 different sets of scoring icons that appear on the ghosts. The player with the most icons of a given set scores Animated 3 points. If there is a tie, the tied players score 1 point each.1 Score setLips bonuses separately for all 4 icon sets. SEQUENCES: Each player scores points for the sequences they can II make, using the on their ghosts. Each sequence can class numbers 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 Score 2|6|12 points for 12 points, you must have a Jumpsuit, PKE Meter, and Proton Pack). 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 Possessed there is a tie for most slime, each tied player loses the full 3 points. Police Horse 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 Score 1 point for each ghost with slime thatVI 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 of your action cards by +1. 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.
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