The Real Ghostbusters: The Game (1989)
Spielzeit: 30
Min. Alter: 5
Spieler: 2 - 6
Verlag: Triotoys, Falomir Juegos, Paradigm Games Ltd
Designer: (Uncredited)
Künstler: Unbekannt
Mechaniken: Rock-Paper-Scissors, Roll / Spin and Move
Min. Alter: 5
Spieler: 2 - 6
Verlag: Triotoys, Falomir Juegos, Paradigm Games Ltd
Designer: (Uncredited)
Künstler: Unbekannt
Mechaniken: Rock-Paper-Scissors, Roll / Spin and Move
Beschreibung anzeigen Kommentare anzeigen Preisentwicklung
A basic Childrens board game based on the Real Ghostbusters cartoon TV series. The main aim is to move your character around the board, trapping "ghosts" along the way until finally trapping the boss character, "Mr Stay Puft".
Characters start in the middle of the board with players getting three cards each, a "ghostbusting kit" consisting of "trap", "proton gun" and "proton pack" cards.
Play is controlled in a clockwise manner by a spinner containing player moves, player & ghost moves, player move + take action card, or player move + "spook". Players can move along board street squares, through "subways" or in to "buildings", and can also move ghosts in the same way if given the option.
Action cards give either further movement options or the ability to trap a ghost outside a building.
Players can "spook" a separate opponent on landing on a square containing, or spinning, a spook option. This is a basic paper-scissor-stone option and the winner takes one of the loser's "ghostbusting kit" cards. Without all three a player cannon trap a ghost.
Upon moving inside a "building" with a ghost present (or landing on a ghost outside a building if owning the correct action card) you can trap it by using the spinner to select a "powerstream strength" number. If the number is higher than the ghost's "slime value" you trap it, otherwise you move out of building and play continues.
After the last ghost is trapped, players must move towards the middle of the board to trap "Mr Stay Puft" in the same way as regular ghosts.
The winner is the person with the highest total "slime value" calculated from all ghosts they have trapped.
Characters start in the middle of the board with players getting three cards each, a "ghostbusting kit" consisting of "trap", "proton gun" and "proton pack" cards.
Play is controlled in a clockwise manner by a spinner containing player moves, player & ghost moves, player move + take action card, or player move + "spook". Players can move along board street squares, through "subways" or in to "buildings", and can also move ghosts in the same way if given the option.
Action cards give either further movement options or the ability to trap a ghost outside a building.
Players can "spook" a separate opponent on landing on a square containing, or spinning, a spook option. This is a basic paper-scissor-stone option and the winner takes one of the loser's "ghostbusting kit" cards. Without all three a player cannon trap a ghost.
Upon moving inside a "building" with a ghost present (or landing on a ghost outside a building if owning the correct action card) you can trap it by using the spinner to select a "powerstream strength" number. If the number is higher than the ghost's "slime value" you trap it, otherwise you move out of building and play continues.
After the last ghost is trapped, players must move towards the middle of the board to trap "Mr Stay Puft" in the same way as regular ghosts.
The winner is the person with the highest total "slime value" calculated from all ghosts they have trapped.
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ag.gameitem.lastUpdated: 2025-04-28 15:20:39.048