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Random Scenario Generator

1. Tile Placement
Mix up the map tiles and then spread them out in a pattern, leaving room to pick them up and rotate them
until each tile can be accessed by at least one adjacent tile. Here are some examples. You can also roll
a to select one randomly.

2. Starting Location
Are you starting inside the Ecto-1, separated from it, or not using it at all? After you decide, you need to
randomly determine the starting location of the Ecto-1 or the individual Ghostbusters. Randomly select a
map tile and roll the . On an , the Ghostbusters start on that map tile. Otherwise, reroll on the next
map tile.

Inside the Ecto-1: Place the Ecto-1 on two


open spaces of that map tile of your choice.

Without the Ecto-1: Place the 4 Ghostbusters


on four open spaces of your choice.

Separated from the Ecto-1:


Randomly select two map tiles
and do both.
3. Gate Placement
Each scenario always starts with five Closed Gates, with each Gate on a different Gate Placement
map tile. Use the following steps to place the five Closed Gates on the map tiles.
1) Randomly select a map tile with no Ghostbusters.
2) To determine if the selected map tile has a Gate, roll the and on a , that 1,2 3,4
map tile will have a Gate. Otherwise, repeat this process on the next map tile.
5,6 7,8
3) To place the Gate, roll the and place the Gate on the space you rolled
(see “Gate Placement” chart).
4) Continue steps 2 and 3 until all five Closed Gates have been placed.

Gate Selection
DIE ROLL GATE NAME

1 Release Gates

4. Gate Selection 2 Flank Gates


Because some of the Gates from the game require special rules, this 3 Displace Gates
chart utilizes the Gates that can be used in any scenario. 4 Burst Gates
Roll the to determine the type of Gate. 5 Verge Gates

6 Tribute Gates

7 Vanish Gates

8 Slime Gates

5. Group Level Group Level


Once you have your map laid out, you need to determine what your Group Level DIE ROLL GROUP LEVEL
is. Your Group Level is the level each Ghostbuster in the group will be when the 1 1
scenario starts. Roll on the “Group Level” chart to determine your Group Level, 2 2
and then move each Ghostbuster’s XP Tracker to the lowest number in that level.
3 3

4 4

5 5

6 Reroll
6. Open Gates Open Gates
The number of Gates that start Open is determined by the
DIE ROLL 1 2 3 4 5 6
Group Level of your team; the more Open Gates, the more
challenging the scenario. Group Level 1 1 2 2 2 2 3
Group Level 2 2 2 2 2 3 3
1) Roll the and reference the “Open Gates” chart to
determine how many of the five Gates to Open. Group Level 3 2 3 3 3 4 4

2) Roll the and open that Gate Group Level 4 3 3 4 4 4 5


Group Level 5 3 4 4 4 5 5
3) Repeat step 2 until the correct number of Gates are open.

7. Ghost Selection and Placement


Now that you have your map built and the Gates selected and placed, the next step is to populate the
map with Ghosts.
1) For the type and number of Ghosts, roll the on the “Ghosts per Tile” chart.
2) Set aside the Ghost(s) selected from the “Ghosts per Tile” chart.
3) Select a map tile without Ghosts already on it and roll the and the .
4) If the results of the are odd, use the RED number on the “Ghost Placement” chart.
a. If the results of the are even, use the BLUE number on the “Ghost Placement” chart.
5) From the Ghosts set aside in step 2, place the lowest level Ghost onto the space that matches the result of
the with the corresponding ODD/EVEN color.
a. Repeat step 5 for each Ghost set aside.
b. Reroll both dice if the space is occupied and repeat steps 4 and 5.
6) Repeat steps 1-6 for each map tile except for the map tile with the Ghostbuster’s starting location.
7) If you are playing with a Boss Ghost, like Slimer, Idulnas, or Stay Puft, Determine its location as if it were
a Starting Location (as outlined in Section 2: Starting Location). Boss Ghosts cannot start on the same
tile as a Ghostbuster.
Ghosts per Tile

DICE ROLL 1 2 3 4 5 6
One Class 1 One Class 1 One Class 1 One Class 2 Two Class 1 One Class 3
Group Level 1

One Class 1 One Class 1 One Class 2 Two Class 1 One Class 1, One Class 3
Group Level 2 One Class 2

One Class 1 One Class 2 Two Class 1 One Class 1, One Class 3 One Class 1,
Group Level 3 One Class 2 One Class 3

Two Class 1 One Class 1, Three Class 1 Two Class 1, One Class 1, One Class 2,
Group Level 4 One Class 2 One Class 2 One Class 3 One Class 3

One Class 1, Three Class 1 Two Class 1, One Class 3 One Class 2, Two Class 3
Group Level 5 One Class 2 One Class 2 One Class 3

Ghost Placement

1 1 2 2
3 3 4 4
5 5 6 6
7 7 8 8

8. Spirit World
Your Group Level dictates the Ghosts in the Spirit World. Roll the to determine what Class of, and how
many, Ghosts are in the Spirit World.
For example, your Group Level is 3 and you roll a . This populates the Spirit World with 3 Galloping
Ghouls, 2 Gruesome Twosomes, and 2 Boogaloo manifestations.

Spirit World

DICE ROLL 1 2 3 4 5 6
Five Class 1 Four Class 1 Four Class 1 Four Class 1 Four Class 1 Four Class 1
Group Level 1 Five Class 2 Five Class 2 Four Class 2 Five Class 2 Four Class 2 Four Class 2
Five Class 3 Six Class 3 Six Class 3 Five Class 3 Five Class 3 Four Class 3
Four Class 1 Three Class 1 Three Class 1 Three Class 1 Three Class 1 Three Class 1
Group Level 2 Four Class 2 Four Class 2 Three Class 2 Four Class 2 Three Class 2 Three Class 2
Four Class 3 Five Class 3 Five Class 3 Four Class 3 Four Class 3 Three Class 3
Three Class 1 Two Class 1 Two Class 1 Two Class 1 Two Class 1 Two Class 1
Group Level 3 Three Class 2 Three Class 2 Two Class 2 Three Class 2 Two Class 2 Two Class 2
Three Class 3 Four Class 3 Four Class 3 Three Class 3 Three Class 3 Two Class 3
Two Class 1 One Class 1 One Class 1 One Class 1 One Class 1 One Class 1
Group Level 4 Two Class 2 Two Class 2 One Class 2 Two Class 2 One Class 2 One Class 2
Two Class 3 Three Class 3 Three Class 3 Two Class 3 Two Class 3 One Class 3
One Class 1 Zero Class 1 Zero Class 1 Zero Class 1 Zero Class 1 Zero Class 1
Group Level 5 One Class 2 One Class 2 Zero Class 2 One Class 2 Zero Class 2 Zero Class 2
One Class 3 Two Class 3 Two Class 3 One Class 3 One Class 3 Zero Class 3

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