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Campaign 1: The Slimer Situation

Sightings have been reported all over the city…


your old friend Slimer is back and up to no good!
He’s proving hard to track down, but clearing some
sections of the city of spectral disturbances will
help you corner him… eventually.
This campaign takes place over a series of four
linked scenarios. Do not reset your XP between
scenarios. You will need all the experience you can
muster to trap Slimer at the end of the campaign!

The Slimer Situation Campaign, Scenario #1


The Gates in the area are causing your traps to
malfunction! You better manage these phantom felons
before they escape. Make sure your traps are in
good working order now before you move on.
The Gates in this scenario are nicknamed “Release
Gates,” as they are able to rescue Trapped Ghosts
from your clutches!

Release Gates When Rolling the Event


To Hit: or higher, Die and that Gate is:
add a Stream. Open: A Ghost from
To Close: 2 Streams the Spirit World
When Missed: A Ghost emerges from that
from the Spirit World Gate.
emerges from that Gate.
Closed: Each Ghostbuster
carrying one
Scenario Results In... or more Trapped
Success: Close each Ghosts loses one of
Open Gate. them (the lowest-Class).
It emerges from that
Fail: A Ghost must
Ghostbuster’s space.
emerge from the Spirit
World and none are
present.

© 2015 CPII. All rights reserved. © 2015 CZE.


S10 S4

S2
P6 P7
S1

P8 P9
S5

Spirit World Map Key


5 Class 1 Ghosts Class 1 Ghosts (6)

5 Class 2 Ghosts Class 2 Ghosts (3)

5 Class 3 Ghosts Class 3 Ghosts (1)

Open Gate

Closed Gate
The Slimer Situation Campaign, Scenario #2
Gates filled with anxious Ghosts have opened
inside the park! Blast the Gates to release
the spooks, but be careful you don’t empty the
Spirit World!
This Gates in this scenario are nicknamed “Burst
Gates,” because as they close, Ghosts come
pouring out.

Burst Gates When Rolling the Event


To Hit: or higher, Die and that Gate is:
add a Stream. Open: A Ghost from
To Close: 1 Stream the Spirit World
When Missed: A Ghost from emerges from that
the Spirit World emerges Gate.
from that Gate.
Closed: A Ghost in the
When Closed: Three Ghosts Spirit World is
from the Spirit World replaced with a
emerge from that Gate! Ghost 1 Class
higher from outside the
scenario.
Scenario Results In...
Success: Close each
Open Gate.
Fail: A Ghost must
emerge from the Spirit
World and none are
present.

© 2015 CPII. All rights reserved. © 2015 CZE.


S7

S4
P10

S8 S5

P6

P3 P2

P1

Spirit World Map Key


5 Class 1 Ghosts Class 1 Ghosts (5)

5 Class 2 Ghosts Class 2 Ghosts (3)

5 Class 3 Ghosts Class 3 Ghosts (1)

Open Gate

Closed Gate
The Slimer Situation Campaign, Scenario #3
Boogaloo Manifestations have been sighted in
Aykroyd Park! You need to coax them out by
depositing Ghosts into the Gates, then bust ‘em
when they pop out!
The Gates in this scenario are nicknamed
“Tribute Gates,” as you may deposit Ghosts into
Gates as an offering to the Spirit World.

Special
• You may deposit Ghosts into the Spirit World
through an Open Gate. Depositing 4 or more
total Ghost Classes at the same time into an
Open Gate causes a Boogaloo Manifestation from
the Spirit World to emerge from the Gate.

Tribute Gates When Rolling the Event


To Hit: -- Die and that Gate is:
To Close: Deposit a Open: A Ghost from the
Boogaloo Manifestation Spirit World
into an Open Gate to emerges from that
close it. Gate.

Closed: A Ghost from


Scenario Results In... the Spirit World
emerges from
Success: Close each
each Open Gate.
Open Gate.
Then each Boogaloo
Fail: A Ghost must Manifestation reacts as
emerge from the Spirit if missed with a Proton
World and none are Roll by the nearest
present. Ghostbuster within Line
of Sight.

© 2015 CPII. All rights reserved. © 2015 CZE.


P5
P9 P10

S2 P6

P1

P7
P8

S3

Spirit World Map Key


3 Class 1 Ghosts Class 1 Ghosts (7)

3 Class 2 Ghosts Class 2 Ghosts (3)

2 Class 3 Ghosts Class 3 Ghosts (1)

Open Gate

Closed Gate
The Slimer Situation Campaign, Scenario #4
You have finally cornered Slimer! A new set of Gates
are spewing forth ectoplasm and Slimer is eating it
up. Stop him before he eats too much or he will be too
powerful to take down!
The Gates in this scenario are nicknamed “Slime Gates,”
as they sit next to Slime pools that beckon Slimer, and
they will sometimes Slime you! He moves towards them
in sequential order. When he reaches Slime pool #4, he
disappears… so stop him before he does!

Special
• Combat Actions cannot be taken against Slimer until all
Gates are Closed.
• SLIMER GHOST CARD REVISIONS
Replace Slimer’s “At the end of each round, Slimer moves
2 spaces towards the nearest Ghostbuster” with: “At the
end of each Ghostbuster’s turn, Slimer moves 1 space
towards the next numbered Slime token on the map.”
• New Ability: For each Slime token Slimer crosses, his
“To Trap” increases by 1. At the start of the game, put
an XP Tracker at the 4 of the Slimer “To Trap” below.

4 SLIMER “TO TRAP”


Slime Gates When Rolling the Event
To Hit: or higher, Die and that Gate is:
add a Stream. Open: A Ghost from the
To Close: 2 Streams Spirit World
emerges from
When Missed: You get
that Gate.
Slimed, and a Ghost
from the Spirit World
Closed: Each
emerges from that Gate.
Ghostbuster
within Line of
Scenario Results In...
5

Sight of an Open
Success: Trap Slimer! or Closed Gate gets
6

Fail: Slimer reaches Slimed.


Slime token #4; or a
7

Ghost must emerge from


the Spirit World and
8

none are present. © 2015 CPII. All rights reserved. © 2015 CZE.
3 2

S10 S1 S8

S4
S7
S5

S3 S9

4 1
S2

Set Up Map Key


Special: Place a
Slimer (1)
“Slime” token on the
four numbered spaces.
Slime Token (4)

Spirit World Class 1 Ghosts (4)

1 Class 1 Ghosts Class 2 Ghosts (6)

1 Class 2 Ghosts Class 3 Ghosts (2)

1 Class 3 Ghosts Open Closed


Gate Gate
Campaign 2, The Idulnas Incursion
Your recent success as Ghostbusters has released
a powerful entity into the world. It has yet to
manifest itself, but the Ghosts you’re encountering
these days seem to be a part of something larger…
and more sinister. Have you gone too far? Have you
finally bitten off more than you can chew? Is that
half a ham sandwich in your pocket?
This campaign takes place over a series of four
linked scenarios. Do not reset your XP between
scenarios. You will need all of your resources to
take down Idulnas in the end.

The Idulnas Incursion Campaign, Scenario #1


The Ghosts are getting up close and personal! The
Gates in this scenario are nicknamed “Flank Gates,”
as the Ghosts that emerge often appear right next
to the Ghostbusters. Be wary of charging full-steam
ahead. The Open Gates in this scenario are more
dangerous than anything you have yet encountered!

Flank Gates When Rolling the Event


To Hit: or higher, Die and that Gate is:
add a Stream. Open: A Ghost from
To Close: 2 Streams the Spirit World
When Missed: A Ghost emerges from that
from the Spirit World Gate.
emerges from that Closed: A Ghost from
Ghostbuster. the Spirit World
emerges from each
Scenario Results In... Ghostbuster within
Success: Close each Line of Sight of one or
Open Gate. more Closed Gates.
Fail: A Ghost must
emerge from the Spirit
World and none are
present.

© 2015 CPII. All rights reserved. © 2015 CZE.


S5

P8

P9
P6
S2

S3

P10 P7

S4

Spirit World Map Key


2 Class 1 Ghosts Class 1 Ghosts (7)

2 Class 2 Ghosts Class 2 Ghosts (2)

2 Class 3 Ghosts Class 3 Ghosts (2)

Open Gate

Closed Gate
The Idulnas Incursion Campaign, Scenario #2
On your way to a call, something is very wrong.
The moment you come to a stop, the Ecto-1’s
engine dies, but the Ghost Beacon has activated
and can’t be shut off! Egon suspects this is
the work of a Class 6 entity making its presence
felt from the beyond. Close the Gates to buy Ray
enough time to get the Ecto-1 operational again!
The Gates in this scenario are nicknamed “Sprint
Gates,” as the Ghosts that they produce are
racing towards you… and once you’re surrounded,
things will go from bad to worse!

Special
• The Ecto-1 cannot be moved.

Sprint Gates When Rolling the Event


To Hit: or higher, Die and that Gate is:
add a Stream. Open: A Ghost from
To Close: 2 Streams the Spirit World
When Missed: A Ghost from emerges from that
the Spirit World emerges Gate, then each
from that Gate. Then Ghost on the map moves
it also moves 1 space 1 space towards the
towards the Goal spaces. Goal spaces.

Closed: Count the number


Scenario Results In... of closed Gates.
That many Ghosts
Success: Close each
emerges at the
Open Gate.
end of the “street” in
Fail: 8 or more Class which that Gate appears
worth of Ghosts are in (place each Ghost in a
spaces labeled “Goal”, space at the far edge of
or if a Ghost must the map, starting with
emerge from the Spirit the leftmost space), and
World and none are then move each Ghost on
present. the map 2 spaces towards
the Goal spaces.

© 2015 CPII. All rights reserved. © 2015 CZE.


S8
S1
S3

S10
S9
S2

S6
S5
S7

Set Up Map Key


Gates: Roll the Event
Class 1 Ghosts (8)
Die until you roll an
Open Gate, and then
close that Gate. Total Class 2 Ghosts (5)
number of Closed Gates
at start: 2. Class 3 Ghosts (2)

Spirit World Goal Space


5 Class 1 Ghosts
3 Class 2 Ghosts Open Closed
Gate Gate
3 Class 3 Ghosts
The Idulnas Incursion Campaign, Scenario #3
Wouldn’t you know it! As soon as you finished
fixing the Ecto-1 and slammed the hood closed,
the ground opens up and separates the group from
the Ecto-1. Hurry back to the Ecto-1 before
the ground swallows it forever! Unfortunately,
the path to get to it is going to be a long and
circuitous one…
The Gates in this scenario are nicknamed “Quake
Gates,” as they cause tons of tectonic trauma
while active.

Special

9 10 11 12 13 14 15 16
EARTHQUAKE TRACKER
• The Ecto-1 cannot be moved.
• At the start of the game, place an XP tracker
on the 16 of the Earthquake Timer at right.
• At the end of each round, after resolving the
Event Die, move the Quake Timer down 1, or 2
if an Open Gate symbol was rolled.

Quake Gates When Rolling the Event


To Hit: or higher, Die and that Gate is:
add a Stream. Open: A Ghost from
To Close: 1 Stream the Spirit
7 8

When Missed: A Ghost World emerges


from the Spirit World from that Gate.
emerges from that Gate.
Closed: A Ghost from
6

the Spirit
Scenario Results In...
5

World emerges
Success: All Ghostbusters from the front
4

are inside the Ecto-1. space of the Ecto-1,


(Closing all Gates does then change the die
1 2 3

not grant success.) to the Chaos symbol


Fail: The Earthquake and resolve it.
Timer reaches 0, or a
Ghost must emerge from
the Spirit World and none
0

are present. © 2015 CPII. All rights reserved. © 2015 CZE.


P3

P7

P4
P10

P5 P1

P2 P6

P8
P9

Set Up Map Key


Gates: Roll the Event
Class 1 Ghosts (11)
Die until you roll an
Open Gate, and then
close that Gate. Class 2 Ghosts (5)

Class 3 Ghosts (3)


Spirit World
Ghostbuster
4 Class 1 Ghosts
3 Class 2 Ghosts Open
2 Class 3 Ghosts Gate
The Idulnas Incursion Campaign, Scenario #4
Following an earthquake that shook the city,
Idulnas has finally shown himself! He knows that
the Ecto-1 could spoil his grand plan to bring
about the reunification of Gozer the Destructor.
Keep the Ecto-1 safe while using it to help shut
down the Gates.
The Gates in this scenario are nicknamed
“Achilles Gates,” as they are impervious until
the Ecto-1’s built-in Dimensionometer is nearby.

Special
• Combat Actions cannot be taken against an
Achilles Gate unless the Ecto-1 is adjacent to
that Gate and no Ghosts are on the Ecto-1.
• Closing the last Open Gate moves all Ghosts
on the map to the Spirit World, except for
Idulnas.
• Keep the Idulnas Ghost Card handy. He moves
at the end of each Ghostbuster’s turn! The
Ecto-1’s Dimensionometer is his true target.

Achilles Gates When Rolling the Event


To Hit: or higher, add Die and that Gate is:
a Stream (see Special) Open: A Ghost from
To Close: 2 Streams the Spirit World
When Missed: A Ghost from emerges from that
the Spirit World emerges Gate.
from that Gate.
Closed: A Ghost from
the Spirit World
Scenario Results In... emerges from the
Success: Defeat Idulnas front space of the
and close each Open Gate. Ecto-1.
Fail: A Ghost must emerge
from the Spirit World
and none are present.

© 2015 CPII. All rights reserved. © 2015 CZE.


S3
S8 P7

S2 P6
S1
S4

S5

P10

Set Up Map Key


Gates: Roll the Event
Class 1 Ghosts (11)
Die until you roll two
different Gate symbols,
and then close those Class 2 Ghosts (6)
two Gates.
Class 3 Ghosts (2)
Spirit World
Idulnas
2 Class 1 Ghosts
2 Class 2 Ghosts Open
2 Class 3 Ghosts Gate
Campaign 3, The Stay Puft Show Down
The city is falling apart! People, and even Ghosts,
are disappearing into thin air! What is this leading
towards and where is everyone going?
This campaign takes place over a series of four linked
scenarios. Do not reset your XP between scenarios.
You will need all of your childhood memories to defeat
Stay Puft at the end of this campaign!

The Stay Puft Show Down Campaign, Scenario #1


The disturbance you’re investigating this time is
taking place over a large, but confined area. You’ll
feel even more confined as the Ghosts emerge right
next to you… and in numbers!
The Gates in this scenario are nicknamed “Displace
Gates,” as they can cause the Ghostbusters to
switch spaces with each other.

Displace Gates When Rolling the Event


To Hit: or higher, Die and that Gate is:
add a Stream. Open: A Ghost from
To Close: 2 Streams the Spirit World
When Missed: A Ghost emerges from that
from the Spirit World Gate.
emerges from that Gate, Closed: Count the number
and then that Ghostbuster of Closed Gates.
exchanges spaces with That many Ghosts
that Ghost (if able). from the Spirit
World emerge from the
Ghostbuster nearest to
Scenario Results In...
the rolled Gate. Then
Success: Close each each Ghostbuster randomly
Open Gate. exchanges spaces with
Fail: A Ghost must another Ghostbuster.
emerge from the Spirit (Each player rolls their
World and none are Proton Die until just two
present. dice match values. Those
two Ghostbusters switch
spaces, then the other two
switch places as well.)
© 2015 CPII. All rights reserved. © 2015 CZE.
S3
P2

P10
P1

P8 P6
P4

P5
P9

P7

Set Up Map Key


Gates: Roll the Event
Class 1 Ghosts (7)
Die until you roll two
different Gate symbols,
and then close those Class 2 Ghosts (4)
two Gates.
Class 3 Ghosts (2)
Spirit World
Open
4 Class 1 Ghosts Gate
3 Class 2 Ghosts
3 Class 3 Ghosts
The Stay Puft Show Down Campaign, Scenario #2
Intensifying energies from the Gates are pushing
Ghosts further away, even after they’ve closed,
making it impossible to keep them in the Spirit
World! Hold onto the Ghosts until the energies
stabilize.
The Gates in this scenario are nicknamed “Verge
Gates,” as the Ghosts that emerge from them are
on the verge of running away… permanently!

Note
• When a Ghost already on the edge of the map
moves towards the edge again, it leaves the
map. Remember Ghosts that leave the map are
permanently removed from the scenario!

Verge Gates When Rolling the Event


To Hit: or higher, Die and that Gate is:
add a Stream. Open: A Ghost from
To Close: 2 Streams the Spirit World
When Missed: A Ghost from emerges from that
the Spirit World emerges Gate, and then all
from that Gate. Then Ghosts on the map move 1
it also moves 1 space space towards the nearest
towards the nearest edge edge of the map.
of the map.
Closed: Count the number
of Closed Gates.
Scenario Results In... That many Ghosts
Success: Close all Open from the Spirit
Gates. *Deposit 12 or World emerge from the
more Ghost Classes into Ghostbuster nearest
the Ecto-1 in a single to the rolled Gate,
round. Until you do and then all Ghosts on
that, you cannot close the map move 1 space
the last Open Gate. towards the nearest
Fail: A Ghost must edge of the map.
emerge from the Spirit
World and none are
present.
© 2015 CPII. All rights reserved. © 2015 CZE.
P7

P3
S6
S10

S4

S8 S5

S1
P2
P9

Spirit World Map Key


4 Class 1 Ghosts Class 1 Ghosts (5)
3 Class 2 Ghosts
2 Class 3 Ghosts Class 2 Ghosts (2)

Class 3 Ghosts (5)

Open Closed
Gate Gate
The Stay Puft Show Down Campaign, Scenario #3
Something big is happening with the Gates as the
city shakes apart! The end times are near and
Ghosts are escaping towards the epicenter!
The Gates in this scenario are nicknamed “Vanish
Gates,” as sometimes Ghosts will vanish into thin
air when they get too far away from the Gates.

Vanish Gates When Rolling the Event


To Hit: or higher, Die and that Gate is:
add a Stream. Open: Each Ghost within
To Close: 2 Streams Line of Sight of
When Missed: A Ghost from the rolled Gate
the Spirit World emerges moves 1 space away
from that Gate, then from it. Then, a Ghost
move each Ghost within from the Spirit World
Line of Sight of that emerges from that Gate.
Gate 1 space away.
Closed: All Ghosts out
of Line of Sight
of an Open Gate
Scenario Results In... are removed from
Success: Close each the scenario. Then,
Open Gate. count the number of
Fail: A Ghost must Closed Gates. That many
emerge from the Spirit Ghosts from the Spirit
World and none are World emerge from the
present. Ghostbuster nearest to
the rolled Gate.

© 2015 CPII. All rights reserved. © 2015 CZE.


P10

P6
P7

P3

P5

P2
P8
P9

P1

Spirit World Map Key


4 Class 1 Ghosts Class 1 Ghosts (6)

3 Class 2 Ghosts Class 2 Ghosts (6)

4 Class 3 Ghosts Class 3 Ghosts (4)

Open Gate

Closed Gate
The Stay Puft Show Down Campaign, Scenario #4
Idulnas still completed the reunification of
Gozer, and his celestial invasion plans are
revealed with the opening of a massive portal
leading into heaven! Stop Stay Puft’s march
through the city before he destroys everything!
The Gates in this scenario are nicknamed “Exodus
Gates,” as the Ghosts and Stay Puft are looking
to book it off the map!

Special
• Ignore Stay Puft’s “end of turn” Special; it instead
moves with the other Ghosts at the end of the round.
• A Ghostbuster may not add more than one Stream to an
Exodus Gate.
• Closing the last Open Gate moves all Ghosts on the
map to the Spirit World, except for Stay Puft.
• Stay Puft’s Ghost Card “To Hit” begins at 9 for this
scenario.
• Whenever a Gate becomes Closed, reduce Stay Puft’s
“To Hit” requirement by 1.
• At the start of the game, place an XP tracker at the
9 of the Stay Puft “To Hit” below.

Exodus Gates When Rolling the Event


To Hit: or higher, Die and that Gate is: 8 9 STAY PUFT “TO HIT”
add a Stream. Open: A Ghost from
To Close: 1 Stream per the Spirit World
Open Gate emerges from
When Missed: A Ghost that Gate. Then
from the Spirit World all Ghosts move 1 space
emerges from that Gate. towards The Goal.
Then it also moves 1
space towards The Goal. Closed: Move all
Ghosts 2 spaces
Scenario Results In... towards The
Goal, and then
7

Success: Defeat Stay Puft remove the lowest


6

Fail: 7 or more Class Class Ghost in the


worth of Ghosts move off Spirit World from
5

“The Goal” map edge; or


a Ghost must emerge or be the scenario.
4

removed from the Spirit


World and none are present. © 2015 CPII. All rights reserved. © 2015 CZE.
GOAL

S7

S9
S8
S10

S1
S6
S4

SP
S5

S2
S3

Set Up Map Key


Gates: Roll the Event
Class 1 Ghosts (3)
Die until you roll an
Open Gate, and then
Class 2 Ghosts (9)
close that Gate.

Spirit World Class 3 Ghosts (5)


4 Class 1 Ghosts Stay Puft
3 Class 2 Ghosts
SP Marshmallow Man
2 Class 3 Ghosts Goal Open
Area Gate
Kickstarter Add-On Campaign, Scenario #1
What’s Worse Than Raining Cats and Dogs?
Zombie Taxi Drivers have started their shift! Keep
the Ecto-1 safe, or prepare to pay their fare!
The Gates in this scenario are nicknamed “Delivery
Gates,” as they only respond when you deposit
trapped Ghosts into the Ecto-1 while it’s nearby.

Delivery Gates When Rolling the Event


To Hit: -- Die and that Gate is:
To Close: While the Open: A Ghost from
Ecto-1 is adjacent to the Spirit World
a Gate and a combined emerges from that
total of 3 Ghost Classes Gate.
are deposited into the
Ecto-1 in a single turn, Closed: The Ecto-1 moves
close it. 2 spaces in a
random direction,
then a Ghost from
Scenario Results In... the Spirit World emerges
Success: Close each from the front space of
Open Gate. the Ecto-1. Obstacles and
map edges stop movement.
Fail: A Ghost must
emerge from the Spirit
World and none are
present.

© 2015 CPII. All rights reserved. © 2015 CZE.


S4 D

D
S8 P9

S3

S1 P6

P10

D
S5
P1

Set Up Map Key


Gates: Roll the Event
Die until you roll two Class 1 Ghosts (4)
different Gate symbols,
and then close those Class 2 Ghosts (3)
two Gates.
Class 3 Ghosts (2)
Spirit World
2 Zombie Taxi
Driver Ghosts D Zombie Taxi Driver (3)

2 Class 2 Ghosts Open Gate


4 Class 3 Ghosts
Kickstarter Add-On Campaign, Scenario #2
Four Too Many Ghosts
Galloping Ghouls are spilling out into the park
at a rate beyond comprehension! These Gates tumble
Ghosts out in quadruplets, one after another, so
make sure you have room for the party crashers! And
even after you close these Gates, they’ll pop open
just long enough to spit out another Ghost!
The Gates in this scenario are nicknamed “Avalanche
Gates,” as they only respond when you deposit
trapped Ghosts into the Ecto-1 while it’s nearby.

Avalanche Gates When Rolling the Event


To Hit: or higher, add Die and that Gate is:
a Stream, and then a Ghost Open: A Ghost from
from the Spirit World the Spirit World
emerges from that Gate. emerges from that
To Close: 2 Streams Gate.
When Missed: FOUR Ghosts
from the Spirit World Closed: A Ghost from
emerge: One from that the Spirit World
Gate, one from that Ghost, emerges onto that
one from that Ghost, and Closed Gate (do not
then one from that Ghost. roll for movement unless
that space is occupied).
When Closed: A Ghost from
the Spirit World emerges
onto that Closed Gate
(do not roll for movement
unless that space is
occupied).

Scenario Results In...


Success: Close each
Open Gate.
Fail: A Ghost must
emerge from the Spirit
World and none are
present.
© 2015 CPII. All rights reserved. © 2015 CZE.
P7

P6
P3

P10
P1 P5

P8
P4
P9

Set Up Map Key


Gates: Roll the Event
Die until you roll two a Galloping Ghoul (29)
different Gate symbols,
and then close those Open Gate
two Gates.

Spirit World
1 Galloping Ghoul
6 Class 2 Ghosts
3 Class 3 Ghosts
Kickstarter Add-On Campaign, Scenario #3
Twice the Danger
Gruesome Twosomes are pouring into the streets in
pairs! You’ll be in double trouble when you take on
a slimy stack of these spirits.
The Gates in this scenario are nicknamed “Twofold
Gates,” as they often spit out two Ghosts at a time!

Twofold Gates When Rolling the Event


To Hit: or higher, add Die and that Gate is:
a Stream, and then a Ghost Open: A Ghost from
from the Spirit World the Spirit World
emerges from that Gate. emerges from that
To Close: 2 Streams Gate.
When Missed: Two
Ghosts from the Spirit Closed: A Ghost from
World emerge from that the Spirit World
Ghostbuster. emerges onto that
Closed Gate (do not
When Closed: A Ghost from roll for movement unless
the Spirit World emerges that space is occupied).
onto that Closed Gate
(do not roll for movement
unless that space is
occupied).

Scenario Results In...


Success: Close each
Open Gate.
Fail: A Ghost must
emerge from the Spirit
World and none are
present.

© 2015 CPII. All rights reserved. © 2015 CZE.


S2

S8 S10

S6

S3
S1
S4

S9
S5

Set Up Map Key


Gates: Roll the Event
Die until you roll an t Gruesome Twosome (20)
Open Gate, and then
close that Gate. Open Gate

Spirit World
2 Gruesome Twosomes
8 Class 3 Ghosts
Kickstarter Add-On Campaign, Scenario #4
One of Each
The gang’s all here and they’re trashing the
neighborhood!
The Gates in this scenario are nicknamed “Barricade
Gates,” as the Ghosts can form a veritable wall
around this type of Gate on occasion.

Barricade Gates When Rolling the Event


To Hit: or higher, add Die and that Gate is:
a Stream, and then a Ghost Open: A Ghost from
from the Spirit World the Spirit World
emerges from that Gate. emerges from that
To Close: 2 Streams Gate.
When Missed: One Ghost
from the Spirit World Closed: A Ghost from
of each different Class the Spirit World
emerges from that Gate. emerges onto that
Closed Gate (do not
When Closed: A Ghost from roll for movement unless
the Spirit World emerges that space is occupied).
onto that Closed Gate
(do not roll for movement
unless that space is
occupied).

Scenario Results In...


Success: Close each
Open Gate.
Fail: A Ghost must
emerge from the Spirit
World and none are
present.

© 2015 CPII. All rights reserved. © 2015 CZE.


S4

P1
P9
S7

S2 S3

P10
S5

P6

Spirit World Map Key


7 Galloping Ghouls a Galloping Ghoul (18)

4 Gruesome Twosomes t Gruesome Twosome (11)

5 Boogaloo b Boogaloo Manifestation (4)


Manifestations

Open Closed
Gate Gate
Researching Spook Central Campaign, Scenario #1
Okay, Who Brought the Dog?
A terrifying storm cloud is encircling 55 Park Ave West,
prompting a trip to the library to research its historic
significance. Alongside the famous lion statues, a Terror
Dog is making its way down the steps, determined to
reach its counterpart on the other side of the block!
The Gates in this scenario are nicknamed “Terror Gates,”
as the only way to defeat these Terror Dogs is to force
them through Gates to the Spirit World, and both must go
at the same time! A Key is nothing without a Lock.

Special
• Vinz Clortho and Zuul are referred to as “Terror Dogs.”
• Closing the last Open Gate moves all Ghosts on the map to
the Spirit World, except for the Terror Dogs.
• At the end of each round, if only one Terror Dog is in the
Spirit World or all Gates are closed, open all Closed Gates.
• At the end of each round, if only one Terror Dog is in the
Spirit World, it emerges from the Gate it was sucked into
that round.

Terror Gates When Rolling the Event


To Hit: or higher, add Die and that Gate is:
a Stream, and then any Open: A Ghost from
Terror Dogs adjacent to the Spirit World
that Gate are placed into emerges from that
the Spirit World. Gate, and then
To Close: 1 Stream each Terror Dog moves
When Missed: Any Terror 2 spaces towards each
Dogs within Line of Sight other (if able).
of that Gate moves 1 space
away, and then a Ghost Closed: A Ghost from
emerges from that Gate. the Spirit World
emerges from the
Scenario Results In... nearest Ghostbuster
to that Closed Gate, and
Success: Both Terror Dogs then each Terror Dog moves
are in the Spirit World. 1 space towards each other
Fail: A Ghost must emerge (if able). *When both
from the Spirit World and Terror Dogs move, Vinz
none are present; or if the Clortho moves first.
Terror Dogs are adjacent to
each other on the map. © 2015 CPII. All rights reserved. © 2015 CZE.
S7

S9
V
LT3

P4
P5

LT2

P6
LT1

P8
P3
LT4

P10

P2
P1

Spirit World Map Key


1 Fearsome Flush Class 1 Ghosts (4)

Class 2 Ghosts (2)


3 Class 1 Ghosts
Class 3 Ghosts (2)
4 Class 2 Ghosts
F Fearsome Flush (4)

4 Class 3 Ghosts Z Zuul

V Vinz Clortho

L Librarian/Grey Lady
Open Closed
Gate Gate
Researching Spook Central Campaign, Scenario #2
Paging Cathulhu
Your research at the library unearths the
Necronomicon, a tome of unearthly power that called
for you to read it! And you wish you hadn’t, for it
has awoken Cathulhu!
The Gates in this scenario are nicknamed “Align
Gates,” since the only way to defeat “The Sleeper
Beneath” is to time it just right and close Gates
while it is standing next to them.

Special
• Closing the last Open Gate moves all Ghosts on
the map to the Spirit World, except for Cathulhu.
• When five Spawns of Cathulhu have been Trapped,
place Cathulhu into the Summon Zone on the map.
• When Cathulhu enters play, push all other figures
in the Summon Zone 1 space outward.

Align Gates When Rolling the Event

NUMBER OF SPAWNS TRAPPED


To Hit: Count the Die and that Gate is:
number of Closed Gates, Open: A Ghost from
then add 1 to that the Spirit
value. Roll that number World emerges
or higher to add a from that
Stream to an Align Gate. Gate.
To Close: 1 Stream
Closed: A Ghost from
When Missed: A Ghost
the Spirit
from the Spirit World
World emerges
emerges from that Gate.
from the Ghost
nearest to that Gate.
Scenario Results In...
1 2 3 4 5

Success: Defeat
Cathulhu.
Fail: A Ghost must
emerge from the Spirit
World and none are
present; or if Cathulhu
leaves the map. © 2015 CPII. All rights reserved. © 2015 CZE.
S7
P10

S3

S2
LB3 LB2

Cathulhu
Summon
Zone

S2

S4
P9 LB4
LB1

S5

Spirit World Map Key


6 Class 1 Ghosts Class 1 Ghosts (9)

4 Class 2 Ghosts Class 2 Ghosts (4)

3 Class 3 Ghosts Class 3 Ghosts (1)

c Spawn of Cathulhu (5)

Open Gate
Researching Spook Central Campaign, Scenario #3
Evicting Ivo
Your research has pointed you back to 55 Park Ave
West, if only you could get there! Ivo Shandor has
distorted reality and twisted the city into a maze
filled with Ghosts! Navigate the labyrinth while
closing Gates in order to evict the previous owner!
The Gates in this scenario are nicknamed “Beckon
Gates,” as they beckon very powerful Ghosts from
the Spirit World with regularity!

Special
• Closing the last Open Gate moves all Ghosts on the map
to the Spirit World, except for Ivo Shandor.
• At the end of each Round, each Ghost (except Ivo
Shandor) may move 1-2 spaces towards The Goal,
depending on the result of the Event Die.
• If at least 10 total Classes of Ghosts leave the map
through the Goal, you fail the scenario.

Beckon Gates When Rolling the Event


To Hit: or higher, add Die and that Gate is:
a Stream, and then a Ghost Open: A Ghost from
from the Spirit World the Spirit World
emerges from that Gate. emerges from that
To Close: 2 Streams Gate, then each
When Missed: The highest- Ghost moves 1 space
Class Ghost from the towards the Goal.
Spirit World emerges from
that Gate. Closed: A Ghost from
the Spirit World
Scenario Results In... emerges from the
Ghostbuster nearest
Success: Close each
Open Gate and Trap Ivo to that Gate, then each
Shandor. Ghost moves 2 spaces
towards the Goal.
Fail: A Ghost must
emerge from the Spirit
World and none are
present; or if 10 total
Ghost Classes leave the
map through the Goal. © 2015 CPII. All rights reserved. © 2015 CZE.
IA4

IA2
IA3

IA1
P10 P7 P2

P6

P5 P4
P8

P1
P9

P3

GOAL
Set Up Map Key
Gates: Roll the Event Class 1 Ghosts (7)
Die until you roll two
different Gate symbols, and Class 2 Ghosts (4)
then close those two Gates.
Class 3 Ghosts (1)
Spirit World
1 Fearsome Flush
O Ivo Shandor

7 Class 1 Ghosts F Fearsome Flush (4)


4 Class 2 Ghosts Goal Open
1 Class 3 Ghosts Area Gate
Researching Spook Central Campaign, Scenario #4
Send The Traveler Packing!
Ivo Shandor’s last act was to transport the rooftop
of 55 Park Ave West back in time to before Gozer
was banished! Now The Traveler is back. The Gates
in this scenario are nicknamed “Unison Gates,” as
they require perfect Stream crossing to close!

Special
• Ghostbusters may be pushed off the map by Ghosts.
• A Ghostbuster may not add more than one Stream to a Unison Gate.
• There is no Ecto-1 Start Zone in this scenario.
• Ghostbusters can only enter the outer edge spaces of the map by
being pushed onto one, and are then considered “Hanging.”
• Hanging: A Ghostbuster on an outer edge space of the map is
Hanging. You lose all attached Streams and cannot perform
Actions while Hanging. While adjacent to a Hanging Ghostbuster,
you may spend 1 Action to pull them off an outer edge space,
and onto a rooftop space adjacent to you and an edge space.

Unison Gates When Rolling the Event


To Hit: or higher, add a Die and that Gate is:
Stream Open: A Ghost from
To Close: 4 Streams, from 4 the Spirit
Ghostbusters. World emerges
When Closed: Deposit all from that Gate.
Trapped Ghosts into the
Spirit World. Closed: A Ghost from
the Spirit
When Missed: A Ghost from World emerges
the Spirit World emerges from from the
that Gate, and then push that Ghostbuster nearest
Ghostbuster 1 space away. to that Gate.

Scenario Results In...


Success: Close each Open
Gate. You do not have to
defeat Gozer to win.
Fail: A Ghost must emerge
from the Spirit World and
none are present; or if
a Hanging Ghostbuster is
pushed off the map.
© 2015 CPII. All rights reserved. © 2015 CZE.
S10

IR1

S1

S7
S6

IR3 IR2

S9

IR4
S8
S3

G G G G
S5

Spirit World Map Key


4 Class 1 Ghosts Class 1 Ghosts (4)

4 Class 2 Ghosts Class 2 Ghosts (2)

4 Class 3 Ghosts Class 3 Ghosts (2)

G Ghostbuster

Open
G Gozer
Gate
Idulnas’ Interference
You check the Ecto-1’s rearview mirror and Idulnas
is hot on your tail! Closing Gates will be rather
difficult with Idulnas around, but that is your
goal! Keep him away from the Ecto-1 and the Gates
to show him that you’re in the driver’s seat.
The Gates in this scenario are nicknamed “Achilles
Gates,” as they are impervious until the Ecto-1’s
built-in Dimensionometer is nearby.

Special
• The Ghostbusters begin this scenario with 11 XP.
• Combat Actions cannot be taken against an
Achilles Gate unless the Ecto-1 is adjacent to
that Gate and no Ghosts are on the Ecto-1.
• Keep the Idulnas Ghost Card handy. He moves at
the end of each Ghostbuster’s turn! The Ecto-1
is his true target.

Achilles Gates When Rolling the Event


To Hit: or higher, Die and that Gate is:
add a Stream Open: A Ghost from
(see Special) the Spirit World
To Close: 2 Streams emerges from that
When Missed: A Ghost Gate.
from the Spirit World
emerges from that Gate. Closed: A Ghost from
the Spirit World
emerges from the
Scenario Results In... front space of the
Success: Close each Ecto-1.
Open Gate. You do not
need to defeat Idulnas
to succeed.
Fail: A Ghost must
emerge from the Spirit
World and none are
present.

© 2015 CPII. All rights reserved. © 2015 CZE.


S3 P7

S2

S1
P10

S4
P7

P8 P9

S5

Set Up Map Key


Gates: Roll the Event
Die until you roll an Class 1 Ghosts (6)
Open Gate symbol, and
then close that Gate. Class 2 Ghosts (4)
Total number of Closed
Gates at start: 2. Class 3 Ghosts (2)

Spirit World
Idulnas
3 Class 1 Ghosts
Open Closed
3 Class 2 Ghosts Gate Gate

2 Class 3 Ghosts
Slimer Sticks Around
You track the ugly little spud down, but he won’t
go easily! He’s pretty quick, and you might be
tempted to close the Gates down early, but that
might not be the best plan…
The Gates in this scenario are nicknamed “Slime
Gates,” as they tend to spew a lot of Slime, even
when closed!

Special
• The Ghostbusters begin this scenario with 5 XP.
• Closing the last Open Gate moves all Ghosts on
the map to the Spirit World, except for Slimer.

Slime Gates When Rolling the Event


To Hit: or higher, Die and that Gate is:
add a Stream Open: A Ghost from
To Close: 2 Streams the Spirit World
When Missed: You get emerges from that
Slimed, and a Ghost from Gate.
the Spirit World emerges
from that Gate. Closed: Each Ghostbuster
within Line of
Sight of any
Scenario Results In... Closed Gate gets
Success: Close each Slimed.
Open Gate and Trap
Slimer.
Fail: A Ghost must
emerge from the Spirit
World and none are
present.

© 2015 CPII. All rights reserved. © 2015 CZE.


P7 S8 P6

S4
P9

P10

S5

S3
S2

Set Up Map Key


Gates: Roll the Event
Die until you roll an Class 1 Ghosts (9)
Open Gate symbol, and
then close that Gate. Class 2 Ghosts (4)
Total number of Closed
Gates at start: 2. Class 3 Ghosts (1)

Spirit World Slimer


5 Class 1 Ghosts
Open Closed
3 Class 2 Ghosts Gate Gate
2 Class 3 Ghosts
Stay Puft Stays Put
Gozer has returned as The Stay Puft Marshmallow
Man and his only goal is to see to your demise,
sub-creature!
The Gates in this scenario are nicknamed “Fury
Gates,” as the Ghosts that pop out of them are
furious and looking for trouble!

Special
• The Ghostbusters begin this scenario with 19 XP.
• Closing the last Open Gate moves all Ghosts on the
map to the Spirit World, except for Stay Puft.

Fury Gates When Rolling the Event


To Hit: or higher, Die and that Gate is:
add a Stream Open: A Ghost from
To Close: 3 Streams the Spirit World
When Missed: A Ghost from emerges from that
the Spirit World emerges Gate. Then all
from that Gate, and then Ghosts move 1 space
it moves 1 space towards towards the nearest
the nearest Ghostbuster. Ghostbusters.
Remember: If the Ghost
re-enters the Gate space, Closed: Each Ghost moves
it continues moving. 1 space towards
the nearest
Ghostbuster, and
Scenario Results In... then remove the lowest-
Success: Trap Stay Puft. Class Ghost in the
Fail: A Ghost must Spirit World from the
emerge from the Spirit scenario.
World and none are
present.

© 2015 CPII. All rights reserved. © 2015 CZE.


P8
P6
P9

S2
S5
SP
S4

S3
P10

P7
P1

Set Up Map Key


Gates: Roll the Event
Class 1 Ghosts (8)
Die until you roll two
different Gate symbols,
Class 2 Ghosts (4)
and then close those
two Gates.
Class 3 Ghosts (2)

Spirit World Stay Puft


SP Marshmallow Man
2 Class 1 Ghosts
2 Class 2 Ghosts Open
2 Class 3 Ghosts Gate
The Sedgewick Scramble Campaign, Scenario #1
Daydream Me a Dream
After putting the patrons of the Sedgewick Hotel into a
deep slumber, the rogue Sandman has taken up residence in
the infamous ballroom. With no wake-up call coming, you
are the only obstacle between his goals of putting the
world to sleep!
The Gates in this scenario are nicknamed “Slumber Gates,”
as they often cause you to drift off into the land of nod!

Special
• Closing the last Open Gate moves all Ghosts on the
map to the Spirit World, except for Sandman.
• Asleep: You lose all attached Streams. You cannot
perform Actions. While adjacent to an Asleep
Ghostbuster, you may spend 1 Action to wake them up.

Slumber Gates When Rolling the Event


To Hit: add a Stream, Die and that Gate is:
and then wake up each Open: A Ghost from
Asleep Ghostbuster the Spirit World
within Line of Sight of
emerges from that
that Gate.
Gate.
To Close: 2 Streams
When Missed: That Closed: Each Ghostbuster
Ghostbuster becomes within Line of
Asleep, and then a Sight of one or
Ghost from the Spirit more Closed Gates
World emerges from that rolls the Event Die.
Ghostbuster. If any of those Gates’
symbols are rolled, that
Scenario Results In... Ghostbuster becomes
Success: Close each Open Asleep, and then a
Gate; defeat Sandman. Ghost from the Spirit
Fail: A Ghost must World emerges from that
emerge from the Ghostbuster.
Spirit World and none
are present; or all
Ghostbusters are Asleep.
© 2015 CPII. All rights reserved. © 2015 CZE.
P2

S4

S9
P3

P5
S8

SB2 P6

A
SB3

P7
SA4

SA1

Set Up Map Key


Gates: Roll the Event Die Class 1 Ghosts (3)
until you roll an Open
Gate, and then close that Class 2 Ghosts (3)
Gate. Total number of
Closed Gates at start: 2. Class 3 Ghosts (3)

Spirit World A Sandman


2 Fearsome Flushes
Fearsome Flush (3)
5 Class 1 Ghosts
5 Class 2 Ghosts Open Closed
Gate Gate
2 Class 3 Ghosts
The Sedgewick Scramble Campaign, Scenario #2
Fear Comes to Town
The Boogieman is trying to scare up some fun at your
expense! Before you shake in your boots at the very
thought of facing the Boogieman, make sure you have your
friend’s back!
The Gates in this scenario are nicknamed “Fear Gates,”
as the Ghosts that emerge from them scare the snot out of
you! You might even be too scared to shoot at them.

Special
• Closing the last Open Gate moves all Ghosts on the
map to the Spirit World, except for Boogieman.
• If Boogieman Opens a Gate, and there are no Closed
Gates, you fail the scenario.

Fear Gates When Rolling the Event


To Hit: or higher, Die and that Gate is:
add a Stream Open: A Ghost from
To Close: 1 Stream the Spirit World
When Missed: A Ghost emerges from that
from the Spirit World Gate.
emerges from that
Gate. That Ghostbuster Closed: A Ghost from
cannot perform Combat the Spirit World
Actions against Ghosts emerges from
of that name during the the Ghostbuster
following round. nearest to that Gate.
That Ghostbuster cannot
Scenario Results In... perform Combat Actions
against Ghosts of that
Success: Close each Open
Gate; defeat Boogieman. name during the following
round.
Fail: A Ghost must
emerge from the Spirit
World and none are
present; or there are no
Closed Gates on the map
at the end of a round.

© 2015 CPII. All rights reserved. © 2015 CZE.


S8

P7

S3
S4

SB1
SA2
S5

SA3

SB4
S10

P9

P2

Set Up Map Key


Gates: Roll the Event Die
Class 1 Ghosts (3)
until you roll an Open
Gate, and then close that Class 2 Ghosts (3)
Gate. Total number of
Closed Gates at start: 2. Class 3 Ghosts (3)
Spirit World
M Boogieman
2 Fearsome Flushes
4 Class 1 Ghosts Fearsome Flush (3)
2 Class 2 Ghosts Open Closed
2 Class 3 Ghosts Gate Gate
The Sedgewick Scramble Campaign, Scenario #3
Endless Midnight
Samhain’s children are bound to him and carry out his
every wish… one of them being your destruction! Shine a
light on the situation to find a way out
The Gates in this scenario are nicknamed “Enrage Gates,”
as the Ghosts that emerge from them are chasing down
Ghostbusters left and right!

Special
• Closing the last Open Gate moves all Ghosts on
the map to the Spirit World, except for Samhain.

Enrage Gates When Rolling the Event


To Hit: or higher, Die and that Gate is:
add a Stream Open: A Ghost from
To Close: 3 Streams the Spirit World
When Missed: A Ghost emerges from that
from the Spirit World Gate.
emerges from that Closed: A Ghost from
Gate, and then moves the Spirit World
1 space towards that emerges from each
Ghostbuster. Ghostbuster within
Line of Sight of Samhain,
and then moves 1 space
Scenario Results In...
towards Samhain.
Success: Trap Samhain.
Fail: A Ghost must
emerge from the Spirit
World and none are
present.

© 2015 CPII. All rights reserved. © 2015 CZE.


P6
P9
P10

P3
P2

SA1 SA4

P7

P8
SA2 SA3

S5 S1 S4

Set Up Map Key


Gates: Roll the Event Class 1 Ghosts (8)
Die until you roll an
Open Gate, and then Class 2 Ghosts (4)
close that Gate.
Class 3 Ghosts (2)
Spirit World
Fearsome Flush (4)
4 Class 1 Ghosts

4 Class 2 Ghosts H Samhain

4 Class 3 Ghosts L Librarian/Grey Lady

Open Gate
The Sedgewick Scramble Campaign, Scenario #4
Breakin’ the Ballroom
The hotel inspectors are on the way, and The Sedgewick
can’t afford to lose its Four Star Rating. Even more
important, you’ll lose your bonus if you can’t bring this
situation to a speedy end. The only problem is… the Ghost
you need to bust still hasn’t manifested!
The Gates in this scenario are nicknamed “Boogie Gates,”
since a missed shot brings you a deadly dance partner!

Special
• Closing the last Open Gate moves all Ghosts
on the map to the Spirit World, except for
Boogaloo.

Boogie Gates When Rolling the Event


To Hit: or higher, Die and that Gate is:
add a Stream Open: A Ghost from
To Close: 2 Streams the Spirit World
When Missed: A Ghost emerges from that
from the Spirit World Gate, and then
emerges from that moves 2 spaces towards
Ghostbuster. the nearest Ghost. If
there are no Ghosts on
the map another Ghost
Scenario Results In... from the Spirit World
Success: Summon and emerges from that Gate.
defeat Boogaloo.
Fail: A Ghost must Closed: A Ghost from
emerge from the Spirit the Spirit World
World and none are emerges from each
present. Ghostbuster within
Line of Sight of one or
more Closed Gates, and
then moves 1 space in a
random direction.

© 2015 CPII. All rights reserved. © 2015 CZE.


SB1

P5

P10
P4

P6 SB2

P1

SB3
P3

P2 P9
SB4

Spirit World Map Key


1 Fearsome Flush Class 1 Ghosts (2)
1 Class 1 Ghost
Class 2 Ghosts (5)
1 Class 2 Ghost
Boogaloo
4 Boogaloo Manifestations
b Manifestation (4)
Fearsome Flush (4)

Open Gate

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