Ghostbusters: The Board Game box art

Important note: this page is paraphrased from a fan-made quick-reference sheet, not the official manual. If anything here is confusing or rules-lawyer-sensitive, consult the official manual.

This page collects rules references for Ghostbusters: The Board Game. We now have a scanned Basic Game Order quick-reference sheet, which is especially useful if you need the setup flow and turn order without digging through the whole manual.

What this rules sheet covers

The quick-reference sheet says scenarios are built for 4 Ghostbusters. For setup, each chosen Ghostbuster takes their figure, Character Card, 5 Proton Stream tokens, XP Tracking Tab, and Proton Die, with XP tabs starting at 0. Players then choose a Scenario card and follow its instructions for board setup, ghost placement, gates, and Spirit World setup.

Basic round order

  1. Each Ghostbuster takes a turn.
  2. Resolve end-of-round effects.
  3. Roll the Event Die.

If the Event Die shows the Chaos symbol, each ghost acts as though the nearest Ghostbuster in line of sight missed it in combat. If multiple ghosts are affected, the movement die is rolled once for all of them.

Ghostbuster turn summary

  1. Take actions and/or use maneuvers or remove 1 slime.
  2. Resolve any scenario-specific or ghost-specific end-of-turn effects.

The sheet says Ghostbusters begin with 2 actions and can earn more as they level up. Each Ghostbuster may also perform 1 maneuver on their turn.

Actions on the quick-reference sheet

  • Move: move 1-2 spaces.
  • Drive: if inside the Ecto-1, move up to 6 spaces.
  • Deposit Trapped Ghosts: if adjacent and with line of sight to the Ecto-1, transfer trapped ghosts to the Spirit World.
  • Remove Slime from Adjacent Ghostbuster: remove 1 slime token from another Ghostbuster if adjacent and with line of sight.
  • Combat: if you have line of sight to a ghost or gate, roll the Proton Die and add a Proton Stream on a hit.

Maneuvers and slime

  • Transfer Trapped Ghosts: move trapped ghosts from one Ghostbuster to another if they are adjacent and have line of sight.
  • Enter/Exit the Ecto-1: Ghostbusters can enter or leave from the four side spaces around the car.
  • Remove Slime from Yourself: a Ghostbuster can remove 1 slime from themselves if they have not taken any actions that turn.

Other known rules references

Source note

This page is based on a scanned Ghostbusters: The Board Game Basic Game Order quick-reference sheet provided directly in the GBWorldHub workflow on May 9, 2026, plus the public rules-reference links above. It is a paraphrased reference page based on fan-made material rather than an official manual transcription.