Ghostbusters: The Board Game II box art

Important note: this page is paraphrased from a fan-made quick-reference / rules-summary document, not the official manual. If anything here is confusing or disputed, consult the official manual.

This page collects the most useful rules-reference details for Ghostbusters: The Board Game II. The quick-reference material covers scenario setup, campaigns, actions, maneuvers, slime, gates, the Ecto-1a, and the end-of-round sequence.

Campaign and scenario setup

  • Scenarios are built for 4 players. If fewer than 4 people are playing, some players control multiple Ghostbusters.
  • Scenario cards show the map setup on one side and the objectives plus scenario-specific rules on the other.
  • If you play a single scenario from a campaign by itself, the scenario number in that campaign matches the team’s recommended starting XP level.
  • If success and failure happen at the same time, success takes precedence.
  • Campaigns should begin at 0 XP, and XP plus Equipment carry over between scenarios in the same campaign.

The recommended campaign order in the rules summary is Scoleri Brothers, then Washington Square Park Ghost, then Vigo.

Core setup pieces

  • Spirit World: each scenario says how many Ghosts begin there and how they enter the map.
  • PKE Meter Tile: place it by the map and do not rotate it during the game.
  • Goo Piles: placed face up on specific spaces; investigating them can reveal Equipment, Events, or Key Items.
  • Ecto-1a: place it in any 2 of the 4 spaces in the scenario’s start zone, with the Ghostbusters beginning inside it.
  • Ecto-Tank Tile: place it near the Spirit World tile to track deposited Plazms.
  • Lady Liberty: used only in scenarios that call for her.

Choosing your Ghostbuster

At the start of a campaign or stand-alone scenario, each Ghostbuster takes their Character Card, Proton Pack and Slime Blower figures, matching base, 5 Proton Stream or Mood Slime tokens, XP tracker, and 1 six-sided Combat Die. If you are playing a stand-alone scenario, the quick-reference says to set your XP to the scenario’s position in its campaign sequence.

At the start of each scenario, you choose whether to begin with a Proton Pack or a Slime Blower. Each Ghostbuster also has a Class-S Equipment card that unlocks at Level 5.

XP and equipment

  • You gain XP when Entities are trapped or extracted, gates are closed, Goo Piles are investigated, and scenario goals are completed.
  • Each Character has 5 levels, starting at Level 1 with 0 XP and capping at 30 XP.
  • New abilities are added when you level up; they do not replace earlier ones.
  • Equipment can be used for free on your turn and is usually turned face down after use until the next scenario.
  • Class-S Equipment cannot be transferred to another Ghostbuster.

Turns and rounds

  1. Ecto-Tank abilities: at the start of the round only, before Player 1 acts, the team may spend stored Plazms to activate Ecto-Tank abilities.
  2. Each Ghostbuster takes a turn: players act clockwise from Player 1.
  3. End of the round: resolve end-of-round effects, move the Goo Timer down by 1, then roll and resolve the Event Die.

Each Ghostbuster has 3 Actions on their turn. They may also perform up to 2 Maneuvers, and regular Actions can be converted into Maneuvers one-for-one.

Main actions

  • Move: move 1-2 spaces in any direction, including diagonally, while respecting terrain restrictions.
  • Drive the Ecto-1a: if inside it, move the vehicle up to 6 spaces vertically or horizontally.
  • Deposit Trapped Ghosts / Plazms: return trapped ghosts to the Spirit World and add Plazm counters to the Ecto-Tank if you are adjacent to or inside the Ecto-1a.
  • Remove Slime from an Adjacent Ghostbuster: remove 1 non-Caustic Slime token from an adjacent teammate within line of sight.
  • Switch the Pack of an Adjacent Ghostbuster: swap a teammate between Proton Pack and Slime Blower if they are adjacent and within line of sight.
  • Combat Action: attack an Entity or Gate within line of sight by rolling the Combat Die.
  • Pass: forgo some or all Actions.

Main maneuvers

  • Transfer trapped Ghosts / Plazms: move trapped Ghosts or Plazm counters between adjacent Ghostbusters, or between a Ghostbuster and someone inside the Ecto-1a.
  • Transfer Equipment: move Equipment cards between adjacent Ghostbusters. Class-S Equipment cannot be transferred.
  • Enter / Exit Ecto-1a: enter or leave from one of the 4 side spaces.
  • Investigate a Goo Pile: if adjacent and within line of sight, reveal the Goo Pile, gain 1 XP, raise the Goo Timer by 1, and draw the appropriate reward card.

Combat, gates, and slime

Ghosts are usually trapped with Proton Streams. Plazms are extracted with Mood Slimes. Haunted Humans may require one or both. Gates can normally be closed by either Streams or Slimes, and each Ghostbuster gains 1 XP for each token they contributed when a Gate is closed.

Slime matters a lot in this game. Different Slime tokens can reduce your hit rolls, line of sight, movement, maneuvers, or actions. Caustic Slime is the dangerous one: it cannot be removed normally, and if a Ghostbuster ever has 3 Caustic Slimes, the team loses the scenario.

End of round and loss pressure

At the end of each round, you resolve Entity, Event, and Scenario effects, then move the Goo Timer down by 1. If the Goo Timer reaches 0, you lose the scenario. After that, roll the Event Die and resolve either the matching Gate symbol or the Chaos symbol.

Source note

This page is based on a Ghostbusters II quick-reference / rules summary sheet provided directly in the GBWorldHub workflow on May 9, 2026. It is a paraphrased reference page based on fan-made material rather than an official manual transcription.