Solve a Spooky Mystery!
There’s something strange going on at a farmhouse, and your team of Ghostbusters has raced to the scene in Ecto-1 to investigate! Your PKE meters are going nuts, but don’t worry — your proton packs are fully charged! Now you must work together to figure out who the ghost leader is, how you will trap it, and where it will appear.
Move from location to location making suggestions for who, how, and where. Narrow down the possibilities as other players show you cards. Once you think you’ve solved the mystery, test your theory and check the Tobin’s Spirit Guide card sleeve to see if you’re right.
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Contents
- Gameboard
- 6 cardboard character tokens (with plastic bases)
- 6 cardboard ghost tokens
- 6 miniature spectral devices
- 30 cards (6 ghost cards, 6 spectral device cards, 9 location cards, 9 paranormal cards)
- Tobin’s Spirit Guide card sleeve
- Notepad
- 2 dice
Set Up
The first time you play, punch out the character and ghost tokens from their cardboard frame. Insert each character token into a plastic base.
- Choose a character token and place it on its named space. (If there aren’t six players, put any unused character tokens back in the box.)
- Place all the ghost tokens in random, separate locations.
- Place all the miniature spectral devices in random, separate locations too. (These devices can be in the same locations as some or all of the ghost tokens.)
- Proton Pack
- PKE Meter
- Ecto Goggles
- RTV
- Ghost Trap
- Aztec Whistle
- Shuffle the nine paranormal cards (the ones with the magnifying glass on the back) and place them facedown by the gameboard.
- Separate the other cards into three decks: ghosts, spectral devices, and locations. Shuffle each deck and place it facedown.
- Slide the top card from each of those decks into the Tobin’s Spirit Guide card sleeve so no one sees. These cards will answer the questions: Who is the ghost leader? How will you trap it? Where will it appear?
- Shuffle the remaining ghost, spectral device, and location cards together and deal them out facedown among players. (It’s okay if some players have more cards than others.) For a two-player game, you’ll deal the cards out differently. See below for details.
- Everyone takes a sheet from the notepad and a pen (not included). Mark each player’s initial (including your own) at the top.
- Secretly look at your cards and mark them on your sheet. They cannot be in the Tobin’s Spirit Guide card sleeve! Keep your sheet secret. See GHOSTBUSTING TIPS below for more details on marking your sheet.
Play
Phoebe always goes first, and play continues clockwise. (If no one is playing as Phoebe, the next player clockwise on the board starts.)
On Your Turn
- Roll the dice.
If you roll the magnifying glass icon, draw a paranormal card after completing steps 2-4.
Paranormal cards let you perform a special action, like battle a ghost or name a location you want revealed. See PARANORMAL CARDS below for more details. - Do ONE of three things:
- Move your character token the number of squares you rolled. (The magnifying glass counts as 1.) Try to get to a location!
- Use a secret passage: At the start of your turn, move your token from the location you’re in to the location the passage connects to.
- Stay in the location your token is already in.
- If you reach or stay in a location, make a suggestion for who the ghost leader is, how you will trap it, and where it will appear. Say “I suggest [any ghost] is the leader, we’ll trap it with [any spectral device], and it will appear in [the location you are in].”
- Move the suggested ghost token and miniature spectral device to that location. (They’ll remain there after your turn.)
- The player to your left secretly shows you one of the cards from your suggestion, if they have one. If they have more than one, they choose which to show you.
- If they don’t have one, then the next player secretly shows you a card from your suggestion, and so on.
- No one has a card? You may have solved the spooky mystery!
- Mark your sheet with the card you were shown. It can’t be in the Tobin’s Spirit Guide card sleeve. If you weren’t shown any cards, that could mean your suggestion is correct!
- If you rolled the magnifying glass icon in step 1, draw a paranormal card now and do what it says. Maybe there’ll be a ghost ahead! See below for more details.
That’s it. Now the player to your left goes!
Think you know who the ghost leader is?
You can test your theory right after you make a suggestion! See WIN below for details.
Moving
You cannot move diagonally, go through the same square twice on a turn, or land on or move through a square occupied by another token.
Entering Locations
- You must access locations through entrances.
- If you roll a number higher than what you need to enter, just stop moving once you’re inside.
- Any number of character tokens, ghost tokens, and miniature spectral devices can be in a location at a time.
- You cannot pass through an entrance blocked by another player, whether you’re inside or outside of that location.
Paranormal Cards
Only draw one of these cards if you roll the magnifying glass icon. (If you roll two icons, you still draw just one paranormal card.) Place the card faceup, read it aloud, and do what it says.
There are TWO types of paranormal cards:
Ghost Ahead!
You must team up with any other player to battle a ghost! To do battle, you and that player each roll one die. (The magnifying glass counts as a 1.)
If your combined dice roll is the same as (or higher than) the roll listed on the card, you win the battle and catch a ghost! You can then name one ghost you want revealed. If a player has that card, they place it faceup.
If your combined dice roll is too low, you lose the ghost battle! You cannot name a ghost you want revealed.
PKE Surge!
You must team up with any other player to get closer to the truth! You and that player each roll one die. (The magnifying glass counts as a 1.)
If your combined dice roll is the same as (or higher than) the roll listed on the card, you can do one of the following:
- Name a location you want revealed. If a player has that card, they place it faceup.
- Choose a location that all players must rush to immediately. Then all players must secretly show one card to the left.
- Choose a new location to connect to the existing secret passages.
If your combined dice roll is too low, you can’t do anything.
Leave the paranormal card faceup (it can’t be used again), then end your turn. If a ghost or location is revealed, don’t forget to mark it on your sheet!
Win
Once you think you know who the ghost leader is, test your theory! You can only test one theory per game, and it must be on your turn, but it can be right after you make a suggestion. You don’t have to be in the location you’re going to name.
- Say, “I believe [ghost] is the leader, we’ll trap it with [spectral device] and it will appear in [location].”
- Secretly open the Tobin’s Spirit Guide card sleeve. Are all three cards you named inside?
YES! Your theory is correct!
Congratulations on solving the spooky mystery!
NO! Your theory is wrong!
Without letting anyone see, put the cards back in the Tobin’s Spirit Guide card sleeve. You can’t take any more turns, but you must show cards when other players make suggestions or name cards they want revealed. The game continues until someone’s theory is correct. If no one’s theory is correct, the ghost leader gets away and wreaks supernatural havoc in the neighborhood!
Two-Player (or Team) Game
This variation plays like the classic game, with two exceptions:
- Set up: After you’ve copleted steps 1-6, shuffle the remaining cards and place four cards facedown randomly in any four locations. (For a speedier game, place them in the corner locations.) Then continue setup as usual.
- Play: If you enter a location with a card, secretly look at that card and mark your sheet before making your suggestion as usual.
Ghostbusting Tips
Marking Your Sheet
When someone shows you a card, mark it on your sheet in the first column and in the column under their initial. Knowing who has which cards will let you strategize when making suggestions, and you may be able to pick up on clues when other players make suggestions.
Process of Elimination
Suggestions help you figure out the spooky mystery by process of elimination. As players reveal cards, you narrow down which ghost, spectral device, and location cards might be in the Tobin’s Spirit Guide card sleeve.
Using Your Cards
Use the cards in your hand to your advantage when making suggestions. If you want to know if a player has a specific card, try naming one or two of your own cards.
Players | |||||||
WHO is the leader? | |||||||
Slimer | |||||||
Muncher | |||||||
Gozer | |||||||
Miner Ghost | |||||||
The Gatekeeper | |||||||
The Keymaster | |||||||
HOW will you trap it? | |||||||
Proton Pack | |||||||
Ecto Goggles | |||||||
PKE Meter | |||||||
Ghost Trap | |||||||
RTV | |||||||
Aztec Whistle | |||||||
WHERE will it appear? | |||||||
Foyer | |||||||
Kitchen | |||||||
Dining Room | |||||||
Bedroom | |||||||
Lab | |||||||
Silo | |||||||
Field | |||||||
Barn |
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