Ghostbusters the Board Game, review 

The hugely successful Cryptozoic kickstarter shipped and we got to play it.

Ghostbusters The Board Game, omw to level 2

Ghostbusters The Board Game, omw to level 2

It’s a very ameri-style game, and feels a bit like a very simplified Arkham Horror more than anything else. You get two actions per turn, plus 1 special action. You lose actions by getting slimed, but can’t lose that special action (called a ‘maneuver’, which to paraquote a British philosopher, make it sound a bit like a tank commander game).

The game is very scenario driven and each scenario makes big changes to how the various rules run (goals, penalties for misses, etc). In general though the game is about moving figurines around, avoiding ghosts and avoiding losing actions to them, and shooting the proton guns which involves rolling dice to verify hits. Each character has a few power ups that add a bit more complexity to it, but the game never gets very complex beyond that.

Ghostbusters the Board Game, what happens when you miss a gate too many times

Ghostbusters the Board Game, what happens when you miss a gate too many times

The figurines are very nice and so is all the art. All of it genuinely reminds me of the old cartoons (not familiar with the new one :P) and feels very thematic.

The game is strictly coöp with one major exception: it’s possible through your actions to cause other players to get slimed, and there’s an action to de-slime them. That action though doesn’t grant XPs, unlike busting ghosts. Leads to a slight ‘battletoads’-like mentality of “Well, you slimed me once so I get to slime you back” which inevitably escalates up.

Ghostbusters the Board Game

Ghostbusters the Board Game. We spent most of this scenario around this car. Nice car though.

It’s a solid game if you want a dice heavy miniature game, and especially if you have kids/younger cousins who are into the Ghostbusters. There’s a lot of scenarios that offer a lot of play and the miniatures are really quite nice.