Ghostbusters stylistic cards originally by Albino Dragon in 2014, later it's manufacturer Renegade Game Studios released a new card deck reuses the art assets from the first card game in 2018.
2014 Ghostbusters (30th Anniversary) Playing Cards[]
List of Cards[]
- Jack of Hearts (Louis Tully)
- Queen of Hearts (Dana Barrett)
- King of Hearts (Peter Venkman)
- Jack of Clubs (Slimer)
- Queen of Clubs (Janine Melnitz)
- King of Clubs (Egon Spengler)
- Jack of Diamonds (Walter Peck)
- Queen of Diamonds (Gozer)
- King of Diamonds (Winston Zeddemore)
- Jack of Spades (Stay Puft Marshmallow Man)
- Queen of Spades (Library ghost)
- King of Spades (Ray Stantz)
Kickstarter[]
Description given about the project:
- Custom illustrated deck
- Richly illustrated design
- Intricately designed playing card backs
- One of a kind court cards with characters based on Ghostbusters
- Custom Jokers
- Magic finish that allows cards to handle smoothly & last longer than cheaper playing card decks
Kickstarter Pledge Levels[]
- (Pledge of $1 or more) I'm not interested this time around but I like what you guys are doing and can't wait to see what you come up with next!
- (Pledge of $15 or more) 1 Ghostbusters deck.
- (Pledge of $28 or more) 2 Ghostbusters deck.
- (Pledge of $40 or more) 3 Ghostbusters deck.
- (Pledge of $52 or more) 4 Ghostbusters deck.
- (Pledge of $64 or more) 5 Ghostbusters deck.
- (Pledge of $75 or more) 6 Ghostbusters deck.
- (Pledge of $135 or more) 1 Brick (12 decks) of Ghostbusters.
Developments[]
A Kickstarter for "Ghostbusters: The Board Game" was started on August 26, 2014.[1]
On August 28th, the project reached it's funding goal of 10,000 [2]
When the Kickstarter had finished they had 937 backers with a total sum of $23,130.
2018 Ghostbusters The Card Game[]
Ghostbusters: The Card Game was a card game produced by Renegade Game Studios in 2018. It was a reimplementation of their game "Ink Monsters", but themed for the first two films. It's meant for 2 to 5 players ages 8 & up, and a typical game runs 20 to 30 minutes.
Included Contents[]
- 48 Ghosts Cards -includes gear cards, making it a breakdown of 42 Ghosts and 6 gear.
- (Class I) Bat Books
- (Class I) Big Twinkie
- (Class I) Ectoplasm
- (Class I) Ghost Hair
- (Class I) Mist
- (Class I) Voices
- (Class II) Animated Lips
- (Class II) Animated Toaster
- (Class II) Floating Sheets
- (Class II) Ghostly Hands
- (Class II) Ghost Chair
- (Class II) Ghost Train
- (Class III) Angry Poltergeist
- (Class III) Central Park Shadow
- (Class III) Dream Ghost
- (Class III) Ghost Jogger
- (Class III) Washington Square Ghost
- (Class III) Zombie Taxi Driver
- (Class IV) Ivo Shandor
- (Class IV) Janosz Poha
- (Class IV) Librarian
- (Class IV) Nunzio Scoleri
- (Class IV) Tony Scoleri
- (Class IV) Vigo
- (Class V) Blob
- (Class V) Fluffy
- (Class V) Mooglie
- (Class V) Slimer
- (Class V) Subway Ghost
- (Class V) Mood Slime
- (Class VI) Animated Lion Statue
- (Class VI) Giant Penguin
- (Class VI) Giant Spider
- (Class VI) Movie Theater Ghost
- (Class VI) Pigeon Swarm
- (Class VI) Possessed Police Horse
- (Class VII) Gatekeeper
- (Class VII) Gozer
- (Class VII) Keymaster
- (Class VII) The Stay Puft Marshmallow Man
- (Class VII) Vinz
- (Class VII) Zuul
- (Gear) Proton Pack (2)
- (Gear) Jumpsuit (2)
- (Gear) PKE Meter (2)
- 57 Action Cards -there are seven different actions that are repeated.
- Dr. Raymond Stantz (18)
- Dr. Peter Venkman (18)
- Winston Zeddemore (9)
- Dr. Egon Spengler (3)
- Janine Melnitz (3)
- Librarian (3)
- Gozer (3)
- "Ghost Trap" card, depicting a Ghost Trap on both sides
- "Direction Marker" card, depicting a "clockwise" arrow on one side and a "counterclockwise" arrow on the other
- Reference Card (not a play card in game), with a short "Turn Structure" description on one side, and a listing of the "Ghost Card Icons" on the other
- Scorepad, with double-sided Scoresheets
- Rulebook, gateway folded with 8 pages of rules
Gameplay[]
Setup[]
A player is chosen randomly to start the first round. Play goes in clockwise order from that player. Take a blank Scorepad sheet and fill in the players' initials in the top row in play order. The Ghost Card deck is shuffled and 12 cards are dealt faceup in a circle similar to a clock dial. The Ghost Trap card is placed above the card in the "12" position, and the Direction Marker card is placed in the center of the circle with the card flipped to the "clockwise" arrow side. The remaining Ghost Cards are placed facedown near the circle. The Action Deck is shuffled and 3 cards are dealt to each player. The remainder of the Action deck is placed facedown where all players can reach it, with space left for a discard pile. The Reference card is also placed where all players can have access to it.
Play Format[]
The game is played in three rounds. In each round, players use their Action cards to move the Ghost Trap around the circle in front of ghosts & equipment they wish to capture. Ghosts are valued at 1, 2 or 5 points, and can carry Set Icons, Class Numbers, Slime indicators and various game Abilities, as described below.
A player's turn consists of 3 phases:
- 1. Take Actions
- 2. Capture Ghost
- 3. Refill Hand
1. Take Actions[]
In taking actions, the player whose turn it is can either:
- play 2 Action cards,
- discard two Action cards and draw to replace them, or
- play 1 card and discard & replace 1 card (in either order).
In playing an Action card, the card is played to the discard pile and its action is resolved. The cards actions are as follows:
- Dr. Peter Venkman: Venkman allows you to rotate the Ghost Trap card 1, 2 or 3 cards counterclockwise around the circle, skipping empty spaces left by removed cards. There are 6 each of each rotational value.
- Dr. Raymond Stantz: Stantz allows you to rotate the Ghost Trap card 1, 2 or 3 cards clockwise around the circle, skipping empty spaces left by removed cards. There are 6 each of each rotational value.
- Dr. Egon Spengler": Egon lets you swap the positions of any two Ghost Cards in the circle. There are 3 Egon cards.
- Winston Zeddemore: Winston lets you move the Ghost Trap to any ghost of the specified point value. There are 3 cards each of each point value (1, 2 or 5).
- Janine Melnitz: Janine lets you reverse the direction of play (by flipping the Direction marker card from clockwise to counterclockwise and vice versa) and move the Ghost Trap card 1 card in the new direction, skipping empty spaces left by removed cards. There are 3 Janine cards.
- Librarian: The Librarian lets you capture the top card from the facedown Ghost Card deck and add it to your Score Pile. There are 3 Librarian cards.
- Gozer: Gozer lets you capture a card that is adjacent to (but not in front of) the Ghost Trap card. (The rules do not explicitly state if the card must be directly next to the card in which the Ghost Trap card lays, or if it can be the next card in the circle in either direction if empty spaces exist. This is presumably left up to the players to decide on.) There are 3 Gozer cards.
In addition, players can use Action Abilities that are listed on the captured Ghosts in their Score Pile. These are actions that begin with an asterisk (*) in a red circle. A player can only use any number of these actions per turn, but each action can only be used once per round. To designate when said action has been used, the card is "tapped" (turned sideways, similar to the same usage action in MAGIC: THE GATHERING), but not discarded. (At the end of the round, the card can be "untapped"--turned back vertically--and the action used again in a future round.) These are considered additional actions that do not count as one of the two Actions a player can take during this turn phase, and can be taken either before or after Action card actions.
2. Capture Ghost[]
If you played at least 1 Action card in your Take Action phase, you can "Capture" the Ghost Card in front of the Ghost Trap card and place it into a Score Pile in front of you, keeping it faceup. You then move the Ghost Trap to the next card in the circle in the current direction of play (as indicated by the Direction Marker card), unless that card was the last card in the circle for the round. If you did not play any Action cards OR if you only played actions from your captured Ghost Cards in your Score Pile, you do not take that card, but you still move the Ghost Trap card to the next card in the circle.
- NOTE: Some Ghost cards have an "Instant Ability" listed on them with an exclamation mark (!) in a red circle. These actions are taken immediately by the player who captured that card. Such actions are only used once per game, and are not "untapped" like the Action Abilities mentioned above. The Equipment and "Slimer" cards have "Scoring Abilities" so marked by a hexagon in a red circle. These abilities only come into effect after the game is over.
3. Refill Hand[]
If you currently hold fewer than 3 Action cards in your hand, draw enough cards from the facedown Action card pile to bring your hand back up to 3 cards. You cannot draw cards from the discard pile. If the Action card pile ever runs out of cards, shuffle the discard pile to create a new Action card pile and draw from it.
A round ends when the last card in the circle is Captured. After the player who captured that card refills their hand, that player deals a new circle of 12 cards to the center of the play area, and resets the Ghost Trap card to the "12" position. (The Direction Marker card remains in the direction it was at the end of the previous round.) As stated above, any Ghost cards with used Action Abilities are "untapped" and their abilities can be used again in the upcoming round. The player whose turn comes after the player who made the last capture starts the second round. This process is repeated at the end of the second round, with the player whose turn comes after the player who made the last capture of the second round starts the third round.
End Game & Scoring[]
Base Scores[]
Each player first totals all the point values of the cards whose values appear in the upper left corner of the card. (Equipment cards are scored separately later.) These scores are recorded in the BASE SCORE row on the Scoresheet.
Set Bonuses[]
Players then go through all their 1-point cards to determine how many of each "Set Icon" card they have. Each has one of four Set Icons, a Cross, a Star, a set of Squiggly Lines or a Square (similar to the ESP cards used in the first movie). Whoever holds the most of each Icon scores a Set Bonus of 3 points, recorded in the matching SET BONUSES line on the Scorecard. If there is a tie for most cards in any Icon Set, the tied players each score only 1 point in that SET BONUS row.
Sequence Bonuses[]
Each 1-, 2- or 5-point card also lists the Class Number of the ghost/item depicted on it. This is a Roman numeral from 1 to 7 (I, II, III, IV, V, VI or VII) in a colored circle at the lower left of the ghost/item image. Players can attempt to make Sequences of at least 3 cards in order from the cards they have captured. Only one of each Class can be used in each Sequence, but players can attempt to build multiple Sequences if they have captured enough cards to do so. Sequences are scored as follows:
- 3 cards in sequence: 1 point
- 4 cards in sequence: 2 points
- 5 cards in sequence: 4 points
- 6 cards in sequence: 7 points
- 7 cards in sequence: 10 points
EXAMPLE: A player has one sequence of Class I through VII, another of Class II to V, and another of only I to II. They score 10 points for the 7-card sequence and 2 for the 4-card sequence, but nothing for the 2-card sequence, for a total of 14 Sequence points. Sequence points are recorded in the SEQUENCES row of the Scoresheet.
Gear Bonuses[]
Players now score any Gear cards they have captured. These score as follows:
- One Gear item by itself scores 2 points.
- A set of two DIFFERENT items scores 6 points.
- A set of all three DIFFERENT items scores 12 points.
If a player has both cards of a given item, they can score each on in a separate set.
- EXAMPLES: A player has captured 2 PKE Meters, 1 Jumpsuit and 1 Proton Pack. They score 12 points for the set of three different items, and an addition 2 points for the second PKE meter, for a total of 14 points. If they only had the 2 PKE Meters, they would only score 4 points as two 1-card sets.
These points are recorded in the GEAR row of the
Slime Bonuses/Penalties[]
Some cards have their point value depicted by a "Slimed" number. Each player counts up how many such cards they have in hand. The player who hold the most Slime cards loses 3 points, and has a "-3" recorded in the SLIME row on the Scoresheet. If there is a tie for most Slime cards, EACH tied player gets the 3-point penalty.
The only exception to this is if a player has captured the "Slimer" card. That player instead scores 1 bonus point for each Slime card they have captured, including the Slimer card. If this player also holds the MOST Slime cards, then the opponent(s) who hold(s) the highest amount of Slime cards get(s) the 3-point penalty instead.
- EXAMPLE: Two players tie with 4 Slime cards each. However, one of them has captured Slimer. That player earns 4 points, while the other gets the 3-point penalty to their score.
Final Totals[]
Points are now totaled for each player, and the player with the highest point score is the winner. In case of a tie, the tied player with the most Ghost cards wins. If there's still a tie, the tied played with the FEWEST Slime cards wins.
Game Credits[]
- Game Designers: Daryl Andrews and Erica Bouyouris
- Developer: Erik Dahlman
- Illustrators: Jacqui Davis and Todd Bright
- Graphic Deaigner: Melanie Graham
- Editor: Dustin Schwartz
- ---Renegade Game Studios ---
- President & Publisher: Scott Gaeta
- Controller: Robyn Gaeta
- Director of Operations: Leisha Cummins
- Director of Sales & Marketing: Sara Erickson
- Creative Director: Anita Osburn
- Senior Producer: Dan Bojanowski
- Associate Marketing Manager: Danni Loe
- Customer Service: Jenni Kingma
References[]
- ↑ Kickstarter "Ghostbusters Playing Cards" Professor Stephen Candy on August 26
- ↑ Kickstarter "Ghostbusters Playing Cards": Funded!; Note that the date of update #1 was Aug 28 2014.
External Links[]
- Albino Dragon Official Website for Ghostbusters Playing Cards
- Albino Dragon Official Facebook Page
- Kickstarter "Ghostbusters Playing Cards" by Erik Dahlman
- BoardGameGeek entry for GHOSTBUSTERS: THE CARD GAME
Gallery[]
2014 Ghostbusters (30th Anniversary) Playing Cards images[]
Kickstarter[]
Promo images from the Kickstarter that was started to produce the 2014 deck.


































