Cryptozoic is currently running a Kickstarter for the standalone expansion to their Ghostbusters Board Game, which is already well past their initial goal of $250,000. Here’s a peek at some of the new options in Ghostbusters II.
Equipment Cards and Their Uses
An exciting new feature of Ghostbusters: The Board Game II is the addition of Equipment Cards. When a group of slime-worshipping cultists broke into the Firehouse, they stole all of your gear and hid it all over the city, so you’ve got to get it back! You have the chance to get back one piece of your Equipment whenever you Investigate a Goo Pile on the map.
There are four types of Equipment:
- Weapons, which give you advantages when making Combat Rolls
- Tomes, which allow a Ghostbuster to bend the rules of reality in interesting ways
- Utilities, which aid in movement, scouting, and information-gathering
- Traps, which can help to clear the streets efficiently and to great reward
Using a piece of Equipment is free—it doesn’t take up any Actions to activate an Equipment Card. Once it is used, the Equipment Card is flipped face down to show that it’s been expended. You can transfer Equipment to other Ghostbusters in the same way that you transfer Trapped Ghosts and Extracted Plazms. Between Scenarios, all Equipment Cards flip face up again, and can be used once more in your battles against the paranormal! On top of the general-use tools and gadgets that make up the Equipment Deck, all Ghostbusters also have access to special Class-S Equipment specific to their Character Cards, which unlock at level 5. These super-powerful pieces of Equipment really pack a punch, but can only be used by the Ghostbusters that unlocked them.
The Base Game comes with 20 Equipment Cards and 8 Class-S Equipment Cards, so you can build your arsenal up in each Campaign, and really unload when the opportunity arises! In order to get your hands on these juicy gadgets, however, you’ll probably have to encounter a new type of Entity that guards Goo Piles …
Plazms and What They Do
Plazms are a type of Entity in Ghostbusters: The Board Game II that are based on the Ecto-Plazm line of toys. They are big, goopy monsters that can split into smaller Entities or combine into larger ones, and they have a habit of bullying the Ghostbusters! They tend to stay in one place, often guarding Goo Piles or passageways, and can only be defeated by using a Slime Blower Pack.
Instead of trying to stuff all that goopy slime into a Trap, Egon has engineered the Slime Blower Packs to have a reverse-polarity vacuum function on them. When you’ve hit a Plazm with enough positively-charged Mood Slime to quell it, you can Extract the useful goop from the puddle and Deposit it into the Ecto-1a’s fancy new Ecto-Tank. This marvelous invention can atomize the now-positively-charged Plazm into the nearby area, giving the Ghostbusters a boost in morale and ability. These extra boosts include taking free actions, removing Slime from yourself, and re-charging a piece of Equipment. Depending on which Ghostbusters you’ve brought with you, you can receive even more beneficial boosts!
Thanks for being part of the Ghostbusters: The Board Game II team, this first week has been amazing! #TwitterTerror has been completed, that’s four down and four to go for Gimme Grabber. Keep posting and spreading the word!