Thought I'd show everyone how things are shaping up. Here's pics of the board set-up and the characters using the slime and proton tokens/beads. Along with a long winded, but necessary (: explanation of the rules thus far:
Grab a beverage and get comfy! It's okay I'll wait…..
(*janine)(*egon)(*peter)(*ray)(*winston):-)
The purpose of the game is catch ghosts. The player who captures the most ghosts, wins. However, you are also trying to prevent the ghosts from reaching the firehouse as they will release Stay Puft to destroy the city. Fighting the ghost is as simple as rolling two dice- one for the GB's and one for the ghosts. Higher number wins. Each roll uses a proton bead from your character card. As seen in the photo (you may have to squint), each unnamed building tile has one ‘white’ ghost. These ghosts take 1 attack roll to defeat. Named buildings have a ‘boss ghost’ ex. Mummy that put up a fight. Each boss ghost has a rank number. This number applies to three categories for the game using the same number for each. So, if the Mummy's value is worth 2 pts, Two is the…
-number of successful dice rolls you must beat to capture and trap them
-number of slime token they give you, should you fail the rolls
and, the number of spaces that ghost moves towards the firehouse.Also each ghost has a special ability (in lieu of special objects to defeat them I had tried earlier). Such as:
Headless Horseman- charges GB's upon sight w/o a chance for them to attack. GB's take 3 slime tokens
Library Ghost- scares GB's upon sight forcing them to move in opposite direction.
Saumheim- surrounded by three ‘white’ ghosts for protection upon sight.
This makes each ghost unique and a challenge to fight- also, since ghosts are revealed at random (picking up a card from the deck) You'll never know which ghost you'll fight next. I'd like to use the slime blower from GB2 as another option to stop the ghosts from reaching the HQ- like barrier tokens that they can't pass through- positively charged mood slime!
The Ghost Trap
A player has a mini-containment unit on their card to hold up to six traps, but applying loose cartoon physics, I think a player should only be allowed to hold four traps on their persons. Traps are featured as cards in a players hand. Each hand consists of the following:
4 ghost traps (play this card to put your captured ghost in your containment unit slot on the card, when all the slots are filled, you must drop them off at the Ecto-1 at the center of the board and you'll receive new traps)
1 fully charged proton battery(play this card to fully recharge your proton charge squares. Discard after use.)
1 walkie talkie(play this card to call the closest GB to you and help remove slime) I really don't like this card. I may pull it out entirely.
On each turn, players are given the option to heal/rest/recharge. Players proton gun automatically recharges one bead and may also remove one slime token. Players may also play the proton charge battery at any time to gain all six beads back to their proton pack.
I'm still not 100% happy with the above rules- and I've only played it once so far. I'd like to incorporate two other things as well: Walter Peck (may have him trying to reach the HQ instead of the ghosts to shut off the grid..?) and the Grim Reaper (steals ghosts from your traps and is out to get your soul).Do you have any advice, changes, suggestions? I'd really appreciate it.
Thanks for reading- my fingers are numb.