OBJECTIVE OF GHOSTBUSTERS THE CARD GAME: Be the player with the most points at the end of the final round

NUMBER OF PLAYERS: 2 – 5 players

TYPE OF GAME: Set collection

AUDIENCE: Ages 8 and up


Ghostbusters the Card Game is a set collection game for 2 – 5 players.  During the game, each player will use action cards to position the ghost trap and capture specific ghosts.  In the end, players will earn points for the ghosts they captured, and they will earn bonus points for biggest sets, sequences, and gear.  Points are deducted for having the most slime.


The game includes 48 ghost cards.  Each ghost will have a point value, set icon, and class number.  Some ghosts also have a slime value and special ability.

There are 57 action cards.  A player will begin with three action cards in their hand.  These cards allow the player to do things such as move the ghost trap in different directions and rearrange the ghost cards in the circle.

There is also a ghost trap card that is used to capture ghosts as well as a direction marker card that determines the way the ghost trap can move.

A rule book, reference card and score pad is also included.


Shuffle the ghost cards and deal 12 face up in a circle in the center of the table.  The rest of the ghost cards form a draw pile.  Next, shuffle the action cards and deal three to each player.  The rest are set aside as a draw pile.

The direction marker card goes in the center of the circle with the clockwise arrow facing up.  The ghost trap card begins at the top of the circle in the 12 o’clock position.


The game takes place over the course of three rounds.  Determine who begins the first round.  In following rounds, the player left of the person who captured the last ghost goes first.

There are three phases during a player’s turn: Take Action, Capture Ghost, and Refill Hand.


A player may perform up to two actions on their turn.  There are three types of actions: Play, Discard, and Ghost Abilities.

If an action card is played, that player shows the card, performs the action, and places the card on the discard pile. 

If a player chooses to discard, the card is placed on the discard pile and the action does not happen.  That player immediately draws a new action card from the draw pile.

During the action phase, a player may play two action cards, discard two action cards, or do one of each.

In addition to the above mentioned actions, a player can also use their captured ghosts special abilities if they have any.  Each special ability can be used once per round.  Rotate the ghost card sideways after using the ability.


A player must have played at least one action card in order to capture a ghost.  Whichever ghost the trap card is in front of becomes captured.  That card is collected and placed near the player who captured it.  The ghost trap is immediately moved to the next ghost in the circle.  The direction of movement is determined by the direction marker card.

If playing with two players, a second ghost is removed after one is captured.  Discard the ghost that follows the one just captured. 


After capturing a ghost (if able), it is time to draw back up to three cards.  If the action card draw pile runs out of cards, shuffle the discard pile to begin the draw again.


The round ends after the final ghost card is captured.  Set up the next round by dealing twelve more ghost cards out in a circle.  The ghost trap begins at the top of the circle.  Players also reset the ghosts that were used during play by orienting them vertically.  The game ends once the third round is completed.


A player’s score is documented on the scorepad.

Players earn a base score which is determined by the point value that each captured ghost has.  Set bonuses are earned for having the most cards of a certain icon group.  Each biggest set earns 3 points.  If there is a tie for the biggest set, each player earns 1 point.  Sequences are determined by the ghosts’ class numbers and include at least three cards.  Points are earned based on the number of cards in the sequence: 3 cards = 1 point, 4 cards = 2 points, 5 cards = 4 points, 6 cards = 7 points, and 7 cards = 10 points.  More than one sequence can be scored, but players are only allowed to use each ghost once.  Having a variety of gear cards also earns points.  1 gear card earns 2 points, 2 different gear cards earn 6 points, and 3 different gear cards earn 12 points.  Any duplicate cards are scored as a separate set.

The player with the most slime ghosts loses 3 points from their score.  If there is a tie for most slime, all players in the tie lose 3 points.  However, the Slimer card saves the player from the penalty.  If the player with the most slime ghosts also has the Slimer, the player with the next highest slime total is penalized with the 3 point deduction.  Also, the player with the Slimer card earns 1 point for each slime ghost card they capture.


The player with the most points wins the game.  If there is a tie for points, the player with the most ghosts wins.  If there is still a tie, the player with the least amount of slime ghosts wins.

Mark Ball
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