APPENDIX. The Ecto-2 can only be summoned once per Scenario, but it will always appear with 3 Timer Counters when summoned.

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1 APPENDIX Q: What is a Hyper-Plazm and where do I find one in the game? A: The game includes 9 Super-Plazms. Per gameplay, combining 2 of them creates a Hyper-Plazm; combining 3 of them creates a Grand-Plazm. Because of this, you essentially have 3 Grand-Plazms in the game box. Q: How do you use the Ecto-2 Gyro from the Get Real Pack? A: If the Ecto-2 Gyro has not been placed on the map yet, any Ghostbuster may choose to take zero Actions during their turn to place the Ecto-2 in an empty adjacent space. When the Ecto-2 is placed on the map, put 3 Timer Counters on the Ecto-2 Tile. A Ghostbuster can spend a Maneuver while adjacent to the Ecto-2 to enter or exit it. When a Ghostbuster enters the Ecto-2, move their figure onto the Ecto-2 tile. The Ecto-2 can hold up to 2 Ghostbusters. While inside the Ecto-2, a Ghostbuster can use the Drive Action to remove a Timer Counter from the Ecto-2 Tile and move the Ecto-2 up to 4 spaces, ignoring terrain and Entities. The Ecto-2 cannot sit on top of red or orange map lines. If there are no Timer Counters on the Ecto-2, it cannot be Driven. A Ghostbuster can attack Gates and Entities as usual while inside the Ecto-2. A Ghostbuster inside the Ecto-2 may treat either of the Ecto-2 s spaces as their space for the purposes of determining range. If a Ghost moves into or through one of the Ecto-2 s spaces, any Ghostbusters inside will be Slimed. The Ecto-2 can only be summoned once per Scenario, but it will always appear with 3 Timer Counters when summoned. A Ghostbuster adjacent to the Ecto-2 may choose to take zero Actions during their turn to add Timer Counters to the Ecto-2 until the Ecto-2 has 3 counters on it (essentially refueling the Ecto-2). Q: Can the Ecto-2 end its movement on an occupied space? A: No, the Ecto-2 must end its movement in an unoccupied space. Q: Does the Ecto-2 have a Dimensionometer? A: No. Unless otherwise specified, vehicles other than the Ecto-1a (and Ecto-1) will not have a Dimensionometer. Q: While occupying the Ecto-2, is it considered flying? A: No, the Ecto-2 only flies when you use the Drive Action to remove a Timer Counter and move the Ecto-2 4 spaces. Once that movement is complete, it has landed and is considered to be on the ground again. You must still obey all Line of Sight rules when attacking from the Ecto-2. Note again, however, that you may consider either of the Ecto-2 s spaces as your space when attacking. Q: Scenario 2 of the Scoleri Brothers Campaign says a Mail Fraud should go on the map, but it doesn t say where. Does it go in the Spirit World, even though it isn t listed there either? Also, the current setup has no way of reaching the top of the map where a Goo Pile is located. Is this a misprint? Or is this how the Scenario is intended? A: While the Mail Fraud symbol does appear in the Map Key, there should be no Mail Fraud included on the map or in the Spirit World for Electric Chairman of the Board (a.k.a., Scenario 2 of the Scoleri Brothers Campaign). The Goo Pile is intended to be blocked off like that. While it s not possible to reach the pile through normal movement, there are some effects that can be used to reach it. Q: In PvP, what do Ghosts do when they cross your space, and how do you execute a hit or miss since there is no way to clean off Slime? Also, what happens when a Ghost goes off the board or if the Spirit World runs out? In the case of the latter, does the game end without any team winning?

2 A: For PvP Scenarios, all Entities Slime Type is Containment. Therefore, Ghosts will still Slime busters when passing through them, but since that Slime is Containment Slime, it will contribute to that buster eventually being Contained, removing them from the map and clearing all the Slime from them. Note that when a buster is Contained this way, the opposing team still scores 3 points. Unlike a normal Scenario, the game will not end when the Spirit World runs out of Ghosts. Play will continue until one of the teams has won the match. Q: I finished a Scenario and have several Plazms that have not been Deposited. Do I still carry them over to the next Scenario or are they lost? A: Undeposited Plazms are lost at the end of a Scenario. House rules could allow for an auto Deposit if you wish, but that detracts from the tension of choices you make during the game. Q: How does the Goo Timer work? A: Each Scenario Card has a Goo Timer listed at the bottom. The white number indicates where to start the timer when setting up the Scenario. At the end of each round, before rolling the Event Die, move down 1 space on the Goo Timer Track. If it reaches 0, the players lose. The Goo Timer can be increased by Investigating the Goo Piles found throughout the map. Whenever a Ghostbuster Investigates a Goo Pile, move up 1 space on the Goo Timer Track. This can increase the Goo Timer past its starting point, but cannot exceed the maximum number indicated on the Scenario Card. Q: Do the -2 sides of Slime Tokens count as 1 or 2 tokens? A: The -2 side of each of the Slime Tokens is meant to represent 2 individual -1 tokens. Therefore, if you have a -2 Hit token and a -1 Action token, you are considered to have 3 Slimes on you, and will be forced to replace 1 of your Slimes with a Caustic Slime should you be Slimed again. If you choose to exchange 1 of the -1 Hit tokens, you would simply flip the -2 Hit token back to the -1 Hit side, and then gain the Caustic Slime. Q: For the purposes of counting turns/rounds for Events, does the turn/round in which the Event is drawn count as 1, or does it start counting from the next turn/round? A: The current turn/round is 1. Q: When a Super-Plazm Splits off from a Hyper- or Grand-Plazm, does the larger Plazm also go down in rank to match? A: Yes, when Plazms Split, the larger Plazm goes down in rank to match. For example, when a Super-Plazm Splits from a Grand-Plazm, the Grand-Plazm becomes a Hyper-Plazm. Q: When the Grabber Ghost Grabs a Ghostbuster, does that Ghostbuster get Slimed? If the Grabber Ghost enters a Ghostbuster s space while already holding a Ghostbuster, do they just Slime that Ghostbuster, or do they drop the current Ghostbuster and Grab the new one? A: Yes, whenever a Ghost enters a space with a Ghostbuster, that Ghostbuster gets Slimed! Grabber Ghost can hold 2 Ghostbusters at once, but if it would Grab another Ghostbuster (i.e., a third Ghostbuster), it just Slimes them and moves through them as if it were a normal Ghost. Q: When a Ghostbuster Marked by the Grundel is defeated, what happens to that Ghostbuster? Do they return to normal? A: Yes! You have removed the Grundel curse and the Ghostbuster goes back to their bustin ways. Q: In the rules section for Lady Liberty, it says that a Ghostbuster occupying Lady Liberty may only perform Combat Actions against Entities outside of Lady Liberty. However, in a later paragraph it says, Entities occupying Lady Liberty may be targeted as usual by Ghostbusters occupying her and outside of Lady Liberty. Can a Ghostbuster occupying Lady Liberty target an Entity occupying Lady Liberty or not? A: The later section is incorrect. A Ghostbuster inside Lady Liberty can only target a Ghost/Entity outside Lady Liberty. Q: Can a Ghost occupy Lady Liberty? A: Lady Liberty can hold up to 4 figures. When an Entity moves onto one of Lady Liberty s spaces, if there is room inside for that Entity, it will then occupy Lady Liberty. Any Ghostbusters occupying Lady Liberty at the time will also be Slimed when the Entity moves in to occupy that space. Note that Lady Liberty cannot be Driven while an Entity is occupying her, and that Ghostbusters occupying Lady Liberty cannot attack Entities that are also occupying Lady Liberty. Q: Can a vehicle occupy Lady Liberty? A: No, a vehicle cannot move into one of Lady Liberty s spaces, and Lady Liberty may not move into anothervehicle s space.

3 Ghostbusters: The Board Game II - Corrections RULEBOOK PAGE #6 Pg 6, Campaign : Key Items also carry over between Scenarios in a Campaign, in addition to XP and Equipment. Pg 6, Goo Pile Deck : In the example, the card should direct you to add 3 Equipment Goo Pile Cards, not 4.

4 Ghostbusters: The Board Game II - Corrections RULEBOOK PAGE #26 Pg 26, Lady Liberty : In the fourth paragraph of the right-hand column, the second sentence should say, Ghostbusters outside of Lady Liberty, instead of Ghostbusters occupying and outside of Lady Liberty.

5 Ghostbusters: The Board Game II - Corrections RULEBOOK BACK COVER Back Cover: An entity with a Shadow Base should move 2 spaces instead of 1.

6 SCENARIO CARDS - Scoleri Brothers Campaign SCENARIO #2 In the SPECIAL section, it should not say, Tony Scoleri moves 1 space toward the Marked Gate. Instead, it should say, When a Ghostbuster makes a successful Combat Roll against Tony Scoleri, he emerges from a random Gate. The Goo Timer should start at 3 instead of 1.

7 SCENARIO CARDS - Scoleri Brothers Campaign SCENARIO #2 Nunzio Scoleri should be included in the Map Key. The Open Gate symbol should be included in the Map Key. Mail Fraud should not be included in the Map Key.

8 SCENARIO CARDS - Scoleri Brothers Campaign SCENARIO #4 No changes were made to the front of the Scenario Card.

9 SCENARIO CARDS - Scoleri Brothers Campaign SCENARIO #4 Jail Jaw should be included in the Map Key. Open Gate should be included in the Map Key. Goo Pile should be included in the Map Key. The upper-left tile has its label obscured. It should be R10. The middle tile in the second row has its label obscured. It should be R6.

10 SCENARIO CARDS - Washington Scare Campaign SCENARIO #3 No changes were made to the front of the Scenario Card.

11 SCENARIO CARDS - Washington Scare Campaign SCENARIO #3 The Spirit World should include 2 Jail Jaws.

12 Ghostbusters: The Board Game II - Corrections SCENARIO CARDS - Washington Scare Campaign SCENARIO #4 In the Gate section, the Gates should be called Gravity Gates, not Sling Gates. The text in the red box should say, At the end of each round, instead of At the end of each Ghostbuster s turn. When an Open Gate is rolled on the Event Die, the effect should be: A Ghost from the Spirit World emerges from each Open Gate. Then, all Ghosts within Line of Sight of an Open Gate move 2 spaces towards WSG. When a Closed Gate is rolled on the Event Die, the effect should be: A Ghost from the Spirit World emerges from each Closed Gate. Then, all Ghosts within Line of Sight of a Closed Gate move 2 spaces towards WSG.

13 Ghostbusters: The Board Game II - Corrections SCENARIO CARDS - Washington Scare Campaign SCENARIO #4 Mail Fraud should be included in the Map Key. Granny Gross should be included in the Map Key.

14 SCENARIO CARDS - Vigo Campaign SCENARIO #3 The Gates should require a 3 or higher to hit, instead of a 4 or higher.

15 SCENARIO CARDS - Vigo Campaign SCENARIO #3 The Mail Frauds on B5 and R12 should be Brain Matters. Brain Matter should be included in the Map Key.

16 SCENARIO CARDS - Vigo Campaign SCENARIO #4 The Gates can be hit with either Streams or Mood Slimes.

17 SCENARIO CARDS - Vigo Campaign SCENARIO #4 The entry for Janosz Poha in the Map Key incorrectly shows the icon for Tony Scoleri. The entry for Jail Jaw in the Map Key incorrectly shows the icon for Nunzio Scoleri. Mega-Plazm should be included in the Map Key.

18 SCENARIO CARDS - Killerwatt Campaign SCENARIO #2 No changes were made to the front of the Scenario Card.

19 SCENARIO CARDS - Killerwatt Campaign SCENARIO #2 There should be one more Open Gate on the map, located 1 space to the left of the Street Creeper on tile WH1.

20 SCENARIO CARDS - Killerwatt Campaign SCENARIO #4 Goo Timer should start at 4 instead of 1.

21 SCENARIO CARDS - Killerwatt Campaign SCENARIO #4 Snake Head should be included in Map Key. X-Cop should be included in Map Key.

22 SCENARIO CARDS - Plazm Phenomenon Campaign SCENARIO #1 The Gates can only be hit by Mood Slimes.

23 Ghostbusters: The Board Game II - Corrections SCENARIO CARDS - Plazm Phenomenon Campaign SCENARIO #1 Open Gate should be included in Map Key. Amplify Base and Caustic Base in Map Key have wrong images. Setup should mention using the Hemo-Plazm card to replace the Super-Plazm card.

24 Ghostbusters: The Board Game II - Corrections SCENARIO CARDS - Plazm Phenomenon Campaign SCENARIO #2 No changes were made to the front of the Scenario Card.

25 SCENARIO CARDS - Plazm Phenomenon Campaign SCENARIO #2 Open Gate should be included in Map Key. Goo Pile should be included in Map Key. Setup should mention using the Hemo-Plazm card to replace the Super-Plazm card.

26 SCENARIO CARDS - Plazm Phenomenon Campaign SCENARIO #3 No changes were made to the front of the Scenario Card.

27 SCENARIO CARDS - Plazm Phenomenon Campaign SCENARIO #3 The Titanic Ghost pictured on tile M3 should be the Theatre Ghost instead. There should be a Goo Pile under the Street Creeper on tile B1.

28 SCENARIO CARDS - Plazm Phenomenon Campaign SCENARIO #4 The At the end of each round ability should say, Instead of moving toward a Ghostbuster, rather than Instead of moving toward a Ghost.

29 SCENARIO CARDS - Plazm Phenomenon Campaign SCENARIO #4 No changes were made to the back of the Scenario Card.

30 SCENARIO CARDS - Sea Fright Campaign SCENARIO #1 The Gates in this Scenario require 2 Mood Slimes to close.

31 SCENARIO CARDS - Sea Fright Campaign SCENARIO #1 No changes were made to the back of the Scenario Card.

32 SCENARIO CARDS - Sea Fright Campaign SCENARIO #2 No changes were made to the front of the Scenario Card.

33 Ghostbusters: The Board Game II - Corrections SCENARIO CARDS - Sea Fright Campaign SCENARIO #2 Spirit World should be 2 Soar Throats and 2 Snake Heads. Soar Throat and Snake Head should be included in Map Key. Bottom-middle map tile is missing label (should be R4)

34 SCENARIO CARDS - Sea Fright Campaign SCENARIO #4 No changes were made to the front of the Scenario Card.

35 SCENARIO CARDS - Sea Fright Campaign SCENARIO #4 Goo Pile Deck should be 5 Equipment, 4 Events, Remove 1. Street Creeper, Brain Matter, Soar Throat, and Snake Head should all be included in the Map Key.

36 GHOST CARDS THEATRE GHOST Ray should be Pushed in the Hit diagram.

37 GHOST CARDS THEATRE GHOST No changes were made to the back of the Ghost Card.

38 GHOST CARDS TITANIC GHOST The Hit diagram has been updated.

39 Ghostbusters: The Board Game II - Corrections GHOST CARDS TITANIC GHOST No changes were made to the back of the Ghost Card.

40 GHOST CARDS HYPER-PLAZM To Hit should say, 4 or higher, add a Mood Slime Should not have the To Extract line.

41 Ghostbusters: The Board Game II - Corrections GHOST CARDS HYPER-PLAZM No changes were made to the back of the Ghost Card.

42 GHOST CARDS GRAND-PLAZM To Hit should say, 5 or higher, add a Mood Slime Should not have the To Extract line.

43 Ghostbusters: The Board Game II - Corrections GHOST CARDS GRAND-PLAZM No changes were made to the back of the Ghost Card.

44 Ghostbusters: The Board Game II - Corrections PVP VARIANT RULES (PEOPLEBUSTERS) MAP #1 Updated with usable tiles from the base game.

45 PVP VARIANT RULES (PEOPLEBUSTERS) MAP #2 Updated with usable tiles from the base game.

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