7TV Ghostbusters

I ran out the Crooked Dice Ghostbuster figures against some Zombicide figures acting as ghosts in a 7TV game.  The gameboards are also from Zombicide.  The cars are a tiny bit small but are from the pound shop.  The Ghostbuster figures are from the new film and their cards for 7TV are in a free download not part of the 7TV paranormal deck.  The paranormal deck does however include rules for the original team, together with a generic, not so good, team member and new cards for ghosts, zombies and assorted monsters.  There is a fuller description of the game on an earlier 7TV post.

The Ghostbuster crew here has been accompanied by various vigilantes acting as a police squad.  They are lined up along the centre road as the squad sergeant allows close by squad members to activate at half cost.  The ghosts are all extras in 7TV, they have good stats but only generate half a plot point each.  In general it takes 1 plot point to activate a model plus the really useful ghost abilities of walking through walls and shrugging off damage each cost another plot point each to activate.  This resulted in only 1 or 2 ghosts doing really useful stuff during the game.  The others just hovered around much as ghosts might do.  The major spend on the ghost team points count was the Ghostbuster team member who could turn into a monster.  To prevent this the Ghostbuster player had to spend a plot point and 1 additional plot point each turn to keep this model human.  The Ghostbusters had a stack of gadget points which allowed them some useful bonuses, the ghosts had to rely on brute force and walking through walls.  The 2 different styles of play worked together rather well.


The scenario was based on capturing objectives, black tokens, of which there were 5.  The doors (from TT Combat) required a player to spent an action opening them (unless they had already been opened).  The ghosts, being able to walk through walls could skip that bit and glide straight up, quickly threatening 4 of the 5 objectives.  Here a ghost had moved to the objective but lacking plot points to save itself went down in a hail of pistol and catapult shots.


The ghosts could grab the objectives and get away again through the walls while the humans had to go the long way round.  In retrospect it might have been better to prevent ghosts with objectives from moving through walls.  The humans could have bene allowed to go through walls (shop windows) at some risk to themselves.


The Ghostbuster special rules allowed a ghost to be captured if it could first be reduced to a state where it would not activate next turn.  This requires 2 shots from the Ghostbuster weapons and a Ghostbuster running up to trap the ghost.  The situation did get set up during the game but failed to inflict enough hits to make a capture possible.


In the scene below the ghost has lost 1 but not 2 actions the following turn.  Note the ‘special’ Ghostbuster team member has finally turned into a monster.  The Ghostbusters spent 5 turns subduing him, leaving only 3 turns of mayhem before the game ended.  The game was set with a small set of turn cards based on the 7TV rules guidance for this table size.  As there was a lot of terrain the game would have been better set at a longer length, giving more time for back and forth and for the monster to do more harm


Close to the end of the game our vigilantes shoot down a ghost and retrieve its objective.  The monster is still just out of range.


Too late for the party, ‘Billy no mates’ surveys the Ghostbuster 3 objectives to 2 win.


Another ghost driven off but not captured.


The game lasted about 1 1/2 hours including sorting out the terrain.  The ghosts might have done better by attacking the Ghsotsbuster figures rather than concentrating on the objectives as victory only depended on casualties from star and co star models, which the ghosts were not.  The human form of the monster was partly controlled by leaving him at the back board edge.  A tweak could be to allow the ghost player to spend a plot point to move it him 1 action, keeping up with the game and generally getting in the way.