MattMurdock
03-13-2016, 09:03 PM
So I had been thinking for a while about combat and (like a few other people commented) the auto trapping seems a bit meh to me.
So I came up with this version:
For each ghost, replace its "to trap" with "to wrangle"
basically this represents when a ghost gets its number of streams required, its worn out/stunned and contained by the ghostbusters streams and can be manuvered to where they want it.
New actions:
Wrangle - Where a ghostbuster has at least 1 stream on a ghost that has met its "To wrangle" value, the ghostbuster may perform a wrangle action to move the ghost a single space in any direction. Roll a proton die, on a result equal or greater than the ghosts to hit value, less the current number of streams on it, the ghost resists the wrangle and removes (one of) the players stream/s.
Deploy trap - A ghostbuster spends an action to deploy a trap token from their inventory to any space within 2 squares line of sight of their location (path must not be blocked by orange or red lines or ghosts, but can be thrown through yellow lines). Place the corresponding coloured/patterned trap card beside the board.
Trap - When a ghost is wrangled onto a tile containing a ghost trap, any ghostbuster within 2 squares line of sight from the trap may spend an action to trap the ghost. Requires a successful proton roll greater than the Ghosts to hit value, minus the number of streams currently on the ghost. If trapping fails, the ghost resists, remove the oldest stream.
If trapping is successful, remove the ghost from the board and place it on the trap card.
Recover trap - A ghostbuster may spend an action to pick up a trap token from an adjacent square. The player collects the corresponding trap card and any ghosts and transfers them to his inventory.
Players may pass a trap token, card and any contained ghosts to an adjacent player (as a single lot) under the current rules for transferring ghosts. Ghosts cannot be moved from one trap to another, or deposited seperately.
So I came up with this version:
For each ghost, replace its "to trap" with "to wrangle"
basically this represents when a ghost gets its number of streams required, its worn out/stunned and contained by the ghostbusters streams and can be manuvered to where they want it.
New actions:
Wrangle - Where a ghostbuster has at least 1 stream on a ghost that has met its "To wrangle" value, the ghostbuster may perform a wrangle action to move the ghost a single space in any direction. Roll a proton die, on a result equal or greater than the ghosts to hit value, less the current number of streams on it, the ghost resists the wrangle and removes (one of) the players stream/s.
Deploy trap - A ghostbuster spends an action to deploy a trap token from their inventory to any space within 2 squares line of sight of their location (path must not be blocked by orange or red lines or ghosts, but can be thrown through yellow lines). Place the corresponding coloured/patterned trap card beside the board.
Trap - When a ghost is wrangled onto a tile containing a ghost trap, any ghostbuster within 2 squares line of sight from the trap may spend an action to trap the ghost. Requires a successful proton roll greater than the Ghosts to hit value, minus the number of streams currently on the ghost. If trapping fails, the ghost resists, remove the oldest stream.
If trapping is successful, remove the ghost from the board and place it on the trap card.
Recover trap - A ghostbuster may spend an action to pick up a trap token from an adjacent square. The player collects the corresponding trap card and any ghosts and transfers them to his inventory.
Players may pass a trap token, card and any contained ghosts to an adjacent player (as a single lot) under the current rules for transferring ghosts. Ghosts cannot be moved from one trap to another, or deposited seperately.