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Galloping Ghoul

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Not to be confused with Galloping Ghoul from Ecto-3 Vehicle


The Galloping Ghoul is a two armed and six legged minor ghost who often is a precursor to a major paranormal event.

Ghost Card InformationEdit

Side AEdit

  • To Hit: 3 or higher, add a Stream
  • To Trap: 1 Stream
  • When Hit: See When Trapped.
  • When Trapped: Each Ghostbuster adjacent to this Galloping Ghoul gets Slimed, then place it on your Character Card.
  • When Missed: Moves 2 spaces in a random direction
  • Special: When two Galloping Ghouls occupy the same space, remove both from the scenario, and then one Ghost from outside the scenario with the next highest Class enters the space.

Galloping Ghoul+Galloping Ghoul=Gruesome Twosome or other Ghost higher than Class 1.

Impossible Mode Side AEdit

  • To Hit: 3 or higher, add a Stream
  • To Trap: 1 Stream
  • When Hit: See When Trapped.
  • When Trapped: Each Ghostbuster adjacent to ANY Galloping Ghoul gets Slimed, then place it on your Character Card.
  • When Missed: EVERY Galloping Ghoul moves 2 spaces in a random direction
  • Special: When two Galloping Ghouls occupy the same space, remove both from the scenario, and then one Ghost from outside the scenario with the next highest Class enters the space.

Galloping Ghoul+Galloping Ghoul=Gruesome Twosome or other Ghost higher than Class 1.

Side BEdit

These Class 1 ectoplasmic ghosts often appear during a significant surge in Psychokinetic energy. They can be harbingers of a potentially calamitous paranormal event.

Skittish and unpredictable by nature, simple application of a proton stream is usually effective. However, upon impact of positively charged ions, ectoplasm is dispersed in all directions. Keep a safe distance when engaging.

Operations and Field ManualEdit

The Galloping Ghoul is a Class 1 Ghost and rather easy to hit, needing only a 3 or higher on your Proton Roll. Since it only takes 1 Stream to trap this Ghost, the first Proton Stream that hits it triggers its "When Trapped" ability. When it's trapped, each Ghostbuster who is adjacent to this Ghost gets Slimed!

If you miss this Ghost with your Proton Stream, it flees in a random direction. Roll the Movement Die and reference the PKE Meter to determine that direction. Be careful when Galloping Ghouls are near each other. If they end up occupying the same space, they merge, are removed from the game, and are replaced with a higher-class Ghost from outside the scenario. [1]

ClassificationEdit

The Galloping Ghoul is a Class 1 ectoplasmic ghost.

TriviaEdit

AppearancesEdit

ReferencesEdit

  1. Thomas, Scott (2015). Ghostbusters: The Board Game, p. 18. Cryptozoic Entertainment, Lake Forest CA USA.


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