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Ghostbusters: The Board Game» Forums » Rules

Subject: Marshmallow Man Movement rss

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Jon Bell
United Kingdom
Woking
Surrey
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There are a few scenarios with the Marshmallow Man that I'm not sure are explained in the rules. Taking the following as an example:

□□□□
□□XG
□MM□
□MM□

G = Ghostbuster
X = Gate
M = Marshmallow man

Assume the top right is the corner of the map.

After finishing the turn, the Marshmallow man should move towards the nearest Ghostbuster (G), however the gate is in the way and he can't leave the map, therefore effectively does this mean he doesn't move and therefore the Ghostbuster doesn't get slimed. If so then this would be a good strategy to put 3 Ghostbusters behind the gate and there's nothing the Marhmallow man can do?
 
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Dave J
United States
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Stay Puft is big and will walk over gates due to his shear size.

He can also walk over fences.
 
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Dan Harrow
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Based on your description, I must assume that you are playing the "Stay Puft Stays Put" one-shot scenario.

I suppose this would technically work IF the gate that you are hiding behind is still Open, since Stay Puft couldn't really get into the back corner behind the gates. While Open Gates block movement and Line of Sight, Closed Gates are just treated like normal spaces. They do not block Line of Sight and can be walked over normally. So if the gate is closed, then it won't stop Stay Puft from getting to the corner where your GB's are hiding, since he can stand on it.

However, that would not mean that you are safe from slime... because it means that the gate right next to your Ghostbusters is still open!

The other ghosts can still emerge from the Fury Gate next to you, if rolled, and all ghosts (including SP who will move twice -- once for his special ability and once for the Gate roll) will continue moving toward your Ghostbusters every turn. You are effectively on a timer, since ghosts either emerge from an Open Gate or are removed from the game when a Closed Gate is rolled -- and if a ghost emerges from the gate on to one of your Ghostbusters, they will slime you and then leave the map anyway. Remember that if the Spirit World is ever empty of ghosts and another one needs to emerge, then you lose the game.

The other problem is that you'll need 10 streams, with at least one from each of the four Ghostbusters, so your fourth Ghostbuster who can't fit behind the gate will also be in danger of being stepped on by Stay Puft.

Anyway, all of these things considered, you can find your strategy. But as far as the game's mechanics, it is true that Stay Puft can't get into the back corners behind Open Gates in that scenario.
 
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Jon Bell
United Kingdom
Woking
Surrey
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Thanks for the reply. Yes you are correct, it was an open gate, otherwise like you said he could just step on a closed gate. Just wanted to make sure I had understood this mechanic.

This could potentially be a similar situation, if the Ghostbuster was at the edge of the map with a number of ghost in between him and Stay Puft, then Stay Puft would normally move through the ghosts but can't go off the map so once again couldn't move towards the Ghostbuster. (Obviously the Ghostbuster would be surrounded by ghosts which may not be good!)
 
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