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John Carpenter's
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John Carpenter’s
THE THING
Board Game
This is a board game for 3 to 6
players, each of which secretly controls one or more of a group of twelve
characters isolated in an Antarctic research outpost, as they battle for
survival against a shape-shifting monster hiding among them. One player
starts as a Thing-Player, on the monsters’ side, trying to kill the
humans or turn them all into monsters. All other players start as
Human-Players, on the humans’ side, trying to kill all the monsters.
During the game, however, some Human-Players may become Thing-Players.
Trust no one!
1. AT START
Equipment
Rule Book
Game Board Map of Outpost #3. Map can be found here.
20 Character Counters (12 human-characters, 7 dogs, 1
Norwegian Dog)
125 Card Deck
7 Mutation Matrices
1 Six-Sided Die
Setting Up
1. Set out the die and game board.
2. Shuffle the mutation matrices and place them in a pile
face down.
3. Remove the 12 "appears to be normal"
cards from the deck, give one to each
player, and set the remainder aside out of play.
4. Remove the 12 character cards from the deck.
Shuffle them face down, and return one unseen to the deck.
5. Remove the 12 thing cards from the deck, count out
one per player, minus one (e.g with 3 players, count out 2 cards), and
set the remainder aside out of play. Of the cards counted out, place
one among the 12 character cards, and shuffle the rest back into the
deck.
6. Deal out the 11 character cards + 1 thing card
equally among the players, who must conceal them, returning any
remainders unseen to the deck.
7. Shuffle the deck and place it face down. Each
player rolls the die, highest score deals 5 cards face down to each
player. Dealer plays first, then play proceeds clockwise.
8. Place the Norwegian Dog in the Missing box, then
put the other character counters in a cup. On their turns, each player
draws one character counter, looks at it secretly, and places it face
down in any location on the map within the camp (not in special
locations like the Norwegian Camp). Once all counters have been so
placed, players continue on in the same order of play, and begin
taking their normal turns (see Chapter 4).
Who Are You?
At start, if you are dealt the thing card, you are the
Thing-Player, on the side of the monsters. The others are all
Human-Players, on the side of humanity. A Human-Player who receives one or
more thing cards at any time during the game, immediately and secretly
switches sides, becoming a Thing-Player for the rest of the game.
What Do You Do on Your Turn?
1. If any area is on fire, roll to see if the fire spreads
(see Chapter 6).
2. Draw as many cards off the top of the deck to bring
your hand to 5 cards,
3. Either
a) play a card face down to the middle of the table, or
b) discard a card face down to the bottom of the deck
4. Either
a) Roll the die and move one or more character
counters, and proceed to step 5, or
b) proceed immediately to step 6.
5. If the die roll plus the number of players totals less
than the number of cards face down in the middle of the table, a meltdown
occurs and play temporarily pauses while it is resolved (see Chapter 4),
then proceed to step 6.
6. Play one or more equipment cards for characters to
claim, then pass play to your left.
2. THE CARDS
There are several types of cards: appears to be normal,
character, equipment, event, idea, test, and thing cards. Cards are
normally played as part of your turn, face-down (Step 3, above), but
equipment cards may instead be played face-up (Step 6).
Appears to be Normal
You will start with one of these cards, which are normally
used to resolve Tests. If you acquire another, you must play that card as
soon as possible. If revealed in a meltdown this card is removed
from play.
Characters
You will start with at least one of these cards, telling
you who you secretly control. Any you draw from the deck you may keep as
your own. If all of your characters are killed or discarded, you cannot
win the game. Each character has a profession, a Strength rating, and a
Location which he will routinely return to (see Chapter 3). If revealed in
a meltdown, the character returns to his listed Location unless
moving there is impossible (e.g. he’s tied up, or locked in a room,
etc.).
Bennings: Meteorologist. Strength 2. Returns to the
Weather Station.
Blair: Geneticist. Strength 2. Returns to the
Laboratory.
Childs: Mechanic. Strength 3. Returns to the Vehicle
Shed.
Clark: Dog handler. Strength 2. Returns to Dogtown.
Copper: Physician. Strength 2. Returns to the
Infirmary.
Fuchs: Biologist. Strength 1. Returns to the
Greenhouse.
Garry: Station commander. Strength 2. Returns to the
Commander’s Office.
MacReady: Helicopter pilot. Strength 3. Returns to
MacReady’s Shack.
Nauls: Cook. Strength 1. Returns to the Kitchen.
Norris: Geologist. Strength 2. Returns to the Sample
Room.
Palmer: Assistant mechanic/pilot. Strength 2. Returns
to the Workshop.
Windows: Radio operator. Strength 1. Returns to the
Radio Room.
Also in the deck are 7 dog cards, each numbered in
sequence (e.g. #1, #2, etc.), and which may be used as characters, but may
not wield equipment. Each dog has Strength 3, and returns to the Kennels.
Equipment
Equipment cards may either be played as part of a meltdown,
or played at the end of your turn. Equipment may not be used until claimed
by a character. You may have a character (not necessarily your own) claim
an item of equipment, if he occupies any of the locations listed on the
card, by playing the card face-up beside the character’s name on
the map. The item of equipment is then claimed at the end of the current
player’s turn. Equipment may be transferred from one character to
another, using movement points (see Chapter 3). All equipment cards are
discarded when the equipment is used. If revealed in a meltdown,
the card is placed on its first Location listed.
Gasoline: May be used to burn a body outdoors,
or set an indoor area on fire. Locations: Fuel dump, Workshop,
Toolshed.
Bulldozer: One character may occupy the
bulldozer, moving it up to six spaces on his turn, regardless of die
count (which may be used as normal, but not by a character driving the
bulldozer). The bulldozer may move into any room adjacent to the
outside, according to normal movement, and demolishes that room if it
moves there; anyone in a room while it is demolished must roll their
Strength or less on the die, or be killed. Outdoors, the driver of the
bulldozer may attack one character per area it moves into, and the
character must roll twice his Strength or less on the die, or be
killed. Locations: Bulldozer (drawn on map).
Helicopter: Either MacReady or Palmer is needed to
pilot the helicopter, and no more than four characters may occupy it.
The helicopter may move from one helipad to any other helipad on the
map. Once claimed, the helicopter remains in play until destroyed or
landed , moving it from any helipad to any other helipad on the map.
The helicopter cannot be used during a blizzard. After a blizzard, a
helicopter is useless until a character moves into the same space as
it and plays spends a flamethrower card to de-ice it.
Bottle of Wine: Gives character +1 defensive
Strength in any fight that round. A character with a bottle of wine
while outside all buildings and vehicles in a blizzard freezes to
death. Location: Store Room, Kitchen.
Bottle of Whiskey: Gives character +1 defensive
Strength in any fight that round. A character with a bottle of whiskey
while outside all buildings and vehicles in a blizzard freezes to
death. Location: Dining Room, Kitchen, MacReady’s Shack.
Inflatable Love Doll: Prevents the character from
sleeping, unless combined with bottle of wine or bottle of whiskey. Location:
Any bedroom, including MacReady’s Shack.
Dynamite: Dynamite may only be used after a
sterilization card has been played, and only up to the following meltdown.
May be thrown into one adjacent area, destroying it entirely and
killing any character(s) there. If used indoors, sets that area on
fire. Location: Store Room.
Keys: Allows access to the Blood Fridge, Rifle
Cabinet, and the Store Room. If held by a character during a meltdown,
the Blood Fridge may not be sabotaged. Location: Commander’s
Office.
Flamethrower: Lets the character burn any or all
other characters in the same or adjacent area as himself. Any area
attacked indoors is set on fire. If a character with a flamethrower is
shot by a gun, the flamethrower explodes like dynamite, destroying the
area entirely and killing any character(s) there. Location:
Workshop, Store Room.
Knife: Gives +1 to attack Strength. May also be
used to cut any or all ropes and/or tethers in the same area as the
character. Location: Kitchen, Clark’s Room, Store Room, Tool
Shed.
Fire Extinguisher: Puts out one area that is on
fire. Location: Anywhere indoors.
Rifle: If fired indoors rouses all sleeping
characters. May be used to attack anyone in line of sight of the
character. If a potential target is in an area that is partially out
of sight, the gunman gets one shot at him, and if he misses, the
target is considered out of sight. To attack, roll the die: if the
result is greater than the range, the target is killed. Location:
Rifle Cabinet.
Revolver: If fired indoors rouses all sleeping
characters. May be used to attack anyone in line of sight of the
character. If a potential target is in an area that is partially out
of sight, the gunman gets one shot at him, and if he misses, the
target is considered out of sight. To attack, roll the die: if the
result is greater than the range plus one, the target is killed. Location:
Blair’s Room, Commander’s Office.
Shotgun: If fired indoors rouses all sleeping
characters. May be used to attack anyone in line of sight of the
character. If a potential target is in an area that is partially out
of sight, the gunman gets one shot at him, and if he misses, the
target is considered out of sight. To attack, roll the die: if the
result is greater than the range, the target is killed. Location:
MacReady’s Shack, Rifle Cabinet, Store Room.
Fire Axe: Gives +2 to attack Strength. May be used
to chop down any door(s) in the same area as the character. May be
used to sabotage the radio, the helicopter, the bulldozer, or the
tractor if the character is in the same space. Location: Any
hallway.
Ice Pick: Gives +1 to attack Strength. May be used
to sabotage the helicopter, the bulldozer, or the tractor if the
character is in the same space. Location: Store Room, Sample
Room.
Rope: May be used to tie up any and all characters
in a single room. Location: Store Room, Tool Shed.
Tools: May be used by Palmer or Childs to repair
any sabotaged piece of equipment. May be used by anyone to barricade a
door. Location: Workshop, Tool Shed, .
Radio: Thing-Players must discard as soon as
possible! May be used by Windows to call for help. May not be used
at night or during a blizzard, and may not leave the Radio Room. If a
Humanity card is played during a meltdown within the same
round, Windows contacts McMurdo successfully if he rolls a 3 or less
on one die; or if anyone is substituting for Windows, they succeed if
they roll a 1 (see Chapter 6). Location: Radio Room.
Morphine: May be used by Norris, Copper, Fuchs,
Blair, or Palmer to drug any or all people in a single room. Location:
Infirmary.
Dogsled: May be used by up to two characters to
escape across the snow toward the coast; requires at least 6 dogs to
pull it. Location: Kennels.
Snowmobile: May be used by up to two characters to
escape across the snow toward the coast (or pursue an escaping
snowmobile, dogsled, or mini-saucer); also requires the gasoline card.
Location: Vehicle Shed.
Event
If revealed during a meltdown, these cards have the
following individual effects, and may also have combined effects (see
Chapter 4).
Normal Routine: Immediately return everyone still
alive to their routine Location (e.g. Norris goes to the Sample Room,
etc.).
Where’s.....? (One card for each man, plus one
for all the dogs): The character listed on the card is placed in the
Missing box on the map.
Waste of Time: Negates a single idea card played
that meltdown, causing it to be discarded face-down to the bottom of
the deck without the idea being thought of. Additionally,
automatically prevents the Radio, and Tools from being used that
round.
Humanity: Turn all Missing characters face down
and select one randomly, turning him face-up. He may not be turned
into a monster during the next round. Also, if Windows has the Radio,
and is in the Radio Room, he contacts McMurdo successfully if he rolls
a 3 or less on one die; or if anyone is substituting for Windows, they
succeed if they roll a 1.
Shape: Turn all Missing characters face down,
select one at random. The player whose turn is next looks at it, then
places it face-down in any isolated location.
Contamination: Human-Players must discard as
soon as possible! Gives all Thing-Players a chance to turn into a
monster any of their characters who are Missing or isolated (except
those protected by a Humanity card). Being turned into a monster
requires that another monster is closer to the character than any
other character is, or also missing, if the vulnerable character is
missing.
Bestiality: For every pair of characters in the
same area but out of sight of the others, all players must play a card
face down. A Human-Player must play the "appears to be
normal" card. If a Thing-Player holds either character’s card,
he must play it; if he holds none, or both character’s cards, he
plays the "appears to be normal" card. Then all cards played
are shuffled and revealed: if either character’s card is revealed,
he is a monster and is caught in the process of attacking the other
character, who are not yet monsters. If both character’s cards are
revealed, then one is in the process of attacking the other, but both
are now monsters.
Solitude: Move all characters not within line of
sight of each other to the Missing box on the map.
Eternity: A blizzard arrives on the next meltdown
and lasts until this card is played again. During the blizzard,
characters outdoors not in the same space as a tether, or adjacent to
a doorway, go Missing and freeze to death if they do not reappear at
the end of the next meltdown.
Wait: Any characters not at their listed Locations
must go to their private quarters to sleep. There they may not move or
take any action unless they roll a 5 or 6 on the die on their turn, or
until roused by the fire alarm (see Chapter 3), or by a gunshot inside
the building.
Sterilization: Allows dynamite to be used until the
next meltdown.
Despair: The player whose turn is next picks one
character who is not missing, tied up, or drugged, and rolls the die.
If the result exceeds twice the character’s Strength, he goes mad. A
Thing-Player may claim any madmen and use them to fight. If no
Thing-Player claims a given madman, and he is not blocked from
escaping (e.g. tied up, locked in a room, etc.) then he flees and is
placed in the Missing box on the map.
Norwegian Dog: Human-Players must discard as
soon as possible! Gives all Thing-Players a chance to turn into a
monster any of their characters who are Missing or isolated. If the
Norwegian Dog is killed, and this card is revealed, one of the other
dogs is placed in the Missing box on the map, and becomes the new
Norwegian Dog.
Shredded Underwear: Human-Players must discard
as soon as possible! Thing-Players must play this card at the next
opportunity, if any of their characters have been turned into a
monster. If none are monsters, the Thing-Player must keep or discard
this card.
Mini-Saucer Components: Human-Players must
discard as soon as possible! A Thing-Player may play this card;
when revealed, it is placed face-up beside the map. Once two of these
cards have been so revealed, if at least one vehicle has been
sabotaged, one of two events may occur:
1. A Thing-Player who has a character isolated in
either the Tool Shed, the Generator Room, the Workshop, or Vehicle
Shed, may have that character escape the camp in a miniature flying
saucer constructed of spare parts, two round hence. In the meantime,
that character goes Missing; or
2. Any player may have a character in either the Tool
Shed, the Generator Room, the Workshop, or Vehicle Shed, search that
area by rolling the die. On a 1 or 2, a secret room containing the
mini-saucer is discovered.
Special Entrance: Any character who is outside during
the next round may use any of the specially-marked entrances (e.g.
vent, windows) listed on the map to get indoors to pass indoors.
Idea
Idea cards are used to think up Tests, which can tell who
is a monster and who is not. Tests may not be used until thought of by a
character, and this requires both general and specific conditions be met.
The general conditions are as follows:
1. A monster must have revealed itself at least once, seen
by any human still alive and not Missing, and
2. A different one of the three conditions below must be
fulfilled for each separate test:
a) AUTOPSY: Copper or Blair must occupy either
the Laboratory or the Infirmary, with the burned remains of a monster,
b) VISIT NORWEGIAN CAMP: MacReady or Palmer as
pilot, plus either Copper or Blair, must use the Helicopter to visit
the Norwegian Camp as listed on the map. It takes the pilot one turn
to go, and one turn to come back. If a blizzard occurs while they are
away, they crash in the storm.
c) VISIT NORWEGIAN DIG SITE: Norris must go,
along with any two of the either MacReady (pilot), Palmer (pilot), or
Bennings. They must use the Helicopter to visit the Norwegian Dig Site
as listed on the map. They must have first visited the Norwegian Camp
on a separate occasion. If a blizzard occurs while they are away, they
crash in the storm.
The idea card itself will list conditions for thinking the
test up, and for administering it. If the listed conditions for thinking
it up are fulfilled when the idea card is revealed during a meltdown,
the character thinks up the listed Test, which may be attempted for the
rest of the game. Place the idea card face-up beside the map to indicate
this.
Whole Blood Test:
To think it up: Either a) Any two of either
Copper, Blair, or Fuchs must not be missing and must occupy the same
area, or b) any one of them must occupy the Laboratory.
To administer it: 1. Both the test administrator
and the character to be tested must occupy the Laboratory; and 2. The
test administrator must have the key to the Blood Fridge; and 3. The
Blood Fridge must not be sabotaged.
Dog Blood Test:
To think it up: Any two of either Fuchs, Copper,
Blair, or MacReady must occupy the same room.
To administer it: 1. The test administrator, the
character to be tested, and at least one dog must occupy the same room
of either the Infirmary, the Kennel, or the Laboratory; and 2. Either a)
Clark, or b) Any character(s) with a combined Strength score of 3 or
more must be present to restrain the dog (these character(s) may not
restrain the dog at the same time as they are tested or administer the
test).
Heat Blood Test:
To think it up: The thing must have had offspring
while in the same area as either a) MacReady, or b) any two of either
Fuchs, Blair, or Copper.
To administer it: Both the test administrator and
the character to be tested must occupy the same room.
Thing
If you possess this card, you are now a Thing-Player for
the rest of the game! You may not discard this card! If you draw a
second thing card, it has no additional effect and may be kept or
discarded face-down to the bottom of the deck.
3. MOVEMENT
The Map
The map depicts the interior and exterior of the U.S.
Outpost #31, divided into areas. Each area may hold any number of
characters. There is also an equipment roster giving the name of each
human character and a space for equipment cards to be played beside them,
and four special locations: the Missing box where characters are placed
when they go missing, Norwegian Camp and Norwegian Dig Site, both of which
may only be reached by helicopter, and The Coast which may only be reached
by helicopter, dogsled, tractor, mini-saucer, snowmobile, or dog pack.
Rolling the Die to Move
When you roll the die, the amount rolled must be
used to move any combination of character counters, moving a character one
adjacent space per die count. Backtracking in the same turn is not
allowed. Upon moving a character, flip it face down; it may not be moved
by anyone again, until all other characters have been moved, whereupon all
non-Missing characters are flipped face-up again. If you cannot use the
full amount rolled, one character of your choice must be placed in the
Missing box on the map.
Locking Doors
When you finish moving a character into an indoor area
adjacent to a door leading outside, you may position the character counter
on top of the door itself. This indicates that the character is still
inside, but has locked the door. No character from the outside may pass
through the door without using an axe to first chop it down, or dynamite
to blow it up, unless the character moves off of the door back into its
adjacent indoor area (which costs no die counts).
Pulling the Fire Alarm
Any character who sees either a monster-character, or an
indoor area on fire, may pull the fire alarm, which wakes up all sleeping
characters (characters forced to sleep by the wait card).
4. MELTDOWN!
A meltdown occurs when a player’s movement die roll plus
the number of players, totals less than the number of cards played
face-down to the middle of the table. Shuffle together all these cards,
and reveal them simultaneously. They will take effect individually, and
possibly in combination as described below. After all effects have been
applied, discard all cards to the bottom of the deck, and then continue
play in regular turn order.
Card Combinations
Combination effects occur in addition to card individual
effects. Overlapping combinations remain all take place at once.
Humanity + Solitude = RECORD THE TAPE: If either
MacReady, Garry, or Blair is alone in the Commander’s Office, the
Dining Room, the Laboratory, or MacReady’s Shack, with either a
bottle of wine or a bottle of whiskey, he secretly records an
audiotape warning rescuers of the monstrous threat. This will allow
the Human-Players to win anyway in event of a stalemate (see Chapter
7).
Despair + Shape = DEATH: The next player to play
turns all the Missing character counters face-down and draws one
randomly, placing it face-down anywhere outdoors. That character may
not move and will be dead when found.
Sterilization + Shape = BLOOD SABOTAGE: If the
keys are not currently held by anyone, someone sabotages the blood
fridge, ruining the blood for all future tests.
Sterilization + Despair = EQUIPMENT SABOTAGE: The
next player to play, decides which undamaged piece of equipment, out
of either the Tractor, the Bulldozer, Helicopter, the Radio, or the
Generator, is wrecked.
Humanity + Despair = CABIN FEVER: Roll the die
for each character, including those Missing. If the result exceeds
twice a character’s Strength, he goes mad. A Thing-Player may claim
any madmen and use them to fight. If no Thing-Player claims a given
madman, and he is not blocked from escaping (e.g. tied up, locked in a
room, etc.) then he flees and is placed in the Missing box on the map.
If all characters go mad, the Thing-Player wins.
Norwegian Dog + Shape = DOG PACK: If at least 3
dogs remain alive, the Norwegian Dog takes them and escapes toward the
coast, eating them for sustenance along the way.
Eternity + Wait = STORM WARNING: The blizzard is
delayed one round.
Example of play: Five people are playing, and
seven cards have been played face-down since the last meltdown.
The next character to move rolls a 1 on the die. Since 5 (players)
+ 1 (die roll) = 6, less than the number of cards, a meltdown
occurs. The cards are turned face-up, revealing: Humanity,
Dynamite, Shape, Mini-Saucer Components, Contamination, Despair,
and Special Entrance. This creates the combinations DEATH, and
CABIN FEVER.
5. THE TEST!
Any test for which the conditions are fulfilled may be
administered by one character to any other characters in the same area.
When a character is tested to see if he is a Thing, all players must play
a card face-down to the middle of the table. If you’re a Human-Player,
you must play your "appears to be normal" card. If you’re a
Thing-Player, and you hold the tested character’s card, you must play
that card; if you do not, you must play your "appears to be
normal" card. The cards are shuffled together and revealed.
If no character card is revealed...
Then the character tests negative and is a human. One
"appears to be normal" card is given back to each player.
If the character’s card is revealed...
Then the character tests positive and is a monster! Going
around the board in normal turn order, each player is given the
opportunity to reveal himself as a Thing-Player, and claim the character.
If unclaimed, give an "appears to be normal" card back to each
player, and set the character’s card aside. If claimed, give the
character’s card to the claiming player, and give an "appears to be
normal" card to each of the others. Then see Chapter 6.
6. FIRE, FIGHTING, & MONSTERS!
Fire
If an area of the camp is set on fire, then each player at
the beginning of his turn chooses any indoor area not already on fire,
that is adjacent to any area on fire, and rolls the die. On a 1, the
chosen area catches fire too. Characters may not move into or through
areas on fire. Fire continues to burn until put out by a fire
extinguisher, or until a blizzard arrives.
Fighting
You may have the character you are moving attack any other
character in the same area (brawling) or in any area in line of sight
(gunshot). Rules for gunshots are listed on their card. Trace
line-of-sight from any point in the shooter’s area, to any point in the
target’s area; if not blocked by an obstacle or blizzard, line of sight
is achieved.
For armed brawls, roll one die and add it to your
character’s Strength, plus his weapon bonus. The player whose turn is
next does likewise for the defending character. If your total exceeds his,
you kill that character. If there’s a tie, nothing happens. If his total
exceeds yours, and he has any ranged weapon (flamethrower, gun), then he
may shoot you immediately if he wishes.
For unarmed brawls, use the procedure as above, except if
your total exceeds his, you knock that character out for 1-6 rounds (roll
the die and record the result), during which time he may be moved as a
piece of equipment, tied up, drugged, or killed. If there’s a tie,
nothing happens. If his total exceeds yours, then he knocks your character
out.
Monsters
If a monster-character is revealed due to a test or a
card, and the character is unclaimed by a Thing-Player, then a single
mutation matrix is drawn and turned face-up, and the monster-character
behaves as listed thereon.
If the monster-character is claimed by a Thing-Player, two
mutation matrices are drawn, and the claiming Thing-Player may choose
which of the two to use, keeping it secret, and returning the other
face-down to the top of the mutation matrix pile. That player may
not move any other character unless he claims it first by playing its
character card, until all monster-characters he controls are killed or
Missing.
Each mutation matrix lists strategy, movement, attacks,
offspring, and fearsomeness for that monster-character.
Fearsomeness: Whenever a monster first appears,
all characters must roll their Strength plus this number or less on
the die, or lose one turn due to fear.
Strategy: What the monster will do if not
controlled by a Thing-Player, in order of priority. If the first
priority is impossible, it will attempt the second priority, and so
on.
Movement: How far the monster can move on its turn.
Attacks: How many characters in the same area as
itself that the monster may attack on its turn, and how to resolve
those attacks. Unclaimed monsters always attack in this order of
priority:
1. Humans armed with flamethrowers.
2. Humans able to move.
3. Dogs.
4. Humans tied up/drugged.
Offspring: How many offspring the monster must
have, and their statistics.
Special Notes: Whether the monster is immune to
certain attacks, etc.
7. WINNING THE GAME
The game ends when all characters have been killed or gone
mad.
Stalemate
If all monster-characters have been killed, and either a)
all human-characters have also been killed, or b) if the camp has been
burned down and not enough transportation remains (dogsled, tractor,
snowmobile, helicopter) for the survivors, then all players draw.
Human Victory
If all monster-characters have been killed and only
human-characters remain, and if either the camp has not been burned down,
or at least enough transportation remains (dogsled, tractor, snowmobile,
helicopter) for the survivors, all Human-Players with any surviving
characters win, all Human-Players without characters draw, and all
Thing-Players lose.
Pyrrhic Human Victory
If a stalemate occurs, as above, but either a) McMurdo is
contacted on the radio, or b) the audiotape is recorded, then all
Human-Players win, and all Thing-Players lose.
Thing Victory
If any monster-characters remain alive, and either a) all
humans have been killed, or b) at least one monster-character successfully
escapes to the coast (using dogsled, tractor, snowmobile, helicopter,
mini-saucer, or dog-pack), then all Thing-Players with any surviving
characters win, all Thing-Players without characters draw, and all
Human-Players lose.
APPENDIX 1: CARD LIST
12 Appears to be Normal
19 Characters
Bennings, Blair, Childs, Clark, Copper, Fuchs, Garry,
MacReady, Nauls, Norris, Palmer, Windows. Dog #1, Dog #2, Dog #3, Dog
#4, Dog #5, Dog #6, Dog #7
56 Equipment
Gasoline (x6), Bulldozer (x1), Helicopter (x1), Bottle
of Wine (x1), Bottle of Whiskey (x1), Inflatable Love Doll (x1), Dynamite
(x5), Keys (x1), Flamethrower (x4), Knife (x4), Fire Extinguisher (x10),
Rifle (x3), Revolver (x2), Shotgun (x1), Fire Axe (x2), Ice Pick (x1),
Rope (x4), Tools (x2), Radio (x1), Morphine (x1), Dogsled (x1), Snowmobile
(x2)
66 Event
Normal Routine (x5), Where’s.....? (x13), Waste of Time
(x2), Humanity (x5), Shape (x4), Contamination
(x8), Bestiality (x3), Solitude (x6), Eternity (x2), Wait (x3),
Sterilization (x4), Despair (x3), Norwegian Dog (x1), Shredded Underwear
(x4), Mini-Saucer Components (x3)
3 Idea
Whole Blood Test (x1), Dog Blood Test (x1), Heat Blood
Test (x1)
12 Thing
168 CARDS TOTAL
APPENDIX 2: MONSTER MATRICES
Monster Type 1
The monster melts into a giant carnivorous puddle.
Fearsomeness: +0
Strategy: If anyone in the same area possesses a
flamethrower, it will hide under any furniture, which shield it from
any attack unless the entire room is set on fire. If no on in the same
area possesses a flamethrower, or there is no furniture, or the room
is on fire, it will attack as many characters in the same area as it
can, for one turn, and then if it can, it will attempt to escape. If
cornered in a room, it will attempt to flow into the air ducts,
succeeding on a 3 or less each turn (it may not do this if all
adjacent indoor areas are on fire). If forced outside, it must move
back inside on its next turn or freeze like maple taffy in the snow.
Movement: Each turn it may move the roll of one
die, halving the result, and rounding up.
Attacks: It may attack up to 2 characters per
turn, with a Strength of 4 versus each of them, and ignoring their
weapon bonuses. If successful, it engulfs them immediately and may
have offspring.
Offspring: Only by successfully attacking a
character; the offspring become identical to the parent.
Special Notes: The monster is immune to all gun and
brawl attacks.
Monster Type 2
The monster’s head splits open to reveal a ghastly,
tentacular maw.
Fearsomeness: +1
Strategy: Will attack until killed.
Movement: Each turn it may move the roll of one
die, halving the result, and rounding up. It may smash its way through
up to 1 wall per turn while moving, and may break through locked
doors.
Attacks: It may attack up to 1 character per turn,
with a Strength of 5 versus him, but counting their weapon bonuses. If
successful, the character is mauled and will become a monster after 1
round.
Offspring: Only by successfully attacking a
character. Draw a new mutation matrix for each offspring.
Special Notes: The monster is immune to all gun and
brawl attacks.
Monster Type 3
The monster’s entire body peels like a gigantic banana
into great spiked fingers of flesh.
Fearsomeness: -1.
Strategy: Will attack until killed.
Movement: Each turn it may move 1 area, clawing
its way through a wall if need be, and may break through locked doors.
Attacks: It may attack up to 1 character per turn,
with a Strength of 6. If successful, the character is mauled and will
become a monster after 1 round.
Special Notes: The monster is immune to all gun and
brawl attacks.
Offspring: Each turn one "finger" will
grow legs like a centipede and split from the main creature, reducing
the main creature’s Strength by 1. Each "finger" has the
following values:
Fearsomeness: +1
Strategy: Flee if possible. If not, will attack.
Movement: Each turn, excluding the one it
is born, it may move the roll of one die.
Attacks: It may attack up to 1 character
per turn, with a Strength of 3 versus him. If successful, the
character is killed.
Special Notes: The monster loses 1 turn if
successfully attacked by gun or brawl, but may only be killed by
fire.
Monster Type 4
The monster turns green and grows creepy fingers.
Fearsomeness: +2
Strategy: Will attack for three turns, then flee,
attacking further only if cornered or if it enters the area of another
character in passing.
Movement: Each turn it may move the roll of one
die, and may break through locked doors.
Attacks: It may attack up to 3 characters per
turn, with a Strength of 4 versus them. If successful, the character
is knocked out.
Offspring: None.
Special Notes: If set on fire, the monster
immediately flees, and if it can reach the snow that turn, it
extinguishes itself and survives, going Missing. The monster is immune
to all gun and brawl attacks.
Monster Type 5
The monster dissolves into a writhing mass of tentacles
surrounding a single enormous eyeball.
Fearsomeness: -1
Strategy: Attacks for 2 rounds, then flees,
attacking anyone in its way. When it moves, it may take any characters
in its clutches with it.
Movement: Each turn it may move the roll of one
die, halving the result and rounding up.
Attacks: It may attack up to 3 characters per
turn, with a Strength of 3 versus them. If successful, the character
is knocked out in the monster’s clutches, and the monster may not be
set on fire without killing those characters too. If the monster is
successfully attacked with axes or shotguns, any characters in its
clutches are dropped.
Special Notes: Immune to all gun and brawl
attacks, except that any successful such attack hits it in the eye and
prevents it from having offspring.
Offspring: If set on fire, the eyeball immediately
explodes and a giant red spider scuttles out, with the following
values:
Fearsomeness: +1
Strategy: Flee if possible. If not, will attack.
Movement: Each turn it may move the roll of
one die, halving the result, and rounding up.
Attacks: It may attack up to 1 character per
turn, with a Strength of 2 versus him. If successful, the
character is knocked out.
Special Notes: If successfully attacked by a
gun or brawl attack the monster loses 1 turn. May only be killed
by fire.
Monster Type 6
A pincushion of rigid hollow spikes thrust outward from
the monster’s body, impaling anyone nearby, as the monster splits into
chunks.
Fearsomeness: +0
Strategy: Will attack only once, splitting into
offspring in the process.
Movement: None.
Attacks: Initial attack: each character in the
room must roll his Strength or less or be impaled by a spike, dropping
any weapons and equipment he holds. A glob of monster-flesh on the far
end of the spike will begin worming its way through the hollow spike
trying to get inside the character. Any character may remove a spike
from himself or from another character in the same area, by rolling
his own Strength or less on the die. If a character’s spike is not
removed in one round, he is knocked out and will become a monster by
the time he wakes up.
Offspring: One offspring is created per character
in the same area attacked. Each offspring is attached to a spike; if
the spike misses or is removed, the offspring has the following
values:
Fearsomeness: +2
Strategy: Flee if possible. If not, will attack.
Movement: Each turn it may move 1 area.
Attacks: It may attack up to 1 character per
turn, with a Strength of 1 versus him. If successful, the
character is knocked out.
Special Notes: If successfully attacked by a
gun or brawl attack the monster loses 1 turn. May only be killed
by fire.
Monster Type 7
The monster’s entire chest becomes a gigantic
shark-toothed mouth.
Fearsomeness: +0
Strategy: Will attack until killed.
Movement: Each turn it may move 1 area.
Attacks: It may attack up to 1 character per turn,
with a Strength of 6 versus him. If successful, the character is
killed.
Offspring: None.
NOTE: Cpl Ferro has created this fantastic Board Game for
The Thing which is ready to be taken for a test drive. If you have
feedback about this game, please
contact us. Although this game is copylefted,
the author asks that the game(s) they present here are not distributed
elsewhere online.
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