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John Carpenter's

 

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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