Mark Chaplin's The THING Card Game Revised Rules 2.0
Mark Chaplin's The THING Card Game Revised Rules 2.0
GAME CONTENTS
1x Rulebook
Cards
12x Character
1x Bad Blood
16x Encounter
8x Thing’s Action
8x Destruction
1x Encounter
4x Task
1x Blair-Saucer
1x Tool Shed
Revised rules and format contributed by Aaron Bohm, Clyde Wright, and Mark Ramsey. Card design by Mark Chaplin, card image
contributed by Mark Chaplin. A special thanks to Boardgamegeek.com and all users who assisted, playtested, and reviewed this
All other images are the property of Universal Pictures, this game is an unauthorized, non-profit game for fans.
2012.
2
INTRODUCTION
Mark Chaplin’s The THING Card Game, based on the 1982 horror movie masterpiece "John Carpenter's
The Thing," is an unauthorised, non-collectable, non-profit game for two to six players that simulates the
paranoia and horror of an American Antarctic research facility (Outpost 31) that has been infiltrated by a
deadly, parasitic, alien organism capable of perfectly imitating its victims. Through use of cleverly hidden
roles players can never know who is friend, who is foe and as events and cards unfold randomly, players
will never see the same game twice. Take care, The THING Card Game is for mature audiences, like the
movie, but otherwise this dastardly sinister game will have you on your toes each time you play it.
TABLE OF CONTENTS
Set Up
6
The Players
7
Set Up Diagram
7
Mission Objectives
8
Gameplay
8
Anytime Actions
Phases
Encounter
9
Suspicion
9
Thing-out
11
Final Encounter
11
Summary
Playing The THING card game is similar to many co-operative games that already exist. At the beginning
of the game all players except The Thing are on the same side striving for the same objective. As time
goes on, more and more players will get infected, changing them to be on The Thing’s side with a new
Secret Information
Discarding
they have.
the discard pile.
3
UNDERSTANDING THE CARDS
Tip:
Draw Decks
“ XD6”
Throughout the game each player draws from their corresponding deck (The Thing player is the only one
who can draw from The Thing Decks). Players start drawing from Deck 1. As encounters are revealed,
Events: These cards do not have any
written.
Encounters: The cards can be
Character Cards
The characters the players pick to play as are known
All characters not selected are non-played
characters (NPC).
Rec Room. After the event “Blair goes Berserk,” one NPC
infection card and are otherwise out of the game until the
“Final Confrontation.”
4
Destruction Cards
Destruction Card with the same name from the deck and reshuffle.
Suspicion cards
successfully passed. An
Infection Cards
Regular infection cards have
Multi-player infection cards can be
TIP Just because a player has an infection card does not mean
Bad Blood
that player is infected, some infected cards are benign. Others will
5
SET UP
1.
Prepare the Decks
2.
Setting up the Outpost
3.
The Players
Separate all the decks by their cover picture. Make sure to separate the character cards, Tool
Shed, Bad Blood, The Thing Attacks, and Thousand Miles to the Coast cards as well.
Take Outpost Draw Deck 1, set aside the 5 Suspicion cards (4 Suspicion, 1 “You are the Thing!”)
Take Thing Draw Deck 1, set aside the 7 Infection and 7 Multi-Player Infection cards. Keep them
separate!
Take the Encounter Deck. “See what happens” encounter should always be the bottom card. On
top of that, without looking or revealing the cards, shuffle the Act 3 encounters and then place
them on top of “See what happens.” Do the same for the Act 2 encounters placing them on top of
the Act 3 cards. The Act 1 cards are numbered, 1-6. Place them in order on top of the Act 2 cards
Number of players
-For 6 players, shuffle the multiplayer-infection cards and, without looking, remove 2 from
the game.
For 5 players, remove 1 “Thing” and 1 “Still Human” multiplayer-infection card. Shuffle the
Then shuffle ONLY the remaining multiplayer-infection cards into Thing Deck 1. (Keep the
Remove all 5 Suspicion cards from the game
Remove The Thing’s Action Cards
Remove the “Bad Blood” card
Remove the “Thousand Miles to the Coast” encounter
Remove the “Somebody Blew out a Fuse in the Lab” event
Remove the following Outpost Draw Deck 1 cards
Remove the following from Outpost Deck 3 cards
Remove 1 “Thing” and 1 “Still human” multi-player infection card
-For 4 players shuffle the remaining multi-player infection cards and, without looking remove
-For 3 players, remove 1 additional “Thing” and “Still Human.” Shuffle the remaining and
Then shuffle ONLY the remaining multiplayer-infection cards into Thing Deck 1. (Keep the
For 2 players
Remove the same cards as in a 3-4 player game.
Additionally remove all multi-player infection cards as well as “Man-in-Charge” and “MacReady
Now…
Shuffle all decks EXCEPT Thing Draw Deck 1. This Deck will not be shuffled until the 1 st event card
6
Setting up the Outpost
The middle of the table should be reachable by all players. This area will be known as the Rec Room.
Thematically, think of each player sitting in the Rec Room until they leave to complete the Tasks,
1.
Place all 12 character cards
2.
Place the 4 unique Task cards in any order
3.
Place the Tool Shed card
4.
Place the Event and Encounter cards
The Thing’s
play area
Rec Room
Outpost Player’s
play area
Figure 1
The Players
Choose a player to play as the Thing.
All other players are the human Outpost Players and begin uninfected.
TIP
The Outpost Players each choose a character from the Rec Room to play as. They
Unless you want a
more challenging
place that character in front of them and receive 1 “Burn” and 1 “Wait and See”
game, it is
card each. These are the “played characters” and may also be referred to as “PC”
recommended that
by the cards.
at least 1 player
chooses a character
For the rest of the game any of the players not selected are not considered to be
regular characters like the ones played by the Outpost Players. Instead they are
skill.
7
MISSION OBJECTIVES
The THING Card Game is played over a number of rounds or “Acts” the players have to survive until
the Final Conflict is revealed. Each round begins by turning over either an Event card or an Encounter
card (see page 4). The first card of the game, “Antarctica, Winter 1982” is an event.
TIP
Players should
1st The Thing player should still have 7 Infection cards (3 “Human,” 4 “Infected!”)
attention. When
It selects 2, so long as both are not “Infected!” and secretly places one each
underneath any of the NPC characters. Any NPC that received an “Infected!”
NPCs for
card is now an infected NPC, a Thing! The Thing player now shuffles the
infection, the
2nd All players including The Thing player draw 6 cards from their respective Draw
is not infected,
3rd The Outpost Players select “El Capitan.” They can select him through vote, randomly, or by any
other method approved by the players. Several cards allow El Capitan a power or right to act and
this player can convey his leadership through dialogue but El Capitan is the leader of the group in
GAMEPLAY
1.
Encounter
2.
Suspicion
TIP
3.
4.
Thing-out
5.
Check End Conditions
allowed to play them throughout the game so long
is allowed.
8
ALL Event cards
1. Encounter Phase
(first card)
Each round begins with the players turning over a new encounter or event card.
IF the card turned over is an event (see page 4), read and follow all
Act 3 – “MacReady Cuts Loose”
instructions and then flip over the next card, skipping all other steps and
OTHERWISE each encounter represents a challenge the characters face in the game. All Outpost
“Blair Goes Berserk” encounter, please see the card FAQ on page 13).
a). Draw: the players draw the number of cards indicated. Unless other decks have been
unlocked by a previous encounter they can only draw from Deck 1. Note: At this time The
Thing player draws 1 card for each Outpost Player, to a max of 3. It must also only draw
EXAM PLE It’s a three player game. An encounter instructs all players to draw 1 card. All the Outpost Players
(whether or not they are infected) draw 1 card and The Thing draws 2 cards – 1 card for each Outpost Players.
b). Crew: The minimum/maximum number of Outpost and NPC players that can be at the
encounter. All Outpost Players must send their characters to each encounter. They then must
invite additional NPC characters until the minimum number is met. Players cannot assign
c). Skills: For each skill listed on the encounter that is not listed on one of the characters present
at that encounter the Outpost Players roll 2D6 less when rolling for successes. You may
never have a negative dice pool, but you could end up with no dice to roll.
(for 2 players)
d). Target: When rolling for successes, this number rolled and higher counts as 1 success.
e). Successes: The number of total successes needed for the encounter itself to succeed.
f). If the encounter fails, read and follow the consequences. Do the same for a success (if any).
2. Suspicion Phase
If The Thing player has any infection or multi-player infection cards in its hand, it
obvious. Always
may play one now. Infection cards are secretly played underneath an NPC. Multi-
infecting the same
player infection cards are handed directly to Outpost Players. That player may look
When the Thing passes a multi-player infection card to an Outpost Player, it can also give the player a
Suspicion card (see page 5) for them to keep in their hand with their other cards. Important: the Thing must
only ever give the “You Are a Thing” suspicion card when it also gives the same player a “You are now a
Bad Blood - Whoever is El Capitan must choose one player during this phase to discard a card – if they
refuse put one token on the “Thousand Miles to the Coast” special encounter.
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3. Assign and Resolve Phase
Assign
EXAM PLE
Childs decides it
After The Thing player has played an infection card or passed, the Outpost Players next
assign NPC’s to the encounter or various tasks in hopes of getting as many successes as
to use Bennings,
to work on the
Bulldozer. This is
All the Outpost Players should now “move” to the encounter. If the minimum player
okay, as the maximum
count is not yet filled players should decide which NPC’s to add to the encounter first.
crew for the Bulldozer
Players then decide, of the remaining NPC’s, whether to assign them to work on the tasks
is 3. No further NPCs
or help with the encounter. NPC’s can be used in this way so long as the maximum crew
size is not exceeded. Any NPC’s not assigned to a task or encounter remain in the Rec
El Capitan selects one Outpost Player. That player may not participate in the encounter this turn however
that player may instead assist with a task if he wishes. An Outpost Player then would add his dice to the
success roll of the task the same as an NPC (cards may never be used on tasks). This is the only time an
Note: The same player may not be selected by El Capitan to sit out 2 rounds in a row.
Resolve
The players next choose in which order they want to resolve the tasks and encounter.
Tasks and encounters are resolved in a similar manner with some differences.
Exam ple
Tasks: For each task in order, one by one, first add up the total number of
If at any time the task has tokens equal to or more than the
Note: If the Outpost Players complete and use either the Radio or Helicopter task,
they may proceed directly to the “See what happens” encounter. Additionally, if the
Helicopter is used only the Outpost characters - NONE of the NPC’s - join in on the
Encounter: In the same way, again add up all dice from all players
(including NPCs).
EXAM PLE
Instead of getting extra dice for having a skill, on an encounter the players
to “Review Evidence.” They are
instead lose 2D6 per skill that is not met by one of the characters present.
After the roll, all players including The Thing can play cards to
one of the players tries to play
someone with that skill present at the encounter to use. This continues
be played because the team does
Note: Any player that has an infection card underneath him may also discard
different ‘an us see” card is legal,
cards from their hand, adding 2D6 for each card discarded in this way.
(For a 2 player game, a player may discard without having an infection card
10
After all cards and rolls are made, count the totals. All rolls at or above the target number add 1
success. If the total number of successes meets or is higher than the stated number of successes
required, the players have beat the encounter and read and follow the “Success” effect on the card (if
any). Otherwise the players must follow the “Fail” effect on the card.
If an encounter is successfully completed, The Thing player may draw 1 of the 8 cards in The Thing’s
Action Card deck. This card can be played at any time as if it were a regular card.
TIP This game is as much about hand-management as it is about the guessing game of who is who. While players should
be wary of letting too many encounters fail, they should also note that it is just as bad to use up too many cards trying to pass
every encounter.
4. Thing-out phase
TIP
After the resolution of all tasks and the encounter, The Thing player
IMPORTANT! This is a crucial
The Thing then reveals the “Infected!” card underneath that NPC,
damage. Players should be
removes the NPC from the game, and the players must now face this
new encounter following the instructions of the card and facing any
times to tasks and encounters.
infected.
encounters, for the last phase of each round The Thing player first
encounter The Thing may roll and see if it completes the saucer. If it does, The Thing wins and all
The Thing next checks to see if all players are either infected or killed. If so, The Thing wins.
Lastly, if at any time “Thousand Miles to the Coast” has 10 counters on it The Thing player
automatically wins.
If The Thing player has not won, proceed to the next encounter until the Final Encounter is reached or
Final Encounter
This card is shuffled among the Act 3 cards so players will not know exactly when the game will end.
When this encounter is revealed the Outpost players must first fight a Thing. The target numbers
needed are described on the card just like a regular encounter. In any of the following battles all
After the first Thing has been dealt with and destroyed:
1.
Any infected Outpost player that was already revealed by the “Blood Test” encounter now battles
the Outpost Players similar to the fight above. This player may play “success cards” in his favour,
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FINAL ENCOUNTER, CONT.
2.
The Thing player may reveal an infection card under an NPC character. If he was “Human” the
character is removed from the game (it’s assumed that he either ran off into the blizzard or was
absorbed into The Thing’s biomass). If he was “Infected!” he immediately becomes another Thing
The Thing player may keep revealing NPCs one at a time, the players having to fight each one,
until it decides to stop. The Thing could reveal all NPC’s with an infection card in this way or
none.
3.
The Thing must now ask each of the Outpost Players, slowly and in clockwise order, if they wish
to reveal themselves to be a Thing. All answers must be loud enough for all players to hear.
Note: Uninfected Outpost players may not answer “yes” however infected players may answer “no” in
4.
If an infected Outpost player says “yes,” they reveal themselves as a Thing and battle the other
Outpost Players! This battle is the same as for a revealed infected player, see step 1.
Note: until a player is revealed as a thing, whether NPC or Outpost player, that player MUST continue to
help with these battles. He is not required to play any cards to assist however he still lends his character’s
Also note: no NPC characters can “Thing out!” during “Final Confrontation.” This therefore means cards
like the Flamethrower can only be used for their secondary purpose of adding 5D6 to the battle.
If the Outpost Players fail any of these battles, all uninfected players lose and The Thing player wins!
After all players have revealed themselves or passed, if the players are still alive…
“Why don’t we just wait here for a little while… see what happens…”
The “See what happens…” encounter emulates the possible decision that Childs and MacReady had at
the close of John Carpenter’s film. At the very end of the game the Outpost players have an important
decision to make based on deduction, instinct, and some luck. Each player has two cards: “Burn” and
“Wait and See.” These cards are only used during the “See what happens” encounter.
Note: Infected Outpost Players must always choose the “Wait and See” card.
For an uninfected Outpost Player, this encounter is a guessing game that will use all of their wits as
well as everything they’ve observed up till now. These players will want to select a “Burn” card if they
think there might still be a Thing among them. However they must guess carefully for if they select
“Burn” and there are no Things left then they have just fried their comrades and lose. Players should
select “Wait and see” if they think there are no Things left.
Note: Active discussion between the Outpost players – some of whom may be Things – is encouraged at this
juncture. The Thing player is also permitted to talk up suspicions, if it wants to.
Each Outpost player secretly selects one of the two cards, placing it face-down in front of them. All the
Then, one by one, the Thing player must reveal the infection cards under each remaining NPC until all
are viewable. Do not forget the NPC in the Tool Shed if he is still there. Next, the Outpost Players
reveal the infection cards beneath their character cards one by one. The winner should now be known.
If “Burn” is chosen by anyone, and there are no Things remaining.
If “Wait and See” is chosen by everyone, and there are Things remaining.
If “Wait and See” is chosen by all, and there are no Things remaining.
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CARD FAQ
If Blood Test is successful El Capitan may reveal infected NPCs one at a time, up to four. If a Thing
is revealed it immediately triggers “The Thing Attacks!” encounter and the blood testing ends - no
The players may either choose to allow El Capitan to test the NPCs – as described above – or they may
If the players decide to test each other, conduct the scene as follows:
The Thing points to any Outpost player that has an infection card. Once chosen that player can
When an Outpost Player refuses, remove 1 token from the “Thousand Miles to the Coast” card.
The Thing must keep picking Outpost Player until all eligible players refuse or a player reveals
himself.
If that player turns out to be human that player may discard any suspicion and infection cards he
has and must add 2 tokens to the “Thousand Miles to the Coast” card.
If that player turns out to be infected they discard all their cards and draw up to 4 cards from The
Thing’s Action Cards. That player now can play against the players for the rest of the game until
When El Capitan draws two cards from the destruction deck and chooses one, he is choosing the
task that is destroyed (by the crazed NPC). Only 1 task is destroyed in this way for this event.
Destruction Cards
Important! Any time Destruction cards are drawn, that player should never reveal what his
choices were. Reveal only the card that was destroyed. Afterwards that player must look
should also secretly remove any other Destruction Card with the same name.
Tool Shed
After “Blair Goes Berserk” an NPC will be put into the Tool Shed. With exception to infection
cards, that character is out of the game until the Final Confrontation. He may not be assigned
tasks or encounters or have any cards played on him. He may still be infected by The Thing
and can be revealed in the “Final Confrontation” and must be considered for “See what
happens.”
FAQ
Yes. Any card may be cancelled, even a card played by another Outpost player.
Does “Tough” mean I have to put 2 infection cards under MacReady to infect him?
No. The “Tough” skill only applies to damage resolution during a Thing Attacks! encounter –
MacReady, Clark, and Childs need to be selected twice by the Thing player to be removed from the
game. Tough NPCs need only be infected by one card, like everybody else.
What happens if there is only one NPC with an infection card under it, and Shredded Longjohns
is played?
The card has no effect. To be clear, you shouldn’t play the card unless 2 NPCs have infection cards
under them.
13
FAQ, CONT.
The Garry character card has been killed, but somebody still played a “Tied to this fucking
Yes. And this rule applies to all situations in the game whereby the card’s title quote has been spoken
by a dead NPC. They are only card titles. If the game had to take in situational rule permutations
regarding who said what and when, then the game would be about a hundred times more complex, for
no extra fun! Anyhow, who knows if Garry didn’t set a course of action in progress, before being
killed…?
You are out of the game. If you can’t be killed, it’s not much of a tension-building horror game, if you
ask me. That said, this should happen very rarely, unless the players are very reckless. Plus, it’s a quick
game, so it’s not like you’re out for an hour twiddling your thumbs. So I advise you to hold onto those
Okay. I’m the Thing player in a 4-player game, and I’ve just made Garry Thing-out. After a
bunch of cards have been discarded, all the NPCs and PCs are now dead. Now, the only living
character is Blair – and he’s locked in the Tool Shed. Have I won?
Yes. Even if Blair is revealed to be human, he can’t do a great deal to stop the Thing’s diabolic
schemes from within the shed. The Tool Shed is an out-of-play area until the Final Encounter, so you
No.
If I have a suspicion card in my hand with two other cards, and the Thing Attacks! is played, how
You discard your other two cards but retain the suspicion card – as they can never be discarded.
Remember to declare the suspicion card in your hand to the other players – so they know why you’re
still holding a card – but do not show it to them. For the purposes of the attack and the possible killing
of crew, this does not count towards reducing the strength of the Thing Attacks! encounter.
It seems to me the Blood Testing of other players breaks the theme, in that the players have to
wilfully submit to the testing - in the movie they were tied to a couch.
There’s the rub. This is a game and not the movie – it has to transcend the material in many ways.
Forcing a player to effectively reveal their true nature – when they may not want to – can drain the
14
COMPELTE CARD LIST
1x Heart condition
2x Multi-player infection/thing
Act I
1x Molotov cocktail
3x Multi-player infection/human
Antarctica, Winter 1982
1x Dynamite
5x Human
Explore Norwegian research camp
1x Shredded Longjohns
2x Spider-thing
Investigate Crashed Saucer site
1x Computer simulation
1x Suicide?
Act II
7x Flamethrower
1x Somebody got to the blood
Matters of Trust
1x Fire alarm
2x Dog-thing
Conduct Blood Test
1x Voodoo bullshit
3x Dog assimilation
Macready cuts Loose
1x Cheating, Bitch!
1x If it takes us over, then it has no…
2x Blair’s revolver
1x This thing doesn’t want to show itself
Other (17 cards):
2x Garry’s popgun
1x Anyplace but here
8x Destruction cards
1x I know Bennings
1x Norris shadow?
3x Burn cards
4x Jed
Blair *
1x Hey, Sweden!
Nauls
1x Garry – generator
Childs
2x Nauls – generator
Bennings *
1x Copper – infirmary
4x Shotgun
Task (4cards):
1x Cassette recording
Radio
1x Norwegian’s rifle
Research
1x Gasoline
1x Multi-player infection/human
1x Dynamite
1x The Thing on the ceiling
1x Morphine Injection
1x Spluttering Flamethrower
2x Flamethrower
1x Out of fuel?
Encounter (1 card):
4x Suspicion cards
1x I’ll show you what I already know
15