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The Thing: The Boardgame box art

The Thing: The Boardgame

Players

1-8

Time

60-90

Age

14+

Weight

2.96

Rating

7.70

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.5

Luck-sensitive

Table feel

The Thing: The Boardgame has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, the game does not emphasize cooperation as much as it focuses on competitive actions and individual decision-making.

Replay value

The Thing: The Boardgame has a high replayability score due to its high variability gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn.

Luck profile

The Thing: The Boardgame has a moderate influence of luck. Random elements such as dice rolls and card draws play a significant role in determining the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game is a balanced mix of luck and strategy, with neither element dominating the gameplay. Overall, luck plays a moderate role in the game, but player strategy and decisions are also important factors in determining the outcome.

Overview

The Thing is a game that mixes different mechanisms to create an experience that is as faithful as possible to that of the original film. It is a "hidden role" game, in which one player is initially the Thing and the others players are humans. The purpose of the Thing is to infect others, to prevent the survivors from escaping from the base (which can happen three different ways), or to try to escape with them by behaving as a human. In addition to these elements, players also have to manage Outpost 31. On the map are the same rooms as seen in the film, and each of these rooms allows players to perform a different action. Human players have to feed themselves and keep the boiler and the generator on to avoid being in the cold and dark. The Thing will try to sabotage these places to make life difficult for humans...or not, trying to camouflage itself among the humans and infect them when the perfect opportunity presents itself. The goal of the game designers was to bring the same personal emotions and paranoia that the protagonists of the film experienced to the gaming table.

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