Table feel
Moderate level of interaction with a good balance between direct confrontation and strategic depth. Players need to pay attention to each other's actions frequently, but cooperation is not a major focus in the game.
Players
3-6
Time
?-?
Age
14+
Weight
2.6
Rating
7.77
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of interaction with a good balance between direct confrontation and strategic depth. Players need to pay attention to each other's actions frequently, but cooperation is not a major focus in the game.
The game has a high degree of variability, with multiple paths to victory and variable setups. The expansions available add new content and gameplay elements, enhancing the replay value. There is deep strategic depth, allowing players to discover new tactics and strategies over time. The game scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, Who Goes There? 2nd Edition has a strong replayability score of 7.9.
The final luck score for Who Goes There? 2nd Edition is 7, indicating a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Who Goes There? is a cooperative game of growing paranoia. At the beginning of the game, all players are human and there is no reason not to trust each other completely, but as the temperature drops and mistakes are made, players start doubting everything and everyone around them. You must build, trade, and upgrade to prepare yourself for the Antarctic Terrain, rabid dog attacks, crazed madmen...and most importantly, the alien entity that is now loose in the camp. Everything you build and upgrade has one purpose...keeping you alive and human! During the entire game, you will want to trade with other players and help each other build stronger weapons and better equipment, while also passing food and med kits around. Although, make sure your trust them, since trade is a huge opportunity for The Thing. Staying inside may keep you from freezing to Death, but it won't help you or your fellow humans win. The only way to secure victory is by venturing out of the camp! The problem with that is, being away from camp is the number one way to come across The Thing...leaving you vulnerable and exposed to infection. Whether fixing the boiler, repairing the door, or fighting the frigid temperatures outside, you will all need one another to survive. But trust is a hard thing to come by when you must be wary of...Who Goes There? —description from the publisher Changes in Second Edition: A new Frostbite mechanic to help mitigate early player elimination. Everyone now has access to keys in the storage deck or specialty decks that can help bypass a locked camp door. Some of the duplicate events got revamped or replaced with new scenarios. (there's even a new event class, Dubbed “Caution Events,” that occur at the end of the round.) Added a buildable host test to the storage deck.
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