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Who Goes There? 2nd Edition

Who Goes There? 2nd Edition Rulebook

Table of Contents

Table of Contents

  • Object of the Game
    • Goal
  • Setup
    • Game Setup (The Camp)
    • Game Setup (Individual Players)
  • Gameplay
    • How to Play
  • Camp Elements
    • Action Dice
    • Spaces and Locations
    • Boiler Room and Camp Door
    • The Bonfire
    • The Phase Meter
    • Rounds
    • Temperature Drops
    • Stamina
    • Experience (XP)
    • Player Assault
    • Strikes and Critical Strikes
    • Losing and Regaining Consciousness
    • Frostbite
    • General Card Info
    • Inside Cards
    • Phase Cards
    • Camp Events
    • Resolving Attacks and Setbacks
    • Characters
    • Character Boards
    • Character Miniatures
    • Locker Die
    • Character Specialty Decks
    • Actions
    • Reserving Actions
    • Trading Cards
    • Buildables
    • Item Tiles
    • Building
    • Vulnerable Cards
    • Infection Clickers
    • Becoming Infected
    • Blood Test and Host Test
    • Buildable Host Tests
    • Infection Attack
  • Game End
    • The Helicopter Round
    • The Departure
    • The Escape Threshold
    • The Bonus Total
    • Winning and Losing

Object of the Game

Players must try to stay alive, stay human, and accumulate enough Helicopter Bonuses to meet or exceed the Escape Threshold necessary for the surviving members of the team to leave the Antarctic—and their shapeshifting adversary—behind.

Goal

At the beginning of the game, all players are human. No one has cause to distrust the other team members, as no one has yet been infected. It's vital that players work together to build items and upgrade characters in order to last until the final round and board the helicopter. They'll also need to venture outside to search for precious Helicopter Bonuses, while trying to avoid drawing Vulnerable cards that increase their odds of infection.

This allows players to escape the Thing and return to civilization. Players must take care not to let anyone who is infected on board; otherwise, all of humanity could be overtaken by the alien entity!

If you become infected during the game, play it cool. Your primary goal has not changed: you still want to gather Bonuses and try to board the helicopter. Every Helicopter Bonus the infected players have collected and/or roll makes it potentially more difficult for the humans to meet the Escape Threshold.

Whether human or infected, you'll need to convince your teammates you belong on the helicopter. And the more Vulnerable cards you accumulate, the more suspicious you become!

Setup

Game Setup (The Camp)

Follow the example on the right when setting up the camp. The setup for the camp is always the same, no matter how many players are involved in the game.

  1. Position the inside and outside game boards facing each other in a central location. Leave plenty of room around the edges for each player's character board and cards. Place all the Strikes in a pile off to one side. Do the same with all the XP gems. Next, divide the Action dice into two sets of five each. Place each set on opposite ends of the boards so that a set is within arm's reach of each player.
  2. Organize the Item tiles in the tile tray and place them to the side; this is the tile bank. Place the Phase marker on the white starting space at the top of the Phase Meter. Place the Helicopter die on the "Helicopter" space outside.
  3. Shuffle the Storage deck and the Workshop deck. Place them on their corresponding spaces inside.
  4. Shuffle each Phase deck and place it on its corresponding space outside. Remove the top five cards from each Phase deck and place them facedown on the Phase Deck Discard space. This will keep players from knowing with certainty which cards are left as the Phase decks are depleted.
  5. Shuffle the Vulnerable deck and place it on the "Trust No One" space outside.
  6. Place the Camp Event board next to the team leader (the player who will be going first). Shuffle the Camp Event deck and place it on the corresponding space on the Camp Event board.
  7. Leave room around the boards for each player to set up their character components. (See Game Setup (Individual Players) below.)

Game Setup (Individual Players)

Follow the example below when setting up each player's character board and components. (The setup is the same for all characters.)

  1. Choose a character board. Make sure all the Unlock tiles are placed in the correct locations and in the locked position. Place the character's miniature on the character board.
  2. Place five Action cubes in the Actions tray. (Action cubes are color-coded to each character.) Place the sixth Action cube in the "Agility" Unlock slot.
  3. Place three Stamina (green) cubes in the Stamina bar. Place one Stamina cube in the Cardio Unlock slot and the last two in the Exhausted Stamina tray.
  4. Place the character's Locker die in the Locker Combo Unlock slot with the character's attribute icon facing up. (See "Locker Die" below.)
  5. Each player gets a Build Menu.
  6. Each player gets an Infection Clicker.
  7. Shuffle the character's Specialty deck and place it next to the character board.

Gameplay

How to Play

The game consists of 15 rounds (18 for the extended game). Players must search, build, and trade to upgrade their characters as they search for the precious Helicopter Bonuses needed to escape. (See "Helicopter Bonuses" under Game End.) Players must reckon with various Camp Events (see "Camp Events" below) and the Thing that's lurking outside among the Phase decks. Once players reach the final round, the game end is triggered.

THE TEAM LEADER: The character with the highest rank (lowest number) will be the team leader. The leader has a few extra responsibilities during the game. They will be the first player and will choose the rest of the turn order. They'll be in charge of the Camp Event board, and it will be their responsibility to take players through the pre-round sequence. It's also the job of a good leader to take care of their team. (For instance, if a player forgets to resolve a Camp Event, it's the leader's job to remind them.) Being the team leader also comes with some perks: they'll be the first to board the helicopter, and they'll be in charge during the boarding process.

When determining which player is the team leader, the highest-ranking player can always choose another player to take command if they'd rather not be the one to bear the responsibility. The chosen player will be the team leader instead and will assume all the responsibilities listed above. If the team leader dies, their responsibilities are passed to the next player in the turn order.

BEGINNING THE GAME: Once setup is complete and turn order is determined, follow these steps to begin the game:

  1. DRAW CARDS: Each player will begin the game with three cards. Following turn order, each player draws one card from each of the decks inside (Storage, Workshop, and their Specialty deck).
  2. PICK A STARTING SPACE: Each player will take their character mini and place it on the starting space of their choice. There are only three starting spaces available to players: the Storage Room, the Workshop, or the Phase 1 deck outside. Players can start in the Workshop if they want to get a jump on building, or they can start in the Storage Room if they would prefer to look for some Consumables (like First Aid, Canned Food, or Snacks). Players may also start outside in the Phase 1 deck to get some early XP. Keep in mind that players who start outside will suffer a Temperature Drop at the beginning of the round. (See "Temperature Drops" below.)
  3. THE FIRST ROUND: The leader begins by taking the team through the pre-round sequence. This is the order of "business" that will need to be taken care of prior to each round.

PRE-ROUND SEQUENCE

  1. Move the Phase Marker to the next round.
  2. Satisfy the requirements of (resolve) an Eat or Sleep round.
  3. Players outside suffer a Temperature Drop.
  4. Each player resets their Action cubes and Locker die.
  5. Flip over the next Camp Event card.
  6. Resolve any Instant Camp Event.
  7. The round starts and players take their turns.

ROUNDS AND TURNS: A round consists of one turn for every player. During their turn, they can spend their Actions to search, build, trade, repair, gain Stamina, gain XP, etc. (See "Actions" below to learn about Actions in more detail.) Once each player has taken their turn, the leader will take them through the pre-round sequence to begin the next round. This continues until players reach the final round. (See "The Helicopter Round" under Game End.)

Camp Elements

Action Dice

The Action dice are the primary means by which players will determine the various outcomes during the game. Each Action die has three blank sides and three success sides.

  • success = Success
  • blank = Miss

Spaces and Locations

There are five spaces players can move to, and these spaces are divided into two locations: inside and outside. The Storage Room and Workshop spaces are inside, and the three Phase deck spaces are outside. Much of what happens to a player throughout the game is dependent upon their location.

MOVING SPACES: Players may travel between spaces in the same location as many times as they choose. The spaces must be unlocked, and the player must have Actions to spend. (See "Actions" below.)

MOVING LOCATIONS: Players can only change locations once per turn. They may not return to the location they moved from until their next turn. Players also cannot change locations during a Lockdown unless they're in possession of a key. (See "Camp Events" below.)

Boiler Room and Camp Door

There are two utilities that players will need to maintain throughout the game: the Boiler Room and the Camp Door. If they fail to do so, the effects could be disastrous. The camp utilities receive Strikes through Camp Events and searching outside. (See "Strikes and Critical Strikes" below.) If either utility receives three Strikes, it's considered broken and players suffer the penalties for that utility. Utilities can have more than three Strikes, but the penalties only take effect when the third Strike is received.

DESIGNER'S NOTE: Be careful when repairing utilities. If a camp utility has three Strikes and players only repair it once, then the utility will deliver its penalty again when it receives another Strike.

BOILER ROOM: The Boiler Room allows players to gain Stamina. (See "Stamina" below.) As long as the Boiler Room is functioning properly, players will be able to use their Gain Stamina Action. The Boiler Room can only be repaired by players who are inside.

BOILER EXPLOSION: When the Boiler Room receives a third Strike, the Boiler explodes, and all players inside immediately receive one Strike. As long as the Boiler Room has three or more Strikes, players cannot use their Gain Stamina Action. Players can still replenish Stamina by playing cards or lighting the Bonfire.

CAMP DOOR: The Camp Door protects the players inside from the freezing temperatures (and from anything else that may be lurking outside). As long as the Camp Door is not broken, players inside will not be affected by Temperature Drops. The Camp Door can only be repaired by players who are outside.

BROKEN DOOR: When the Camp Door receives a third Strike, the Door breaks and all players inside immediately receive one Vulnerable card. (See "Vulnerable Cards" below.) As long as the Camp Door has three or more Strikes, players inside are affected by Temperature Drops at the beginning of each Round.

REPAIRING: Players can remove a Strike from a utility by using the Repair Action. (See "Actions" below.) Keep in mind that each utility's repairs must be performed while in the appropriate location. As an incentive to help the team, any player who removes a Strike from either utility will receive 1 XP.

The Bonfire

The Bonfire is a community resource available to all players who are inside. When five or more cards have been collected on the Bonfire, it's ready to be lit. When a player lights the Bonfire, all players inside gain two Stamina. Lighting the Bonfire also removes one Frostbite from any player inside. (Learn more about Frostbite below.)

ADDING CARDS: On their turns, players may add as many cards as they like to the Bonfire. They must be inside to do so. When adding cards, place them facedown on the Bonfire pile. Only inside cards (Workshop, Storage, and Specialty cards) can be added to the Bonfire. Players cannot draw cards from the Bonfire.

LIGHTING THE BONFIRE: A player can light the Bonfire only during their turn. There are two ways to light the Bonfire: playing a Matches card or using a Lighter Item tile. To use the Lighter Item tile, announce to the other players that you are "lighting" the Bonfire. After it's lit, move the cards from the Bonfire to the Camp Discard pile and keep them facedown.

The Phase Meter

PHASE MARKER: The Phase Marker begins on the white space and tracks the progress of the game. The team leader is responsible for moving the Phase Marker each round.

PHASE METER: The Phase Meter is divided into three Phases, and each Phase consists of a maximum of six rounds. Every Phase unlocks a new deck to search and increases the difficulty of all Attacks and Setbacks.

PHASE 1

  • DECK UNLOCKED: Players can move to and search the Phase 1 deck.
  • TEMPERATURE DROPS: Affected players lose one Stamina during a Temperature Drop.
  • ATTACKS AND SETBACKS: Players must roll one Success to resolve any Attack or Setback.

PHASE 2

  • DECK UNLOCKED: Players can move to and search the Phase 1 and Phase 2 decks.
  • TEMPERATURE DROPS: Affected players lose two Stamina during a Temperature Drop.
  • ATTACKS AND SETBACKS: Players must roll two Successes to resolve any Attack or Setback.

PHASE 3

  • DECK UNLOCKED: Players can move to and search the Phase 1, Phase 2, and Phase 3 decks.
  • TEMPERATURE DROPS: Affected players lose three Stamina during a Temperature Drop.
  • ATTACKS AND SETBACKS: Players must roll three Successes to resolve any Attack or Setback.

Rounds

Each space on the Phase Meter represents one round. Once each player has taken their turn, the round is over. At the end of each round and before the next, the leader will take the team through the pre-round sequence to begin the next round. (For a refresher on the pre-round sequence, see "How to Play" above.)

OPTIONAL SPACES: The gray spaces at the beginning of each Phase are optional. Skip these spaces during a standard game or include them for an extended game.

At the end of each Phase, there are two special rounds that players will need to plan for. If they're caught unprepared, they'll be left vulnerable. After the special round requirements are fulfilled, the rest of the round plays normally.

FOOD ROUNDS: All players are required to eat food on a Food round. Players must play one Canned Food card (not a Snack) during the pre-round sequence of each Food round. Players who do not play a Canned Food card will become vulnerable and must draw one Vulnerable card.

DESIGNER'S NOTE: It's important to remember that you also receive the benefit listed on the Canned Food card when you play it during a Food round.

SLEEP ROUNDS: All players are required to sleep on a Sleep round. For safety, players must bunk in pairs, and they must be in the same location. (They do not need to be on the same space.) To resolve a Sleep round, both players must agree during the pre-round sequence to bunk together. Players should communicate and work together when preparing for a Sleep round. If neither player has a Vulnerable card, nothing further needs to be done. If either player has a Vulnerable card, there are further steps necessary. (See "Infection Clickers" below.) Players can choose to sleep alone, but any player who sleeps alone will become vulnerable and must draw one Vulnerable card.

Temperature Drops

TEMPERATURE DROPS: At the beginning of each round, players outside lose Stamina due to falling temperatures. During a Temperature Drop, if a player has no Stamina on their character board, they begin to freeze and receive one Strike. This will continue to happen each round unless the player can replenish their Stamina or move back inside. A player does not receive a Strike as long as they have one Stamina during a Temperature Drop. Each space indicates the amount of Stamina players will lose during Temperature Drops.

FOR EXAMPLE: If a player only has one Stamina and suffers a Temperature Drop during Phases 2 or 3, they lose what Stamina they have and receive no Strike during that drop. They will not receive a Strike until the next Temperature Drop.

Stamina

GAINING STAMINA: Players will lose Stamina while staying outside. The more Stamina a player loses, the fewer natural dice they will have when resolving Events. (See "Resolving Attacks and Setbacks" below.) Players should strive to keep their Stamina up as much as possible. There are a few ways this can be done:

  • GAIN STAMINA: When inside, a player may use their Gain Stamina Action (see "Actions" below).
  • LIGHTING THE BONFIRE: A player can gain two Stamina if they are inside when the Bonfire is lit.
  • PLAYING CARDS: Playing a Canned Food or Snack Food card will give the player one Stamina. Playing an Alcohol card when outside will do the same. Some players can also gain Stamina from unique cards in their Specialty decks.

Experience (XP)

GAINING XP: Players need to collect and spend XP to unlock new abilities on their character boards. When a player collects XP, they can store it on their character board until they are ready to spend it. There is no limit to the amount of XP a player can collect and store. There are four ways players can gain XP:

  • THE LOCKER DIE: Once unlocked, a player may gain XP from their Locker die. (See "Locker Die" below.)
  • ROLLING FOR XP: When outside, a player may use their "Gain XP" action. (See "Actions" below.)
  • SEARCHING THE PHASE DECKS: A player will gain 2 XP each time they search a Phase deck.
  • PHASE CARDS: Most of the cards in the Phase decks will give players the option to gain XP instead of whatever else the card is offering. The XP gained in this manner is in addition to the XP you gain for searching the deck. A player can accumulate a large amount of XP quickly this way.

SPENDING XP: Spending XP costs no Actions and can be done at any point during a player's turn. Simply remove the amount being spent from the character board and place it back into the community pile of XP. There are two types of XP gems: clear and blue. The clear ones are worth one point and the blue ones are worth five points.

Player Assault

If a player feels they have discovered an infected player, they have the option to perform an Assault during their turn. In an Assault, one player attacks another.

DESIGNER'S NOTE: Assaulting another player should be a last resort. Unless a player is 100% positive the player they're assaulting is infected, the assaulting player could be hurting the team and reducing their chances of escaping successfully. Assaulting will also make the player who attacked look suspicious. If the Assault fails, the attacking player will most likely be targeted next. Think it through before you choose to perform an Assault.

ASSAULT: Players must be in the same location as the person they are assaulting. They do not need to be on the same space. An Assault costs five Actions and can only be performed during the assaulting player's turn. An infected player can also perform an Assault.

PERFORMING AN ASSAULT: To perform an Assault, a player will notify the group that they will be assaulting Player "X." The Assault is resolved like a red Event; the attacking player will roll their natural dice plus the additional dice granted by any equipped Item tiles with a red number. (See "Resolving Attacks and Setbacks" below.) Each Success deals one Strike to the player being attacked. The player being assaulted cannot roll in defense. A player must roll all their available Action dice when performing an Assault.

Strikes and Critical Strikes

RECEIVING STRIKES: Players receive Strikes through various means during the game. When a player receives a Strike, they will take a Strike token and place it on their character board. There are two types of Strikes players can receive:

  • STRIKE: This is the "standard" Strike. Players will receive these from Camp Events, Thing Attacks, Boiler Explosions, and Assaults. The Boiler Room and the Camp Door also receive this type of Strike.
  • CRITICAL STRIKE: Critical Strikes are very dangerous. Players can only receive these through certain Camp Events. When a player receives a Critical Strike, they must remove it by the end of their next turn. If they fail to do so, they will receive another Strike at the end of that turn. This will happen each round until the player heals the Critical Strike or becomes unconscious. (See "Losing and Regaining Consciousness" below.) Players need to work together when someone on the team receives a Critical Strike.

HEALING STRIKES: A player may remove a Strike from their character board by playing a First Aid card. A First Aid card only removes one Strike per card, but they're free to remove as many Strikes as they have the cards for. Both types of Strikes can be healed this way. It's a good idea to heal a Critical Strike as soon as possible. Except when performing a Revive, a player may only remove Strikes from their own character. (Learn more about performing a Revive below.)

Losing and Regaining Consciousness

LOSING CONSCIOUSNESS: During the later Phases, players are apt to receive Strikes more easily. When a player receives a third Strike on their character board, they are rendered unconscious. When this happens, their turn is immediately over. Lay down their miniature on the space they're currently occupying to signify their unconscious state.

Unconscious players must skip succeeding turns until they're Revived, and each skipped turn adds a Frostbite. If a player receives three Frostbites, their character dies and they're out of the game.

Once their character is dead, a player cannot reveal their infection status. Their status will be revealed at the end of the game along with everyone else's. Any Bonuses and cards they have collected are lost and unusable. Return their Item tiles to the tile tray.

REVIVE: For a player to regain consciousness, they must have a Revive performed on them by another player (the "assisting player").

  • The assisting player must move to the same space as the unconscious player to Revive them.
  • To perform a Revive, the assisting player must play a First Aid to remove a Strike. They may play multiple First Aid cards; each First Aid removes one Strike. Performing a Revive is the only situation in which a player is allowed to use a First Aid card on another player.
  • If the assisting player has one or more Vulnerable cards, the unconscious player must take the assisting player's Infection Clicker.
  • The unconscious player has the option of refusing a player's offer to Revive, instead opting to accept the consequences and/or await assistance from another player (whom they presumably trust more).

Frostbite

FROSTBITE: If an unconscious player is not Revived before it's time for them to take their next turn, they'll be skipped in the turn order. Instead of taking a turn, they must flip one of their Strikes to the blue side; they now have Frostbite.

A few important things to note about Frostbite:

  • If a player receives three Frostbite tokens, their character dies and they're out of the game. (To be clear, a player could receive three or more Frostbite tokens over the course of a game and not die; death only occurs when they've sustained three concurrent Frostbite tokens.)
  • Frostbite is semi-permanent, and it effectively shortens your life cycle. Though it's not a Strike, it acts as one in this sense. (For instance, if a player has one Frostbite token, they can only sustain two Strikes before being rendered unconscious; if they have two Frostbite tokens, they can only sustain one Strike before being rendered unconscious.)
  • A Frostbite token can only be removed by lighting the Bonfire. In addition to giving all players inside two Stamina, it can also remove one Frostbite token per player. (A player must be inside to receive this benefit.)

Three Frostbite tokens = death.

General Card Info

A player may look at the cards in their hand at any time. Teamwork is strongly encouraged. Everyone is allowed to discuss the cards they have and which cards they need, but they must never show their cards to the other players.

PLAYING CARDS: A player may play as many cards as they want on their turn. It costs no Action cubes to play a card. To play a card, place it in the Camp Discard pile faceup and claim any benefits granted. The details of each card are clearly defined in the text box at the bottom of the card.

DISCARDING: Players may discard any cards from their hand on their turn. Certain Camp Events will also force a player to discard a card. Any time a player discards a card, it must be placed facedown on the Camp Discard pile. Discarded cards cannot be added to the Bonfire. Players cannot look through any of the Discard piles.

MAXIMUM HAND SIZE: A player may hold as many cards as they like before and during their turn, but they must end their turn with no more than five cards in their hand. This maximum hand size is in effect from the end of the player's turn until the start of the next round.

If a player's turn is about to end and they have too many cards, they may add some to the Bonfire (only when inside) or discard until they have five or fewer cards.

Inside Cards

Any cards drawn from an inside deck will go directly into the player's hand. Inside cards are the only components that players are allowed to trade. The following are all inside decks and can only be searched when a player is inside.

WORKSHOP CARDS: The Workshop deck is the preferred deck for players looking for Buildables. It contains five of the seven types of Buildables: Wood, Cloth, Rope, Screws, and Metal.

STORAGE CARDS: The Storage deck contains the rest of the Buildables (Alcohol and Matches) as well as various Consumables. Consumables are one-time-use cards that cannot be used for building. Players can expect to find First Aid, Canned Food, One in the Chamber, Shotgun, Flare, Dex (Dexterity), and Empty Lighter cards. There are also cards that can be played to receive instant Item tiles such as a Flare Gun, Crowbar, or Torch. And lastly, there are cards for two Buildable Host Tests in this deck. (Learn more about Buildable Host Tests below.)

CHARACTER SPECIALTY CARDS: Each character comes with a unique Specialty deck loaded with the essentials and more. Each deck is slightly different from the rest and complements its character's strengths. (See "Character Specialty Decks" below.) Each player can draw only from their Specialty deck; they cannot search another player's deck. (They can, however, trade their Specialty cards with other players.)

Phase Cards

The cards that players draw from the Phase decks outside are Phase cards. Once drawn, a Phase card is placed faceup on the Phase deck discard pile (unless otherwise stated on the card) and immediately resolved by the player who searched the deck. These cards do not go into the player's hand. Every time a player searches one of the Phase decks, they immediately gain 2 XP for searching.

The Phase decks are where players can find the Helicopter Bonuses that will help them successfully escape, but they also contain dangers that players need to be wary of. In the beginning, the only deck available to search is Phase 1, but the other decks will unlock once the Phase Marker moves to the corresponding Phase. Players may not search a Phase deck until it is unlocked. There are seven types of cards players will come across when searching the Phase decks:

  • INSTANT TILES: These cards will give the player their choice of an Item tile or XP.
  • SPECIAL PHASE ITEMS: There are a few special cards in the Phase decks that are placed next to a player's character board and remain there until the player chooses to use them.
  • CHOICES: Players will be given a choice: gain XP or receive the benefit on the card.
  • LOCKBOXES: Players can either walk away with XP or risk rolling for the contents of the Lockbox.
  • HELICOPTER BONUSES: These are vital to helping the humans return safely to civilization. Conversely, they can help the infected accomplish their goal of escaping the camp to assimilate all of humanity. Searching for them should therefore be an extremely high priority for all players.
  • DOOR DAMAGE: Players must add one Strike to the Camp Door.
  • THING ATTACKS: These are not the cards players want to draw. Thing Attacks must be resolved immediately when flipped. They are resolved in the same manner as a Camp Event Attack. (See "Resolving Attacks and Setbacks" below.) If a player fails to fend off the Thing, they'll receive one Strike and must also draw one Vulnerable card. Only the player who drew the card will be required to resolve it.

DESIGNER'S NOTE: When a player fails their roll against a Thing attack and there are no more Vulnerable cards left to draw, then the player will receive only the Strike.

Camp Events

During the pre-round sequence, the team leader will flip the top card of the Camp Event deck and place it on the Camp Event Discard pile. That will be the Camp Event in play for the round. A Camp Event affects all players in camp, regardless of their location, unless the camp is locked down. (See "Lockdown" below.) It does not cost any Actions to resolve an Event.

There are four types of Camp Event cards that players will encounter:

  • ATTACK (red)
  • SETBACK (blue)
  • INSTANT (green)
  • CAUTION (yellow)

ATTACKS AND SETBACKS: All Attacks and Setbacks must be resolved by each player during their turn. (They can be resolved at any point during the turn.) If a player ends their turn and forgets to resolve the Event, they automatically take the Event's penalty if no one reminds them before the next player begins their turn. To resolve an Attack or Setback, players need to roll the required number of Successes or receive the penalty for failing to do so. The number of Successes needed to resolve an Attack or Setback corresponds with where the Phase Marker is on the Phase Meter. (See "The Phase Meter" above.)

  • PHASE 1 — Required Successes: 1
  • PHASE 2 — Required Successes: 2
  • PHASE 3 — Required Successes: 3

INSTANTS: When flipped, an Instant Event is resolved immediately by following the directions on the card. This is done during the pre-round sequence before the first player begins their turn. Once the Event is resolved, players no longer have to worry about a Camp Event during that round.

CAUTIONS: Like Instant Events, Cautions occur outside the bounds of players' individual turns. However, Caution Events must be resolved at the end of a round, after everyone has already taken their turn.

LOCKDOWN: When a Camp Event card has a lockdown symbol in the top left corner, that means the camp is locked down. During a Lockdown, only the players inside are required to resolve the Camp Event. Players can no longer move to another location until the camp is unlocked unless they have a key. (There are keys in both the Storage and Workshop decks, and players will still have to spend an Action on movement when using them.) The camp will be unlocked when a Camp Event card without the lockdown symbol is in play. If the Camp Door is broken, all the rules for a Lockdown remain the same.

MOVEMENT EXAMPLE: During a Lockdown, players who are inside cannot move outside or vice versa (unless they have a key), but they may still move to another space in the same location.

Resolving Attacks and Setbacks

NATURAL DICE: When resolving an Event, players have a defense mechanism that can prove invaluable: they can have up to two Action dice naturally available to them. (See "Action Dice" above.) The number of dice available is determined by the amount of Stamina in their Stamina Bar. The natural dice can be used when resolving both Attacks and Setbacks.

  • No Action die available when: 0 Stamina.
  • 1 Action die available when: 1, 2, or 3 Stamina.
  • 2 Action dice available when: 4, 5, or 6 Stamina.

RED VS. BLUE: Pay attention to the color of the Event being resolved. The two most common types of Events are Attacks (red) and Setbacks (blue). Weapon Item tiles will have corresponding red and/or blue numbers in the top corners. When equipped, these tiles will give a player additional Action dice to roll when resolving either Event.

FOR EXAMPLE: With Items equipped that add 2 dice when resolving Attacks and add 1 die when resolving Setbacks, a player would be able to add two Action dice to their roll when resolving any Attack but only one Action die when resolving a Setback Event.

RESOLVING AN EVENT: Attacks and Setbacks can be resolved at any point during a player's turn. No Action cubes can be spent while an Event is being resolved. (Playing cards and performing other no-cost Actions is fine.) Go through these steps when resolving each Event:

  1. CHECK THE EVENT: Determine the type of Event being resolved: Attack (red) or Setback (blue).
  2. CHECK THE STAMINA BAR: Add any natural dice available. (These work against both types of Events.)
  3. CHECK THE ITEMS: Add the Action dice available from any equipped Item tiles. (Add all the red together or all the blue together.)
  4. ROLL THE DICE: Check to see if the required number of Successes were rolled. If the required number or more were rolled, take no penalty. If not, receive the penalty listed on the Event.

DESIGNER'S NOTE: Playing cards is still allowed while resolving an Event, even after the dice have been rolled. If more Successes are needed, a player may play any cards that will help them gain extra dice to roll. Be sure to also use any Item tile attributes that may help. (See "Item Tiles" below.)

Characters

COMMANDER GARRY: As the highest-ranking member of the team, it's Garry's prerogative to serve as leader during any game. His Unique Ability Unlock is a handgun. It allows him to use the Bullets in his Specialty deck when resolving any Attacks. His Taking Control card lets him assist any player resolving an Attack. He also has Bullets on his Locker die.

McREADY: McReady is best equipped to survive in the freezing temperatures. His Unique Ability Unlock allows him a chance to gain Stamina while he is outside. With a Specialty deck full of Alcohol, he can help players build tiles or gain Stamina outside. His Landmark card gives anyone in the same location one Stamina when Alcohol is played on it. He also has Alcohol on his Locker die.

KINNER: Kinner is the one responsible for keeping the team fed. He has the most Canned Food of anyone on the team. His Unique Ability Unlock lets him eat a Snack on a Food round so he can save his Canned Food for his fellow teammates. Kinner's Landmark gives players a little extra help when searching for some food. His Locker die comes with Snacks.

DR. COPPER: Dr. Copper's primary responsibility is to keep the team alive. His Unique Ability Unlock keeps him safe from Critical Strikes. His deck is stocked with First Aid, so players will rely on him when the infection starts to spread. Copper's Locker die comes with First Aid, and his Blood Test helps the team find an infected player.

Expansion Characters (not included in base game)

BLAIR: Blair is the team's biologist. His Unique Ability Unlock is a Lighter that helps build Items and light the Bonfire. His Specialty deck contains Kindling, which strengthens the effect of the Bonfire. His Host Test can help determine the source of the infection. The Snowshoes on his Locker die allow him to move without spending an Action.

CLARK: Clark is the team's dog handler. His Unique Ability Unlock is his Loyal Companion, Jack. Clark's Landmark card can allow players to trade across locations. The Training Manual in his deck will train Jack (flip when trained), and his Locker die comes with Dog Treats to help feed him. If the player discards the Companion tile, they can't get it back.

VAN WALL: Van Wall is the builder of the group. His Unique Ability Unlock allows him to hold one extra Item tile, and his Specialty deck contains a significant number of cards that will help him and the team when building. Van Wall's Landmark card will help players who are having trouble finding the Buildables they need. His Locker die comes with a Repair Kit, which is useful for repairing the camp utilities.

NORRIS: Always ready for action, Norris provides the team's muscle. His Unique Ability Unlock allows him to equip duplicate Item tiles. His Specialty deck is designed to assist him when resolving Attacks. When Norris' Landmark card is in play, players will be able to build while outside. His Locker die comes with Knuckles. When used, this weapon allows him to reroll one Action die when resolving any Attack.

CONNANT: Connant is the team's Cosmic Ray Specialist. Setbacks are his specialty, which can really come in handy when things start to go south. His Unique Ability Unlock is an Ice Pick, which provides one reroll per turn versus Camp Event Setbacks. Connant has a key on his Locker die that allows him to change locations during a Lockdown. He even has keys in his Specialty deck that he can pass to teammates in a pinch.

CALDWELL: Caldwell is the team's surveyor and geologist. He's also quite the generalist; both his Locker die and his Specialty deck grant him access to a range of different abilities. Perhaps the closest thing he has to a true specialty is his knack for gaining Stamina. His Specialty deck has a Stamina Boost that can grant him either two or three Stamina, and his Unique Ability Unlock is a Thermos that gives him one Stamina when changing locations.

BENNING: Benning is the team's aviation mechanic. If you need something built or found, he's your guy. His Unique Ability Unlock is a pouch that lets him hold seven cards. Benning's Specialty deck is packed with Buildables and Dex. It also holds a Wrench that will add one success to setbacks and will repair a Strike on the door or boiler. His Locker die features a tool belt that lets him draw a card for free.

BARCLAY: Barclay, the camp's communications specialist, supports the team with his reroll abilities. He begins the game with two Walkie-Talkie tiles equipped, each of which allows a reroll during certain Camp Events. During his turn, he can drop either one or both of these tiles on the space he occupies. Once he drops them, he cannot equip them back on his board, but anyone sharing the same space as a tile will now be able to use its benefit. The Walkie-Talkie on his Locker die gives him the ability to move the tiles around the board where they are most needed.

  • Red Walkie-Talkie: Reroll one missed Action die when resolving a Camp Event Attack.
  • Blue Walkie-Talkie: Reroll one missed Action die when resolving a Camp Event Setback.

Character Boards

The character board is used to manage the characters' Actions, Stamina, Unlocks, and Item tiles. Each board has one character-specific Unlock (marked with their character color) and five Unlocks that are the same for every character. Players unlock these abilities by spending XP. (See "Experience (XP)" above.) Once unlocked, an ability is permanently unlocked and can immediately be used. A character's Unlocks only affect the character they belong to; they cannot be used on or by other players.

ALTERNATE CHARACTER BOARDS: Clark and Van Wall have a Unique Ability Unlock that works differently than the others. These are expansion characters. Disregard this section when using the base game.

  1. CHARACTER PROFILE: This area tells the character's name, rank, and Specialty deck contents. Use it as a tray to store XP and Strikes.
    • 1A. RANK: The character with the highest rank will be the team leader. (The lower the number, the higher the rank, with "1" being the highest.) The team leader is responsible for choosing turn order.
    • 1B. SPECIALTY DECK: This lists the contents of the character's Specialty deck. (See "Character Specialty Decks" below.)
  2. ACTIONS: This is where players will store their Action cubes. Move them off the board and set them to the side as they are spent. When resetting the Actions each round, return the Action cubes to this area. There is also a list of Actions that players can spend their Action cubes on. (Since zero-cost Actions don't require spending any Action cubes, they're not listed.)
  3. EXHAUSTED STAMINA: When Stamina is lost, move it from the Stamina bar to the Exhausted Stamina tray.
  4. STAMINA BAR: The Stamina bar tracks how many natural dice a player will have when resolving any Attacks or Setbacks. (See "Resolving Attacks and Setbacks" above.)
  5. ITEM SLOTS: This is where players will equip Item tiles. Each character begins with two open slots. When a tile is placed in a slot, it is considered equipped and ready for use. (See "Item Tiles" below.)
  6. CHARACTER UNLOCKS: Each character has six Unlocks available to buy. (The cost is listed on the Unlock.) Five of the Unlocks on each board are common to all players, while one is character specific. At any point during their turn, a player can spend XP to purchase and open any number of Unlocks. Once purchased, an ability is permanently unlocked. All Unlocks can be used as soon as they are purchased.
    • 6A. UNIQUE ABILITY (3XP): Unlocks the character's unique ability. Once purchased, flip the tile to the green side.
    • 6B. CARDIO (2XP): Unlocks one extra Stamina, increasing a player's max Stamina to six. Once purchased, place the unlocked Stamina in the Stamina bar.
    • 6C. AGILITY (6XP): Unlocks one extra Action, increasing a player's max Actions to six. Once purchased, place an additional Action cube in the Actions tray. The Action can be used as soon as it's unlocked.
    • 6D. LOCKER COMBO (6XP): Unlocks the character's Locker die. (See "Locker Die" below.)
    • 6E. EXTRA ITEM SLOTS (4XP): Unlocks three additional Item slots. Once purchased, remove the tile and place it to the side.
    • 6F. XP OVERSTOCK (8XP): Unlocks the XP storage tray. You must first purchase all other Unlocks. Once acquired, remove the tile and place it to the side. Every five XP collected here is worth one Helicopter Bonus. Players may collect a max of five Helicopter Bonuses (25 XP) from XP stored here. They may continue to collect and store XP, but after 25 XP have been collected, no more Helicopter Bonuses will be accrued.

Character Miniatures

Every character has a corresponding miniature. Each player will use their mini to navigate the board and mark their position.

Locker Die

The Locker die is an additional resource that each player can use to their advantage. Every character comes with a unique Locker die, and a player accesses it by spending XP to unlock the Locker Combo on their character board. Each Locker die has four attribute icons available, one of which is unique to its corresponding character. (Caldwell is the exception. Since he uses other characters' abilities, his Locker die doesn't have a unique icon.)

Locker Die Attribute Icons

Character attribute icons:

  • BULLETS: Add two dice when resolving any Attack Event. Requires the handgun.
  • ALCOHOL: Use as an Alcohol Buildable or use outside to gain one Stamina.
  • SNACK: Grants one Stamina. Best used with the Light Eater Unlock.
  • FIRST AID: Removes one Strike from your character.
  • TOOL BELT (expansion characters only): Allows player to draw one card.
  • SNOWSHOES (expansion characters only): Allows player to move to another space. (Costs no Action cubes.)
  • DOG TREAT (expansion characters only): Feeds Jack (Clark's dog) during a Food round.
  • REPAIR KIT (expansion characters only): Removes one Strike from the Camp Door or the Boiler Room.
  • KNUCKLES (expansion characters only): Allows player to reroll one Action die when resolving any Attack Event.
  • KEY (expansion characters only): Allows player to change locations during locked Events.
  • WALKIE-TALKIE (expansion characters only): Pulls a Walkie-Talkie to your space or pushes one in your space to another space.

Common attribute icons:

  • 2 XP: Grants two XP, regardless of location.
  • BUILDABLE: Use in place of any one Buildable.
  • FLARE: Changes one rolled Miss into a Success.

USING THE LOCKER DIE: The Locker die starts with the character attribute icon facing up. Once unlocked, it's moved to the Actions tray on the character board. It may be used the moment it's unlocked or saved for another turn. To use the Locker die, move it off the board and set it to the side. (It's now spent, much like an Action cube. Once it's spent, the player will reset the die the next round.) The Locker die may not be traded or used on another player.

RESETTING: When unlocked, players can reset their Locker die during the pre-round sequence. To reset the die, players will roll it once and then place it back into their Actions tray. The side facing up is now available to use on their turn. If a player is looking for something specific, they may reset their Locker die during any pre-round sequence (even if the die was not spent that round). If the player likes what they have rolled, they may save it until they decide to use it. A player does not have to reset their die if they are saving it.

Character Specialty Decks

A player's Specialty deck is a personal resource meant to help them take care of their character and the rest of the team. It contains common cards (First Aid, Canned Food, etc.) as well as a few other cards that are unique to their character.

SEARCHING: A player may search their Specialty deck only while inside. (They can do this from either inside space.)

SYMBOLS AND MEANINGS: Each character has the contents of their Specialty deck listed in the profile section on their character board. The list shows the card types as well as the number of each in the deck.

Character Specialty deck icons: First Aid, Matches, Unique, Alcohol, Dex, Item Tile, Canned Food, Buildable (expansion characters only), Landmark, Snack, Bullets.

  • UNIQUE: These are cards that are specific to one character or not common in all the Specialty decks.
  • ITEM TILE: These are cards that will give a player an Item tile when played.
  • LANDMARK: These are powerful cards that utilize the character's skill set in order to help the team.

LANDMARK CARDS: Landmark cards will offer players various benefits when in play. A Landmark card must be played while the player is in a specific location (listed on the card). Once played, lay the card in any open area next to the specified board. The card will remain there and in play for the rest of the game unless it has a limited number of uses. While a Landmark card is in play, any player may use its ability.

Actions

Players begin each turn with five available Action cubes (six after purchasing the Agility Unlock). Though some Actions may be performed at no cost, most require spending one or more Action cubes. (These are the ones listed on each player's character board.)

Players will store their Action cubes on the character board in the section labeled "Actions" until they are spent. Players may repeat the same Action more than once as long as they have the required amount of Action cubes available to spend.

SPENDING: When performing an Action that requires you to spend an Action cube or cubes, remove the appropriate number of cubes from the character board and place them to the side. Once spent, an Action cube is no longer available until the player's next turn. Players may spend their Action cubes to perform any of the following Actions:

  • TRADE: Spend one Action cube to receive any number of cards from another player during a trade. (For more on trading, see "Trading Cards" below.)
  • MOVE: Spend one Action cube to move to any space, regardless of location. The space must be unlocked. Unless they have a key, a player cannot switch locations if a Camp Event with a Lockdown is in play. (To learn more about movement, see "Spaces and Locations" above.)
  • SEARCH: Spend two Action cubes to draw a card from the space you are currently occupying. If you're inside, you may choose to draw from your Specialty deck instead.
  • BUILD: Spend one Action cube to build an Item tile. This Action can only be performed inside. (See "Building" below.)
  • GAIN STAMINA: Spend one Action cube to roll one Action die. (This Action is only available while inside.) Roll a Success and gain one Stamina; roll a Miss and gain nothing.
  • GAIN EXPERIENCE (XP): Spend one Action cube to roll one Action die. (This Action is only available while outside.) Roll a Success and gain one XP; roll a Miss and gain nothing.
  • REPAIR: Spend two Action cubes to remove one Strike from the Boiler Room (while inside) or the Camp Door (while outside). If players are feeling lucky, they may choose to spend only one Action cube and roll an Action die. Roll a Success and remove one Strike; roll a Miss and do nothing.
  • PLAYER ASSAULT: For the cost of five Action cubes, any player may perform an Assault. Players must be in the same location, and the Assaulted player does not get to defend. (See "Player Assault" above to learn more.)

These are the Actions that may be performed at no cost:

  • PLAY CARDS: Play a card or cards and gain its/their benefit(s).
  • ADD CARDS TO BONFIRE: This Action can only be performed while inside. Place cards facedown on the Bonfire. (See "The Bonfire" above to learn more.)
  • LIGHT BONFIRE: This Action can only be performed while inside. Play a Matches card or use the Lighter Item. Players inside gain two Stamina and may remove one Frostbite.

Reserving Actions

RESERVING: Sometimes you'll need to save an Action cube at the end of your turn for a future trade during the round. To "reserve an Action," leave an Action cube in the Actions tray (unspent) at the end of the turn. (Note that this does not extend your turn.) You may reserve multiple Actions at a time for trading purposes. Any reserved Actions may only be used to receive cards during a trade.

SAVE ROOM: If a player wants to reserve an Action, they must make sure they have/make room in their hand for more cards. (See "Maximum Hand Size" above.) It's still possible for a player with a full hand to reserve an Action without exceeding the maximum hand size. This can be done by either: 1) discarding or playing cards during their turn to make room for any planned trade(s), or 2) passing cards during any trade(s) to make room for cards they receive (if their hand is still full when they end their turn). If a player cannot make room in their hand, they will not be able to receive any more cards during the current round.

Trading Cards

HOW IT WORKS: For the purposes of this game, a trade refers to any instance in which a card or cards change hands. Two players may participate in a trade as long as they are in the same location. A player may pass and/or receive one or more cards during a trade. Cards drawn from the Storage Room, Workshop, and the characters' Specialty decks are the only game components that can be traded between players. Item tiles and any cards collected outside cannot be traded.

Any trade must take place on a participating player's turn. Trades are initiated through player communication. Though they're free to talk about them, players cannot show the cards they're trading—either to one another or to other players.

TRADING EXAMPLE: If, for instance, it's Commander Garry's turn and Kinner and Dr. Copper share his location while McReady is elsewhere, Garry may trade with Kinner or Dr. Copper, but he can't trade with McReady since they are in different locations.

TYPES OF TRADES: There are two types of trades possible: one-sided trades or mutual trades.

  • ONE-SIDED TRADE: One player has something another player needs. The only player who spends an Action cube is the player receiving the card(s).
  • MUTUAL TRADE: Both players give and receive cards. During a mutual trade, each player will have to spend one Action cube to receive the card(s).

TRADING OUT OF TURN: The only time a player may spend an Action cube outside their turn is when they're involved in a trade. (This is called "trading out of turn.") Before their turn, players may receive cards during a trade since they still have Action cubes available. But if a player has already taken their turn for the round, they must have an Action reserved to receive cards during a trade. (See "Reserving Actions" above.)

DESIGNER'S NOTE: The most common time to reserve an Action is when a Food Round is approaching. If a player does not have a Canned Food card, they may choose to reserve an Action in case another player has/finds an additional one they're willing to trade.

VULNERABLE TRADES: If neither player taking part in a trade has any Vulnerable cards, simply follow the above rules. If either player has at least one Vulnerable card, there are further steps that need to be taken. (See "Infection Clickers" below.)

Buildables

BUILDABLES: Buildables are the materials players will use to build Item tiles. Players can find Buildables by searching the Workshop deck and the Storage Room deck. (See "Inside Cards" above.) There are seven types of Buildables spread throughout the two decks. Buildable cards are marked with a symbol in each of the top corners; the menu symbol is on the left and the Buildable symbol is on the right.

Wood, Cloth, Rope, Screws, and Metal can be found in the Workshop deck. Players will also find a Buildable on their character's Locker die. (See "Locker Die" above.)

Matches and Alcohol can be found in the Storage Room deck. Players can use these cards as either Buildables or Consumables, but not both at the same time.

Item Tiles

Learning to utilize Item tiles effectively is an important skill that every team member should strive to master. Item tiles help players by providing them with more Action dice to roll when resolving Events, and they also bestow special attributes to their owners. Building Item tiles will greatly improve a player's odds of survival during the later Phases. If a tile is not available in the tile tray, that Item cannot be built or gained through cards until one is returned to the tray. There are two types of Item tiles players can build: Weapons and Utility.

EQUIPPING TILES: To equip an Item tile, players must place the tile in the Items section of their character board. Players may not equip duplicate Items. A player can equip only one type of coat at a time.

  • WEAPONS: Weapon Item tiles have a red and/or blue number in the top corner(s). These are used when rolling to resolve an Attack or Setback Event. (See "Resolving Attacks and Setbacks" above.)
  • UTILITY: Utility Items will provide assistance in other ways, such as providing rerolls, allowing a player to hold more cards, or conserving a player's Actions when searching or moving.

Building

BUILDING: While inside, a player may build Items. To build an Item, players must collect the specific Buildables listed on the Build Menu. They can then spend one Action and play the cards to collect the tile from the tray. Once the tile is built, equip it on the character board. Building costs one Action, and only one Item tile may be built per Action. Players must follow the specific recipe when building and/or upgrading any Item tiles.

BUILD MENU: Each player has a Build Menu that illustrates the recipes to build each Item tile. There are two sides to the menu: Weapons and Utility.

UPGRADING ITEMS: Certain Items can be upgraded. The recipe for an upgraded Item will call for Buildables as well as one or two Item tiles. The Item tile that's called for in the recipe must already be equipped on a player's character board. When building an upgraded Item, remove the required Item currently on the character board and place it back into the tile tray. Continue building as normal, and equip the new upgraded Item tile in the old tile's location.

FOR EXAMPLE: If a player has a Club, the first upgrade options are a Torch or a Barricade.

ITEM ATTRIBUTES: Most Items come with a special attribute to help players. Don't forget to take advantage of these benefits when the Item is equipped. All reroll attributes can only be used once per turn. A reroll attribute lets a player reroll only one Action die—not all of them.

DISCARDING TILES: If a player's Item slots are full, a tile may be discarded to make room for a new one. Item tiles may be discarded at any time during a player's turn. When discarding a tile, place it back into the tile tray. Item tiles may not be traded between players.

Vulnerable Cards

Before anyone draws a Vulnerable card, there is no reason for teammates to be suspicious of one another. That changes the moment a single Vulnerable card is drawn. There are 12 Vulnerable cards; 11 of them are clean and one is contaminated. (Paranoia increases as more Vulnerable cards are drawn, but the infection is initiated through one specific Vulnerable card.)

Keep your Vulnerable cards secret. When drawing, be careful not to let other players see what's on your card. As long as a player draws a clean card, they'll remain human. However, when someone draws the contaminated card, they'll become infected immediately. That player is now the Host. (See "Becoming Infected" below.)

BEING VULNERABLE: When a player is vulnerable, they must draw one Vulnerable card. Whenever multiple players are required to draw a Vulnerable card, follow the turn order. The occasions a player is considered vulnerable are:

  • FOOD ROUND: Players who don't play a Canned Food card during the pre-round sequence of a Food round will be vulnerable.
  • SLEEP ROUND: Players who sleep alone during the pre-round sequence of a Sleep round will be vulnerable.
  • CAMP EVENT: Hunger Pangs and the Thing Attack are two Camp Events that will leave players vulnerable if they fail to resolve them.
  • BROKEN CAMP DOOR: When the Camp Door is broken, all players inside will become vulnerable.
  • THING ATTACKS: Players who come across the Thing in the Phase decks and fail to resolve the Attack will become vulnerable.

OUT OF VULNERABLE CARDS: When there are no Vulnerable cards left to draw, players who become vulnerable will receive one Strike instead. Thing Attacks are the only exception to this rule. When there are no Vulnerable cards left, players who fail to resolve a Thing Attack will receive only one Strike. (They don't receive one for the Thing Attack penalty plus another one as a substitution penalty for being out of Vulnerable cards.)

Infection Clickers

When a player needs to reveal their infection status to someone else, they'll use their Infection Clicker. (A player must have at least one Vulnerable card before they're required to show their Clicker.) It's important to be discreet when passing or showing one's Infection Clicker. The Clicker has three settings:

  • CLEAN: This is the only setting a human player can show. An infected player may show this if they are choosing not to spread the infection.
  • NEUTRAL: All Infection Clickers should be set to neutral when not in use.
  • INFECTED: An infected player will show this setting when they are choosing to spread the infection. (The player to whom this is revealed becomes infected as well.)

HOW TO PASS: When a player needs to show their status to another player, all they need to do is set the clicker to "clean" or "infected" and then discreetly pass it (facedown) to the other player. Once that player has checked it, they'll set the Infection Clicker to the neutral position and slide it back to its owner.

A player whose character is still human must show "clean" when they're required to pass their Infection Clicker. A player whose character is infected has the option to show "clean" (when they want to keep their status hidden) or "infected" (if they choose to infect another player).

WHEN TO PASS: When a player has one or more Vulnerable cards, there are several situations that will require them to pass their Infection Clicker:

  • SLEEP ROUND: A player with a Vulnerable card must pass their Infection Clicker to any player they bunk with.
  • TRADING: A player with a Vulnerable card must pass their Infection Clicker when they pass a card to another player. (See "Trading With Vulnerable Players" below.)
  • BLOOD TEST: Dr. Copper has a Blood Test card in his Specialty deck. This card will require both players involved to discreetly and honestly reveal their infection status to each other. Simply follow the instructions on this card.
  • REVIVE: If the assisting player has one or more Vulnerable cards, the unconscious player must take the assisting player's Infection Clicker during a Revive. (See "Revive" above.)

TRADING WITH VULNERABLE PLAYERS: The basic rules for trading are the same. However, when receiving a card from someone with a Vulnerable card, a player must accept their Infection Clicker unless they are able to successfully avoid it by rolling.

The Action cube spent to receive the card during a trade also allows the player to roll one Action die to try to avoid taking the Infection Clicker.

  • IF A SUCCESS IS ROLLED: The player does not have to take the Infection Clicker; they can take the card and the trade is complete.
  • IF A MISS IS ROLLED: The player has two options: spend another Action cube to roll again (which is ideal if they're suspicious of the player they're trading with) or accept the Infection Clicker.

Once a player agrees to the trade and rolls the die, it's locked in and must be completed. If they don't roll a success, they'll have to either spend more Actions to avoid the clicker or accept it with the trade.

Becoming Infected

There are five ways a player can possibly become infected:

  1. Drawing the contaminated Vulnerable card.
  2. Receiving cards from an infected player in a trade.
  3. Bunking with an infected player.
  4. Being Revived by an infected player.
  5. Through an Infection Attack.

Once infected, a player's goals don't change. They still want to collect Bonuses, survive, and escape. Only the motivation for their goals changes, which can make it difficult to figure out who is infected.

BEING INFECTED: Once a player becomes infected, that's now their permanent status. Players cannot remove the infection. Once infected, a player is no longer considered when calculating the Escape Threshold. If an infected player sneaks on board, their Helicopter Bonuses and Bonus roll count against the humans. (See "The Bonus Total" under Game End.) An infected player can do anything an uninfected player can, plus one thing they can't: spread the infection.

SPREADING THE INFECTION: A player must have at least one Vulnerable card to infect others. An infected player may choose to spread the infection at any time they are required to pass their Infection Clicker to another player (bunking, trading, and Reviving). An Infection Attack is the only instance where an infected player can spread the infection without using their Infection Clicker.

It's imperative that infected players: 1) take care not to infect too many, and 2) do their best to deduce who their infected teammates are. (Players may communicate through any secret means they can devise.) Carelessness in these areas can lead to either a boarding error, which can cause the infected to lose the game, or over-infection, which can cause everyone to lose the game. (See "Winning and Losing" under Game End to learn more.)

THE HOST: The player who has the contaminated Vulnerable card is the Host. They are the same as any other infected player in every respect but one: the Host is the only player able to perform the Infection Attack.

Blood Test and Host Test

There are tools available to help players suss out who's infected. Dr. Copper has a Blood Test in his Specialty deck, and Blair (expansion character) has a Host Test in his. These cards require the players involved to share their infection status or Vulnerable cards with each other. Once the tests have been given, players can tell the team what they saw. Since it's possible for either player involved in the test to be infected, it will be up to the other players to decide which party is trustworthy.

Buildable Host Tests

If you're not playing with both (or either) Copper or Blair, not to worry—there are also two Buildable Host Tests in the Storage deck. A couple of important things to note about these tests:

  • Each Buildable Host Test consists of two cards: part "A" and part "B." You'll need both an "A" and a "B" to build a single test.
  • If both Copper and Blair are in the game, remove one of the Buildable Host Tests (one part "A" and one part "B") from the Storage deck. Otherwise, leave them both in.

DESIGNER'S NOTE: If you'd like to increase the paranoia, take out both Buildable Host Tests, regardless of the characters you're playing with!

Infection Attack

The Host has the ability to perform an Infection Attack, which is used to spread paranoia, confusion, and the infection. To do so, the Host must have one clean Vulnerable card for every player they will target. The more Vulnerable cards the Host has, the more powerful the attack can be.

Any Infection Attack must be performed on the Host's turn. It costs five Actions and can only target players in the same location as the Host. When performing the attack, follow these six steps to avoid confusion:

  1. ANNOUNCE THE ATTACK: Show the contaminated Vulnerable card. Announce the Infection Attack and who will be targeted.
  2. SPEND THE ACTIONS: Spend the five Actions needed to perform the Infection Attack.
  3. PREPARE THE VULNERABLE CARDS: Take the contaminated Vulnerable card and add one clean Vulnerable card for each player being attacked. The Host can attack as few or as many players as they want as long as they have the required amount of Vulnerable cards to do so.
  4. SHUFFLE THE CARDS: Shuffle all the Vulnerable cards involved in the attack and fan them out facedown.
  5. PASS OUT THE CARDS: Following the turn order of the game, each player being attacked chooses one of the cards. (Be very careful to keep the cards secret.)
  6. KEEP THE LAST CARD: After all the attacked players have drawn, the one remaining card stays with the player who initiated the attack. That resolves the Infection Attack.

The player who draws the contaminated Vulnerable card is now infected and also the Host. The original Host is still infected but is no longer the Host (assuming they're not the one who drew the card). The new Host now has the ability to perform the Infection Attack, but remember: over-infecting can be costly to the Thing.

If the original Host did draw the contaminated card, they're still the Host, and the infection wasn't spread. If they have enough Vulnerable cards, they can perform another attack on a future turn if they choose.

Once the Infection Attack is over, everyone will continue to claim they are clean and uninfected. Players will need to re-evaluate who they trust after an Infection Attack.

DESIGNER'S NOTE: The Infection Attack is usually the last line of defense for the Host, as it alerts everyone that the attacking player is infected. It's a tactic that's best used to spread paranoia and confusion when the other players begin to suspect who's infected.

Game End

The Helicopter Round

The Helicopter round is the endgame of Who Goes There? This is what you've been working toward! There's no pre-round sequence; once the Phase Marker reaches this round, the boarding process begins. Players can no longer spend Actions, play cards, Assault, or perform Infection Attacks. Players do not need to be in a specific location when the boarding process begins.

THE TEAM LEADER VOTE: The team leader bears a great deal of responsibility throughout the game. Their influence is especially evident in the Helicopter round, as they're in charge of the boarding process. This leads to a dilemma: what if players suspect their leader has been infected?

When the Helicopter round begins, the remaining players (except for the team leader) will hold a vote to see if the majority of them still trust the current leader. If the leader still has the trust of the majority or if there's a tie (the leader wins ties), the boarding process will begin.

If, however, the current leader loses the vote, the next player in the turn order is made team leader and the process is repeated. This continues until a player wins the vote. In the event that all players lose the leadership vote, the original leader will retain the role.

THE BOARDING PROCESS: In the boarding process, the team will debate which team members will be allowed to join the team leader on the helicopter and which ones will be left behind. When a player is allowed to board, move their character pawn to the Helicopter space.

Players should do everything in their power—whether it be logic, lies, or a combination of both—to convince the team leader why each team member should or shouldn't be allowed to board. How the player chooses to play is largely up to them. There are only a couple of rules that must be followed:

  • The team leader decides who will be allowed to board the helicopter. Players should decide as a team who can be trusted, but the team leader has the final say. The team leader also has the power to force a player to step off the helicopter.
  • Infected players cannot knowingly leave on the helicopter without a human. The Thing is still recovering from the trauma of thawing out after being frozen for millions of years. It can't make the helicopter trip alone; it must bring some humans along for the ride to replenish its energy. Infected players cannot proceed to the Departure if there are no humans on board.

TAKE OFF ALONE: If the team leader doesn't trust any of their teammates, they may opt to take off alone. (This option is only available if the leader is human.) This should be a last resort, however, as the odds of everything working out in the leader's favor mathematically and strategically (the other players not opting to vote in a new team leader, for instance) are slim.

The helicopter door slams shut and the locks engage.

THE REVEAL: Once it's been decided who will be on board and who'll be staying behind, it's time for all players (even those whose characters have died) to reveal their infection status. Each player will set their Infection Clicker according to their infection status. On the count of three, all Infection Clickers will be laid down on the board faceup. Everyone now knows who's human and who's infected.

OVER-INFECTION: Though it doesn't happen often, it's possible for the infection to spread out of control, compromising the entire team and sabotaging everyone's chance to escape on the helicopter. If all players have been infected, everyone loses the game since they can no longer proceed to the Departure.

A BOARDING ERROR: Just as with an over-infection, a boarding error is rare but possible. It happens when two or more infected players board the helicopter (each thinking the other is human) and leave without a human player on board. Since each player's status is not revealed until the end, it's possible for players to be unaware of the mistake until the Reveal stage. A boarding error has occurred, and they can no longer move on to the Departure. But if there are still humans in the game (just not on board the helicopter) and everyone's status has already been revealed, what happens next?

If a boarding error occurs, it's because the infected team has been careless. They've infected too many members of the team and/or failed to communicate their infected status to one another throughout the game. All infected players must get off the helicopter, sealing their fate. No infected players will leave the camp, and the Thing won't be able to infect anyone else. Only the humans (excluding those who have died) will board. (This doesn't mean the humans have won; it just means they're the only ones who will move on to the Departure.)

DESIGNER'S NOTE: The presence of this section should not lead players to believe these scenarios are commonplace. Since players are allowed to communicate through any secret means they can devise, infected players remaining unaware of one another shouldn't be a common occurrence.

Next, move on to the Departure.

The Departure

Now that all players have revealed their infection status, it's time to see if the humans have what it takes to escape their Antarctic nightmare. This is done by comparing the Bonus Total to the Escape Threshold.

HELICOPTER BONUSES: Helicopter Bonuses are coveted by humans and the infected alike, and there are three ways to earn them: Helicopter Bonus cards, Helicopter Bonus rolls, and via the XP Overstock (if unlocked) on the character board. Only Helicopter Bonuses from characters aboard the helicopter are used to calculate the Bonus Total.

Helicopter Bonus cards are arguably the most important cards in the game, and they're found in the Phase decks outside. Throughout the game, players should make searching for them one of their top priorities. The more Helicopter Bonus cards a human character collects, the more potential value they have to the team. The more Helicopter Bonus cards an infected character collects, the more potential value they have to the Thing's cause.

Helicopter Bonuses from the XP Overstock are available to players who have unlocked the XP storage tray. Up to 25 XP can be collected this way. (See "6F. XP OVERSTOCK" under Character Boards.)

Helicopter Bonus rolls are reserved for players who board the helicopter. This helps them collect any necessary last-minute Helicopter Bonuses. Again, these are helpful to humans and infected alike.

The Escape Threshold

The Escape Threshold is the number of Helicopter Bonuses required for human players to successfully escape their frozen hell. This number is determined by the number of human characters remaining in the game at the time of departure. To calculate the Escape Threshold, count all the remaining human characters and multiply that number by 6.

Escape Threshold = number of human characters × 6.

Include all characters who are still human when it's time for the departure—not just the ones who successfully board the helicopter. If a human character dies during the game or is left behind by the helicopter, they still count toward the Escape Threshold.

FOR EXAMPLE: If two human characters board the helicopter, one was left behind, and one died earlier in the game, that's four human characters. You'll multiply 4 x 6 to get 24, which is the Escape Threshold.

The Bonus Total

The Bonus Total is one of two values (along with the Escape Threshold) used to determine the outcome of the game. Simply put, the Escape Threshold is the "what you need" number for the humans, and the Bonus Total is their "what you got" number.

Follow these step-by-step directions to calculate the Bonus Total. (Remember: only the Bonuses from characters aboard the helicopter are used to calculate the Bonus Total. All information below applies only to those aboard the helicopter.)

  1. Add all the human characters' Helicopter Bonuses.
  2. Each human character will make a Bonus roll. (This consists of rolling the Helicopter die once.)
  3. Add the sum of the human characters' Bonus rolls to the number calculated in step 1.
  4. Separately, add all the infected characters' Helicopter Bonuses.
  5. Each infected character will make a Bonus roll. (This consists of rolling the Helicopter die once.)
  6. Add the sum of all infected characters' Bonus rolls to the number calculated in step 4.
  7. Subtract the total in step 6 from the total in step 3. This is the Bonus Total.

The above seven steps can be summed up as follows:

Bonus Total = all human Bonuses − all infected Bonuses.

DESIGNER'S NOTE: Prior to the Helicopter round, it should be the goal of every player to amass as many Helicopter Bonus cards as possible. Whichever side you ultimately end up on, they're extremely valuable. Plan, strategize, and leave as little as possible to chance! (And for those who prefer to leave nothing to chance, it's perfectly acceptable to remove the Helicopter die from the game completely.)

Winning and Losing

To determine who (if anyone) wins the game, compare the Bonus Total to the Escape Threshold:

  • If the Bonus Total meets or exceeds the Escape Threshold, the humans win.
  • If the Bonus Total is less than the Escape Threshold and an infected player is on board, the infected win.
  • If the Bonus Total is less than the Escape Threshold and no infected player is on board, no one wins.

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  • 6G. COMPANION (3 XP): Unlocks Clark's dog, Jack. Jack always starts with the "Loyal Companion" side facing up. Equip the tile in the Items section and add Jack's mini onto Clark's. This tile enables Clark (with a successful roll) to sleep alone without taking a Vulnerable card. As long as it's equipped, the player must feed Jack (either Canned Food or Dog Treats) during any Food round. The player will receive a Vulnerable card for each of them that doesn't eat. (This could lead to receiving two Vulnerable cards during a Food round!) Jack doesn't receive Strikes or make it possible for Clark to receive more than three Strikes. The Companion tile may be discarded like any other, but once discarded, it can't be recovered. Simply remove Jack's mini and Clark's Landmark card (if it's in play).
  • 6H. ITEM MANAGEMENT (3 XP): Unlocks Van Wall's extra Item space. Once purchased, remove the tile and place it to the side. One extra Item slot is now available.