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J-C-06-25-82

U.S. OUTPOST 31
NEW RECRUIT
ORIENTATION AND
REGULATIONS
N S F A N TA R C T I C A S E R I E S N R O - R R

COMMANDER M . T. G A R R Y

YEAR
19 8 2
THE THING : INFECTION AT OUTPOST 31
TM

Art by: Justin Erickson


Game Design by: Joe Van Wetering

MONDO TEAM:
Brand Director: Jay Shaw
VP of Business & Legal Affairs: Tim Wiesch

PROJECT RAYGUN TEAM:


Creative Director: Luke Byers
Sculpts: Darren Donahue

Research Crew:
Roxy Arfa, Scott Ballard, Emily Barnes, Jessica Berlin, Blake Bowers, Justin Brookhart,
Bryan Brooks, Luke Byers, Todd Carson, David Chisholm, Bill Clark, Garrett Clark,
Josh Curry, Carolyn Davis, Jake Davis, Thomas Desimone, Casey Dockendorf,
Darren Donahue, Rob Dragan, Corey Drake, Alex Esposito, Duane Eues, Daniel Fremgen,
Josh Fuller, Eric Garza, David Gibbs, Atticus Gifford, Mike Gonzales, Amiee Gonzalez,
R Hunter Gough, James Graham, Wynona Hendrickson, Arlo Hitzemann, Rick Hutchinson,
Jock, Carol Johnston, Rob Jones, Ryan Jones, Krystal Karim, Joe Lasley, Carrie League,
Tim League, Chris Lenfest, Jed Lomahan, Katie Lowther, Pam Mabrey, Delaney Mamer,
Kami Mandell, Adam Marejak, Patrick Marino, Dylan Marquez, Jackie Miserany,
Mike Mitchell, Brian Moseley, Brent Navratil, Sarah Nirschl, Tom Nirschl, Tori Nirschl,
Brock Otterbacher, Nicolas Peck, Jayne Prindiville, Mitch Putnam, David Rancatore,
Ben Ravensdale, Sarah Ravensdale, Bridgette Reuther, Mathew Reuther, Zoë Robinson,
Juan Romero, Renee Rose-Perry, Jason Rosenberg, Jamie Scharbarth, Chris Schoenthal,
Tony Serebriany, Casey Sershon, Mo Shafeek, Jay Shaw, Natalie Slemp, Shannon Smith,
Vicki Smith, James Speck, Jordan St. John, Bonnie Sweet, Rocky Teruya, Susan Theodore,
Ross Thompson, Philip Tseng, Stephanie Bladen Turl, Anthony Ulrich, Tori Vasquez,
Justin White, Tim Wiesch, Mary Rose Wiley, Andrew Wolf, Matthew Woodson, Tim Zlotnicki

2
4-8 PLAYERS
1-2 HOURS
AGES 17+

WELCOME TO U.S. OUTPOST 31


The National Science Foundation is pleased to have you on the Antarctic team. Expedition
members fresh off the helicopter find settling into their department takes most of their free
time, but be sure to familiarize yourself with this material.

During your tour at U.S. Outpost 31, you’ll work with modern equipment to uncover secrets
beneath the ice. Outpost 31 makes a fine home away from home, with diverse activities available
in the central Rec Room. You’ll even have access to cutting edge computerized entertainment.

This booklet contains information regarding day-to-day life on station—read through carefully!
But pause a moment and be proud. You’re part of a small crew—stewards of NSF Antarctic
research—and you’re serving on a real frontier. We salute you!

3
THE SITUATION

THE SITUATION
CONTENTS

U.S. Outpost 31, Antarctica—1,000 miles from nowhere.


The first goddamn week of winter, 1982.
Stir-crazy Norwegians shooting first at a dog, then you. Their base—not unlike yours—left a ruin, littered with strange research notes and
stranger carcasses. A 100,000-year-old alien vessel uncovered out in the ice.
Then some...thing...attacked your dogs and you put it down. But that was just the beginning. Power fluctuations, missing tools, shredded
clothes, equipment destroyed—all that pales next to the preliminary conclusion of your scientists: at least one of you is probably already being
SET UP

impersonated by this lifeform.


You may not know who to trust, but you do know that out there, in the dark, The Thing is waiting for you to make a mistake.
But what if it’s already in here with you?
THE GAME
PLAYING

IMITATION HUMAN
As an ancient alien organism marooned on Earth, your duty is to You must sweep Outpost 31, salvaging Gear and battling with The Thing
endure. Assimilation of the humans at Outpost 31 is ideal, but you’ll as you proceed. Once you clear the base and rig it to blow you can board
bring the base down around them or slip away as they flee, if you must. the helicopter and make the risky trip back to McMurdo.
INVESTIGATION

Contaminate, betray, or deceive. You must survive. Be wary: The Thing will stop at nothing to survive. This cannot happen.
ON AN

Victory Conditions: Victory Conditions:


Achieve maximum Contagion level, Destroy Outpost 31, or Stow Away Escape Outpost 31 after clearing all three Sectors and ensuring that
on the helicopter. only humans are aboard the helicopter.

(See Imitation Victory on page 17.) (See Human Victory on page 17.)
BATTLE &
WRAP UP

MEET THE CREW


U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 MAINTENANCE
U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 MAINTENANCE U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 MU.S.
A I N TANTARCTICA
ENANCE RESEARCH STATION - OUTPOST 31 MAINTENANCE
CONSEQUENCES

MacREADY CHILDS
CHILDS CLARK
DEALING WITH

MACREADY
OCCUPATION: PILOT OCCUPATION: MECHANIC PALMER
PALMER
OCCUPATION: ASSISTANT MECHANIC
CLARK
OCCUPATION: DOG HANDLER

Helicopter Pilot Mechanic Asst. Mechanic Dog Handler


CAPTAIN POWER:
Maintenance Department CAPTAIN POWER:
Maintenance Department CAPTAIN POWER:
Maintenance Department CAPTAIN POWER:
Maintenance Department
Once per round you may do one Once per round you may do one Once per round you may do one
Once per round you may do one
of the following: of the following: of the following:
of the following:

When swapping: draw the top When swapping: draw the top
If you pass an investigation all three cards of the Supply deck, or If you pass an investigation all
1 players on the team may discard 1 discards. Keep one for the pool and 1 players on the team may discard 1 three cards of the Supply deck, or
discards. Keep one for the pool and
one card and draw another. return the rest in the same order. one card and draw another. return the rest in the same order.

2 MAINT. 2 Add +1 or -1 to any one die.


2 2
MAINT. Add +1 or -1 to any one die.
MAINT. Add +1 or -1 to any one die.
MAINT. Add +1 or -1 to any one die.

NOTES
U.S. ANTARCTICA RESEARCH STATIONN-O OUTPOST
TES 31 SCIENCE NOTES
U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 U.S.
S CANTARCTICA
IENCE RESEARCH STATIONN O- TOUTPOST
ES 31 U.S. SANTARCTICA
CIENCE RESEARCH STATION - OUTPOST 31 SCIENCE

“I just cannot believe any


BLAIR
ESCAPE

“Let’s—let’s do
BLAIR
“First goddamn week of winter.”
OCCUPATION: SENIOR BIOLOGIST BENNINGS
BENNINGS
of this voodoo bullshit.” NORRIS
“I know how this one ends.”
NORRIS FUCHS
FUCHS
what Mac says.”
OCCUPATION: METEOROLOGIST OCCUPATION: GEOLOGIST OCCUPATION: ASSISTANT BIOLOGIST

Senior Biologist Meteorologist Geophysicist Asst. Biologist


CAPTAIN POWER:
Science Department CAPTAIN POWER:
Science Department CAPTAIN POWER:
Science Department CAPTAIN POWER:
Science Department
Once per round you may do one Once per round you may do one Once per round you may do one Once per round you may do one
of the following: of the following: of the following: of the following:

All team members draw a sixth card When drawing a Mission Log, look at When drawing a Mission Log, look at
1 before entering a room. 1
All team members draw a sixth card
before entering a room. 1 the top two Mission Log cards. Place 1 the top two Mission Log cards. Place
one in front of you and discard the other. one in front of you and discard the other.

2
EDGE CASES

SCIENCE Reroll any one die.


SCIENCE 2 Reroll any one die.
SCIENCE 2 Reroll any one die.
SCIENCE 2 Reroll any one die.

U.S. ANTARCTICA RESEARCH STATION


N O-TOUTPOST
ES 31 OPS
U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 U.S. ANTARCTICA
OPS RESEARCH STATION - OUTPOST 31 U.S. ANTARCTICA
OPS RESEARCH STATION - OUTPOST 31 OPS
NOTES NOTES NOTES

GARRY
GARRY “Anybody interferes,
I’ll kill them.”
OCCUPATION: COMMANDER
WINDOWS
WINDOWS
“Can’t condone it much myself,
but RADIO
OCCUPATION: short haul.”
it is aOPERATOR NAULS
NAULS
“I’d say the ice it’s buried in is
years old—at least.”
100,000COOK
OCCUPATION:
DR. COPPER
COPPER“Why—why would he come
in here
OCCUPATION: and take—”
DOCTOR

Commander Radio Operator Cook Doctor


CAPTAIN
OperationsPOWER:
Department CAPTAIN
OperationsPOWER:
Department CAPTAIN
OperationsPOWER:
Department CAPTAIN POWER:
Operations Department
Once per round you may do one Once per round you may do one Once per round you may do one Once per round you may do one
of the following: of the following: of the following: of the following:

Discard one draw two cards, Discard one draw two cards, Let any player hand in two Supply Let any player hand in two Supply
1
or discard two draw one while
swapping during an investigation 1
or discard two draw one while
swapping during an investigation
1 cards to the pool during an 1 cards to the pool during an
investigation or battle. investigation or battle.
or battle. or battle.
GLOSSARY

4 OPS. 2 Reroll ALL dice.


OPS. 2 Reroll ALL dice.
OPS. 2 Reroll ALL dice.
OPS. 2 Reroll ALL dice.

NOTES NOTES NOTES


NOTES

“I’d rather not spend the “You gonna let him give “I cut him loose of the “My God, what the
rest of this winter tied the orders—I mean he could line up by his shack.” hell happened here?”
to this fucking couch.” be one of those Things.”
THE SITUATION
CONTENTS

CONTENTS
U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 MAINTENANCE

MACREADY CARD BREAKDOWN


1 FIRE
KNIFE 12
OCCUPATION: PILOT

EXTINGUISHER SABOTAGE
CAPTAIN POWER:
Once per round you may do one SUPPLY PETRI DISH 12
of the following: FLASHLIGHT 12
1
If you pass an investigation all
players on the team may discard
SOMEBODY GOT
TO THE BLOOD!
FIRE EXTINGUISHER 12
one card and draw another. Investigation/Battle
automatically fails. AXE 10

SET UP
COPPER WIRE 10
REVEAL & DISCARD:
ENTER & REMOVE

MAINT. 2 Add +1 or -1 to any one die. SMOKE/FIRE IN ROOM

G E N E R A L I N F O R M AT I O N & I N V E N T O R Y

+1 DICE
MOLOTOV 8
GUN 6
NOTES

© 2017 Uni.

“First goddamn week of winter.” U.S. ANTARCTICA RES EARC H STATION OU TPOST 31 12

SABOTAGE 18
MOVERS - 12 Human, 4 Things SUPPLY CARDS - 100

CHARACTER BOARDS - 12

THE GAME
PLAYING
FLAMETHROWER
HUMANIMITATION TWO USES REMAINING

DYNAMITE
NUMBER EXPIRY DATE TWO USES REMAINING

CAUTION

STORE BLOOD BETWEEN 1°C TO 6°C


DO NOT ADD MEDICATION TO THIS BLOOD
IDENTIFY THE RECIPIENT
ROPE
ONE USE REMAINING
>ASSIMILATION

INVESTIGATION
BLOOD GROUP A/B/O

TORCH A PLAYER (2 USES)


BLOOD BLOOD TEST (1 USE)

ON AN
+3 ROLL (1 USE)
SAMPLE U. S. A N TA R CT I CA R ES E A R C H STAT I O N - O U T P O ST 3 1

+1 OR -1 TO A DICE PIP
CREW MEMBER

1982 1353 4453 76 SKIP THE CURRENT CAPTAIN,


U. S. A N TA R CT I CA R ES E A R C H STAT I O N - O U T P O ST 3 1

OR LEAVE A TEAMMATE BEHIND

YOU ARE SAFE, YOU HAVE BEEN


U. S. A N TA R CT I CA R ES E A R C H STAT I O N - O U T P O ST 3 1

FOR NOW... INFECTED

DOUBLE-SIDED
GEAR - 8 DICE - 6 CAPTAIN INDICATOR
SMOKE/FIRE - 10
BLOOD SAMPLE CARDS - 16

WRAP UP
BATTLE &
SECTOR 1 SECTOR 2 SECTOR 3

U. S. A N TA R CT I CA R ES E A R C H STAT I O N - O U T P O ST 31

3 PLAYER TEAM
SMOKE IN: POWER OUTAGE IN: THING THING THING THING THING THING
MISSION LOG 1 CURRENT CURRENT 1 1 2 2 3 3
SECTOR SECTOR
I’ve been thinking about a
NOTES

blood serum test.


THING THING
ROLL TO DETERMINEROLL
ROOMTO DETERMINE ROOM DISCARD DISCARD ROPE ROPE
2 3

CONSEQUENCES
DEALING WITH
Shuffle then reveal a randomPLACEcard.
SMOKE IN HIGHEST
PLACE POWER OUT IN HIGHEST
SECTOR UNLOCKED. SECTOR UNLOCKED.
If it is a Petri Dish, you pass.
B A S E A C T I V I T Y L O G
DRAW A NEW MISSION LOG
DRAW
CARD
A NEW MISSION LOG CARD
4/5 6/7/8 U. S. A N TA R CT I CA R ES EA R C H STAT I O N
FLAME FLAME
ROPE ROPE
O U T P O ST 3 1 U. S. A N TA R CT I CA R ES EA R C H STAT I O N - O U T P O ST 3 1 U. S. A N TA R CT I CA R ES EA R C H STAT I O N - O U T P O ST 3 1

DYNAMITE DYNAMITE
© 2017 Uni.

THROWER THROWER

DOUBLE-SIDED POWER OUT/


MISSION LOG CARDS - 40
ROOM CHIP - 18 ROOM DESTROYED - 10

ESCAPE
COMPUTER

THING THING
THING THING
THING THING
THING THING
THING THING
THING THING
1 11 12 22 23 33 3

EDGE CASES
THING THING
THING THING
THING THING
THING THING
THING THING
THING THING
THING THING
THING THING
1
ROPE ROPE
ROPE 11 ROPE
ROPE 12 ROPE 22
2 2
23
3 ROPE 3
33 ROPE 3

TURN ORDER CARD - 4 THING THING


THING THING
ROPE
DISCARD
ROPE
ROPE
DISCARD
DISCARD OBJECTIVE
ROPE
ROPE
2 TRACKER
ROPE
DISCARD
DYNAMITE 23
FLAME
THROWER
DYNAMITE
DYNAMITE DYNAMITE
ROPE
FLAME
FLAME
THROWER
THROWER 3 ROPE
FLAME
THROWER DOUBLE-SIDED INFECTION TRACKER
ROOM DESTROYED
COUNTERS - 4

GLOSSARY
FLAME FLAME
FLAME FLAME
DISCARD DISCARD
DISCARD DISCARD
DYNAMITE DYNAMITE
DYNAMITE DYNAMITE
THROWER THROWER
THROWER THROWER 5
THE SITUATION

SET UP
CONTENTS

U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31


MAINT.
1. Each player rolls two dice. The highest rolling player (ties roll off) takes the
Captain indicator (as shown near MacReady) and places it before them. They

MACREADY
NOTES

OCCUPATION: PILOT
2

of the following:
Once per round you may do one
CAPTAIN POWER:
“First goddamn week of winter.”
are now the Captain through Set Up and the first Mission Log investigation.

Add +1 or -1 to any one die.

one card and draw another.


players on the team may discard
If you pass an investigation all
2. Lay the Outpost 31 Map out in a central location where all the players can
SET UP

see.
2
3. Place the Objectives tracker and Infection tracker (correct player count 1 1

GEN
G EGN

SUPPLY
RE

SUPPLY
GA
EN
face up) next to the Outpost 31 Map where they are clearly visible. Place the

EG

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THE GAME

4. Sort Character boards by Department (three stacks of four each). Starting 1 1


PLAYING

with the Captain and proceeding clockwise, players choose a Character from
a Department stack with the most remaining Characters. This ensures roughly
even distribution of Departments for the team.

When selecting, players should announce their choice, read their Captain 4

U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31


SCIENCE
INVESTIGATION

Powers aloud, and collect their matching Character mover.


ON AN

BLAIR
NOTES

OCCUPATION: SENIOR BIOLOGIST


5. Place the players’ Character movers in the Rec Room on the Outpost 31 Map. 1 1 2

of the following:
Once per round you may do one
CAPTAIN POWER:
Reroll any one die.

before entering a room.


All team members draw a sixth card
“Anybody interferes,
I’ll kill them.”
6. Sort the Mission Log cards based on the number of players. For a 6/7/8 1 1 1 2

4-5 5
player game, use all the cards. For a 4/5 player game, remove all cards noted
6/7/8 only and return them to the box. ThenPLAYERS PLAYER
shuffle the cards and TEAM
place the 1 1 2
1 1 2
BATTLE &
WRAP UP

Mission Log deck on the game board face down as shown.


1 1 2 2

GEN
G EGN

SUPPLY
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SUPPLY
GA
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1

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SUPPLY
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1 1 2

SUPPLY
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U.S. number 31 calling McMurdo,

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come in, over.

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SCIENCE
Reveal U.S.
allnumber
cards.
31 callingRoll dice equal
McMurdo, But I guess you’ll all feel a
NOTES

NOTES

come in, over. Shuffle then reveal three randomlittle easier if... somebody
else was in charge.
to their total +dice value.
CONSEQUENCES

cards. If at least one is a Gun, you pass.


DEALING WITH

If you get a 22+, you pass.


Reveal all cards. Roll dice equal
Shuffle then reveal three random
to their total +dice value.
cards. If at least one is a Gun, you pass.
B A S E A C T I V I T Y L O G
If you get a 22+, you pass.
4/5 6/7/8 U.S. A N TA RCTICA RES EA RC H STATIO N
O U T P O ST 31 6/7/8 U.S. A N TA RCTICA RES EA RC H STATIO N
O UTPO ST 31
4/5 6/7/8 U.S. A NTA RCTI CA RESEARCH STATI ON
OUTPOST 31 6/7/8 U.S. ANTARCTI CA RESEARCH STATI ON
OUTPOST 31
© 2017 Uni.

7. Place the cards for the Dynamite, Flamethrower, and Rope beside the 1 1 2

U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31


Outpost 31 Map in clear view.
OPS. 8
1 1 2
1
8. Place the six Room Chip for Sector 1 face down and mix them up. Lay chips

GARRY
NOTES

OCCUPATION: COMMANDER
2

of the following:
Once per round you may do one
CAPTAIN POWER:
Reroll ALL dice.

or battle.
swapping during an investigation
or discard two draw one while
Discard one draw two cards,
“I’d rather not spend the
ESCAPE

rest of this winter tied


to this fucking couch.”

face down in each Sector 1 room. Do the same for Sector 2 and Sector 3. 1 1 2

9. Shuffle the Supply cards together then place the Supply deck face down
as shown.
GEN

10. Deal each player five (5) cards from the Supply deck. This is the player’s
G EGN

SUPPLY
RE

SUPPLY
GA
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EDGE CASES

SUPPLY
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SUPPLY
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SUPPLY
REFL
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hand. Each player’s hand is secret, and may never be shown to other players.
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When not looking at their hand, players should keep the cards on their
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Character board as shown.


OPS

10
GLOSSARY

6
THE SITUATION
3

CONTENTS
SCIENCE

ROYR Y
SUPPLY

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SUPPLY

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“Can’t condone it much myself,
All team members draw a sixth card
Once per round you may do one

but it is a short haul.”


BENNINGS
CAPTAIN POWER:

SET UP
OCCUPATION: METEOROLOGIST

before entering a room.

Reroll any one die.


of the following:
1 1 2 THING
THING
THING 2
THING 3
THING
THING
THING
THING 3
THING
THING
THING
THING THING
THING
THING
THING THING
THING
THING
THING THING
THING
THING
THING

U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31


1 1 2 2 3 3 1111 1111 2222 2222 3333 3333

NOTES
2
1
Licensed by Universal Studios. All Rights Reserved. Mondo and the Mondo logo are Mondo Tees, LLC. All Rights Reserved. XX-XX/2017XX/XXXX
USAOPOLY is a trademark of Usaopoly, Inc. Project Raygun is a trademark of USAopoly, Inc.The Thing is a trademark and copyright of Universal Studios.
11

SCIENCE
1 1 2 ROPE 2 3
ROPE 3
ROPE
THING
THING
THING
THING THING
THING
THING
THING ROPE
1 2 2 3 3 ROPE
ROPE
ROPE ROPE
ROPE
ROPE ROPE
ROPE
ROPE
2222 3333 ROPE
ROPE
ROPE

1 1 2 2 3 3 FLAME FLAME

THE GAME
1 1 2 2 3 3
DISCARD DISCARD DYNAMITE DYNAMITE FLAME
FLAME
FLAME FLAME
FLAME
FLAME
DISCARD DISCARD DYNAMITE DYNAMITE THROWER THROWER

PLAYING
DISCARD
DISCARD DISCARD
DISCARD DYNAMITE
DYNAMITE DYNAMITE
DYNAMITE
THROWER
THROWER
THROWER THROWER
THROWER
THROWER

1 1 2 2 3 3

1 1 2 2 3 3
6

MAINTENANCE
POWER OUTAGE IN:

ROYR Y
CURRENT
NUMBER EXPIRY DATE

SUPPLY

OTY
YR
SUPPLY

TN

INVESTIGATION
RO
SUPPLY

O
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YN
SUPPLY

TN
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CAUTION
U. S. ANTAR CT ICA R ESEAR CH STATION - OUTPOST 31

N
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1 1 2 2 3 3

SUPPLY

TN
SECTOR

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NUMBER EXPIRY DATE

VN
STORE BLOOD BETWEEN 1°C TO 6°C

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DO NOT ADD MEDICATION TO THIS BLOOD

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IDENTIFY THE RECIPIENT

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MISSION LOG

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STORE BLOOD BETWEEN 1°C TO 6°C

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BLOOD GROUP A/B/O

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ROLL TO DETERMINE ROOM
BLOOD

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BLOOD GROUP A/B/O

LN
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GA
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RE
G EGN
SAMPLE PLACE POWER OUT IN HIGHEST

GEN
SAMPLE
CREW MEMBER
SECTOR UNLOCKED.

1982
CREW MEMBER

1353 4453 76
DRAW A NEW MISSION LOG CARD
1982 1353 4453 76

U.S. ANTAR CTI CA R ESEAR CH STATI ON - OU TP OST 31

discards. Keep one for the pool and


B A S E A C T I V I T Y L O G

three cards of the Supply deck, or


Once per round you may do one

“I just cannot believe any


return the rest in the same order.

of this voodoo bullshit.”


When swapping: draw the top
CAPTAIN POWER:
7

Add +1 or -1 to any one die.


© 2017 Uni.

1 1 2 2 1 3 1 3 2 2 31 31 2 21 31 3
2 2 3 1 3 1 2 2 3 3
FLAMETHROWER

OCCUPATION: MECHANIC
CHILDS
FLAMETHROWER

of the following:
TWO USES REMAINING

WRAP UP
BATTLE &
REMAINING
TWO USES

11 1 2 2 1 3 1 3 22 2 31 31 2 21 31 3
2 2 3 1 3 1 2 2 3 3

U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31

NOTES
2
1

MAINT.
1 1 2 2 1 3 1 3 2 2 31 31 2 21 31 3
2 2 3 1 3 1 2 2 3 3
TORCH A PLAYER (2 USES)
BLOOD
TORCH TEST(2(1USES)
A PLAYER USE)
+3 TEST
BLOOD ROLL(1(1USE)
USE)
+3 ROLL (1 USE)
U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31

U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31

CONSEQUENCES
DEALING WITH
1 1 2 12 13 23 12 13 23 1 2 13 23 2 3 3
1 1 2 2 3 3 DYN AMITE
DYNAMITE
TWO USES REMAIN ING
1 1 22 12 13 23 12 13 23 1 2 13 23 2 3 3
TWO USES REMAINING

1 1 2 2 3 3

OPS

ROYR Y
1 1 2 12 13 23 12 13 23 1 2 13 23 2 3 3

SUPPLY

OTY
YR
SUPPLY

ROTN
SUPPLY

O
EVTE
YN
SUPPLY

IE
N
VO TN
R
VN
SUPPLY

VN
E&IN TN
&IE

Uni.
IN
1 1 2 2 3 3

&
V
O&NINO

Uni.
Uni.
OI ITN

2017
ITNA

Uni.
2017
M&

2017
RI TA
O

Uni.
N

©
OTM
A

2017
5

RO
OFIAM

©
TR

©©
© 2017
FRIAO
MN
FNLIO M
FN
PIP

IR
TOAADICE

OLA
-1TO
OR-1

IARN
+1OR
+1

REFL
DICE PIP

GA
RE
G EGN EG
EN EEAR
LN
R LNA
IEN
31

GEN
STATION - OUTPOST
U.S. ANTARCTICA RESEARCH
U. S. AN TAR CT ICA R ES EAR C H STATION - OUTPOST 3 1

1 1 2 2 3 3

ESCAPE
Let any player hand in two Supply
Once per round you may do one
1 1 2 2 3 3
9

“I cut him loose of the


line up by his shack.”
9 ROPE

CAPTAIN POWER:

cards to the pool during an


ROPE
ROPE

investigation or battle.
ONE USE REMAINING

SUPPLY
SUPPLY ROPE
ONE USE REMAINING

Reroll ALL dice.


NAULS
ONE USE REMAINING
SUPPLY

of the following:
SUPPLY 1 1 2 2 3 3

OCCUPATION: COOK
SUPPLY ONE USE REMAINING

U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31

NOTES
2
1

EDGE CASES
OPS.
SKIP THE CURRENT CAPTAIN,
ORSKIP
LEAVE THE A CURRENT
TEAMMATE BEHIND
CAPTAIN,
G E N E R A L I N F O R M AT I O N & I N V E N T O R Y
SKIP ORTHELEAVECURRENT
A TEAMMATE CAPTAIN, BEHIND
OR LEAVESKIP THE CURRENTBEHIND
A TEAMMATE CAPTAIN,
U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31
© 2017 Uni.
OR LEAVE A TEAMMATE BEHIND
G E N E R A L I N F O R M AT I O N & I N V E N T O R Y U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31
G E N E R A L I N F O R M AT I O N & I N V E N T O R Y
G E N E R A L I N F O R M AT I O N & I N V E N T O R Y - OUTPOST 31
U.S. ANTARCTICA RESEARCH STATION
G E N E R A L I N F O R M AT I O N & I N V E N T O R Y
G E N E R A L I N F O R M AT I O N & I N V E N T O R Y
© 2017 Uni. U. S. AN TAR CT ICA R ES EAR C H STATION - OUTPOST 3 1
© 2017 Uni.
© 2017 Uni.
© 2017 Uni.
© 2017 Uni.

GLOSSARY
7
THE SITUATION

SUBJECT ZERO ASSIMILATION 4 PLAYERS 5 PLAYERS


The Captain creates a deck of Blood Sample
cards as shown in GAME START. These are GAME START GAME START
shuffled and dealt, face down, one to each
CONTENTS

player. Players look at their Blood Sample card HUMAN HUMAN HUMAN IMITATION HUMAN HUMAN HUMAN HUMAN IMITATION
immediately, but may never voluntarily show it >ASSIMILATION >ASSIMILATION

to others.
YOU ARE SAFE, YOU ARE SAFE, YOU ARE SAFE, YOU HAVE BEEN YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE, YOU HAVE BEEN
FOR NOW... FOR NOW... FOR NOW... INFECTED FOR NOW... FOR NOW... FOR NOW... FOR NOW... INFECTED

The Captain then constructs another deck


of Blood Sample cards as shown in BLOOD
SET UP

SAMPLE DECK. This deck is shuffled and set 3 HUMANS 1 IMITATION 4 HUMANS 1 IMITATION
aside until needed for Assimilation.

IMITATION BLOOD SAMPLE DECK BLOOD SAMPLE DECK


THE GAME

You’ve infiltrated U.S. Outpost 31 and Assimilated


PLAYING

one of the facility’s staff. Be it through contamination,


treachery, or deception, you must survive. HUMANHUMANHUMANHUMANHUMANHUMANHUMAN IMITATION
HUMAN HUMAN HUMAN HUMAN IMITATION
>ASSIMILATION

>ASSIMILATION

HUMAN
YOU ARE SAFE,
YOU ARE SAFE,
YOU ARE SAFE,
YOU ARE SAFE,
YOU ARE SAFE,
YOU ARE SAFE,
YOU ARE SAFE, YOU HAVE BEEN
INVESTIGATION

FOR NOW... FOR NOW... FOR NOW... FOR NOW... FOR NOW... FOR NOW... FOR NOW... INFECTED YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE, YOU HAVE BEEN
FOR NOW... FOR NOW... FOR NOW... FOR NOW... INFECTED
ON AN

An Imitation hides among you! Sweep Outpost 31 7 HUMANS 1 IMITATION 4 HUMANS 1 IMITATION
clean then flee in the helicopter. No matter the
sacrifice, stop The Thing.

6 PLAYERS 7 PLAYERS 8 PLAYERS


BATTLE &
WRAP UP

GAME START GAME START GAME START

HUMAN HUMAN HUMAN HUMAN HUMAN IMITATION HUMANHUMANHUMANHUMANHUMANHUMAN IMITATION HUMAN


HUMAN
HUMAN
HUMAN
HUMAN
HUMAN
HUMAN IMITATION
CONSEQUENCES
DEALING WITH

>ASSIMILATION >ASSIMILATION >ASSIMILATION

YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE, YOU HAVE BEEN YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE, YOU HAVE BEEN YOU ARE SAFE,
YOU ARE SAFE,
YOU ARE SAFE,
YOU ARE SAFE,
YOU ARE SAFE,
YOU ARE SAFE,
YOU ARE SAFE, YOU HAVE BEEN
FOR NOW... FOR NOW... FOR NOW... FOR NOW... FOR NOW... INFECTED FOR NOW... FOR NOW... FOR NOW... FOR NOW... FOR NOW... FOR NOW... INFECTED FOR NOW... FOR NOW... FOR NOW... FOR NOW... FOR NOW... FOR NOW... FOR NOW... INFECTED

5 HUMANS 1 IMITATION 6 HUMANS 1 IMITATION 7 HUMANS 1 IMITATION


ESCAPE

BLOOD SAMPLE DECK BLOOD SAMPLE DECK BLOOD SAMPLE DECK

HUMANHUMANHUMANHUMANHUMAN IMITATION HUMANHUMANHUMANHUMANHUMAN IMITATION


IMITATION HUMANHUMANHUMANHUMANHUMANHUMAN IMITATION
IMITATION
EDGE CASES

>ASSIMILATION >ASSIMILATION >ASSIMILATION >ASSIMILATION >ASSIMILATION

YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE, YOU HAVE BEEN YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE,YOU ARE SAFE, YOU HAVEYOU
BEEN
HAVE BEEN YOU ARE SAFE,
YOU ARE SAFE,
YOU ARE SAFE,
YOU ARE SAFE,
YOU ARE SAFE,
YOU ARE SAFE, YOU HAVEYOU
BEEN
HAVE BEEN
FOR NOW... FOR NOW... FOR NOW... FOR NOW... FOR NOW... INFECTED FOR NOW... FOR NOW... FOR NOW... FOR NOW... FOR NOW... INFECTEDINFECTED FOR NOW... FOR NOW... FOR NOW... FOR NOW... FOR NOW... FOR NOW... INFECTEDINFECTED

5 HUMANS 1 IMITATION 5 HUMANS 2 IMITATIONS 6 HUMANS 2 IMITATIONS


GLOSSARY

8
THE SITUATION
PLAYING THE GAME
As the staff of U.S. Outpost 31 struggles to clear out the base and While playing The Thing: Infection at Outpost 31, talking about the
track down The Thing, they must follow up on log entries which current situation is expected. Players share information (which may or
offer clues to the location of valuable Gear, as well as where The may not be true) and the Captain solicits volunteers to handle specific

CONTENTS
Thing might be lurking. Terrified and unable to trust each other, the tasks. Chatter makes the game—don’t be shy, be sly.
leadership of the group never lies with anyone for very long...
In the end, this table talk is all you have to go on. The Captain has to
CAPTAIN…FOR NOW make decisions during the turn based on what they believe, and players
The player in possession of the Captain indicator have to do their best to unravel who isn’t quite human anymore...
begins each turn. He who has the gun makes the rules.
4
U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 ANTARCTICA RESEARCH STATION - OUTPOSTU.S.
U.S. 31 ANTARCTICA RESEARCH STATION - OUTPOST U.S. MAIN T E N A N C ESTATION - OUTPOST 31 MAINTENANCE

SET UP
31 ANTARCTICA RESEARCH SCIENCE OPS

PLAYER TEAM
MACREADYCHILDS BLAIR GARRY
1. REVEALING A MISSION LOG OCCUPATION: PILOT OCCUPATION: MECHANIC OCCUPATION: SENIOR BIOLOGIST OCCUPATION: COMMANDER

1
The Captain draws a Mission Log card and places it face up in front CAPTAIN POWER: CAPTAIN POWER: CAPTAIN POWER: CAPTAIN POWER:
Once per round you may do one
Once per round you may do one
Once per round you may do one
Once per round you may do one I’d rather not spend the

N OT ES
of the following: of the following: of the following: of the following: rest of this winter tied
to this fucking couch!
of them. Resolve Event cards before drawing a new Mission Log card. 1
If you pass an investigation all When swapping: draw the top Discard one draw two cards,
or discard two draw one while Reveal all cards.
players on the team may discardthree cards of the Supply deck, or All team members draw a sixth card
1 1
one card and draw another.
discards. Keep one for the pool andbefore entering a room. swapping during anIf investigation
they all have +dice values
1 of either
return the rest in the same order. or battle.
+1 dice or +2 dice, you pass.

2. GATHERING A TEAM MAINT. 2


MAINT.
Add +1 or -1 to any one die. 2 Add +1 or -1 to any one die.
SCIENCE 2 Reroll any one die.
OPS. 2 Reroll ALL dice. 4/5 6/7/8 U.S. AN TARCTICA RESE ARC H STATIO N
O UTPO ST 31

With a Mission Log card revealed, the Captain selects a team to

Licensed by Universal Studios. All Rights Reserved. Mondo and the Mondo logo are Mondo Tees, LLC. All Rights Reserved. XX-XX/2017XX/XXXX
USAOPOLY is a trademark of Usaopoly, Inc. Project Raygun is a trademark of USAopoly, Inc.The Thing is a trademark and copyright of Universal Studios.

THE GAME
NOTES NOTES NOTES NOTES

PLAYING
MacReady
“Firstis Captain.
goddamn “IHe
week of winter.” picks
just cannot Childs,
believe any “AnybodyBlair,
interferes, and Garry
“I’d rather not spendfor
the his 4-player
investigate. This team always includes the Captain. The number of of this voodoo bullshit.”
team. Garry fulfills the Operations departmental
I’ll kill them.” rest of this winter tied
to this fuckingrequirement.
couch.”
players (including the Captain) required for each team is shown on the
Mission Log card, as are any departmental requirements. The Captain
LEFT BEHIND
must choose players matching these requirements when possible. (See
Anyone who stays behind in the Rec Room during an
page 18 if you cannot meet a requirement.) investigation will have an opportunity to discard a card and draw

INVESTIGATION
a new one at the end of the turn. (See 13. Return to Base page 14)

ON AN
EVENTS: SMOKE/FIRE & POWER OUTAGES

Licensed by Universal Studios. All Rights Reserved. Mondo and the Mondo logo are Mondo Tees, LLC. All Rights Reserved. XX-XX/2017XX/XXXX
USAOPOLY is a trademark of Usaopoly, Inc. Project Raygun is a trademark of USAopoly, Inc.The Thing is a trademark and copyright of Universal Studios.
In addition to Investigations, the Mission Log deck contains Events that Smoke/Fire:
can threaten the security of the staff of U.S. Outpost 31 in the form The threat of Fire is particularly dangerous in the close 1 FIRE
EXTINGUISHER

WRAP UP
BATTLE &
of Smoke (which can lead to Fire and potentially Destroy a Room) and quarters of Outpost 31, as well as a barrier to entry for
Power Outages. When revealed, roll to place the appropriate indicator Investigating particular rooms. In order to Investigate
(Smoke/Fire token or Power Out card) in a Room in the highest a Room with Smoke or Fire, a member of the selected REVEAL & DISCARD:
ENTER & REMOVE
SMOKE/FIRE IN ROOM

unlocked sector. Then Captain reveals another Mission Log card. Team must first discard a Fire Extinguisher Supply card, +1 DICE

Do not place duplicate cards or tokens—instead ignore Power Outage effectively ‘unlocking’ the Room. Doing so will also clear the
U.S. A N TA RCT I CA RES E A RC H STAT I O N O U T P O ST 3 1 12

for Room with Power Out, flip Smoke token to Fire or replace Fire token Room of Smoke or Fire (removing the token), allowing the Investigation

CONSEQUENCES
DEALING WITH
with Room Destroyed card. In all cases, ignore results for Destroyed to continue as normal. The Captain may choose to ignore the Smoke
Rooms. or Fire and Investigate a different room, but in turn risk Room
Destruction.
SMOKE IN:
CURRENT
POWER OUTAGE IN:
Additionally, if Smoke or Fire is present in two or more Rooms, or in a
CURRENT
SECTOR SECTOR Room without a Room chip (one that has already been Investigated),
ROLL TO DETERMINE ROOM
PLACE SMOKE IN HIGHEST
ROLL TO DETERMINE ROOM the Captain may send an individual player to clear the Smoke or Fire
SECTOR UNLOCKED. PLACE POWER OUT IN HIGHEST
(by discarding a Fire Extinguisher to remove the token) in addition to

ESCAPE
SECTOR UNLOCKED.
DRAW A NEW MISSION LOG CARD

assembling a Team for the Mission Log Investigation.


DRAW A NEW MISSION LOG CARD
U. S. A N TA R CT I CA R ES E A R C H STAT I O N - O U T P O ST 3 1

U. S. A N TA R CT I CA R ES E A R C H STAT I O N - O U T P O ST 3 1

1 Power Outage:
FLASHLIGHT

Both Smoke/Fire and Power Out prevent players from Investigating Reliable power sources are hard to come by in Outpost 31.
the associated Room without the use of specific Supply cards. Note: Sometimes, one or more Rooms may suffer Power Outages,
the card used to enter the Room is not counted as a card toward making it impossible to Investigate these rooms under

EDGE CASES
REVEAL & DISCARD:
TEAM ENTERS A ROOM
WITH POWER OUT

resolving the Investigation. Additionally, Smoke/Fire can result in a +1 DICE normal circumstances. In order to Investigate a Room with
Room being Destroyed if not contained, and potentially cause Humans the Power Out, a member of the selected Team must first
U. S. ANTARCT ICA RES EARC H STAT ION OUT POST 31 12

to lose the game if too many Rooms in the Outpost are Destroyed (see discard a Flashlight Supply card, effectively ‘unlocking’ the room. A
Smoke/Fire escalation on page 14 and Outpost Destruction on page 16). Team would always need to use a Flashlight to enter the room for an
Investigation.

GLOSSARY
9
THE SITUATION

ON AN INVESTIGATION
3. CHOOSE A ROOM
The Captain selects a room containing a Room chip within an CAPTAIN POWERS
unlocked Sector. The team’s Character movers are placed within it. Each player has two special Captain Powers. They can help you
CONTENTS

greatly on an Investigation or battle, but be aware only one may be


Rooms in Sector 1 are available immediately. Filling out the Objectives
used per turn. While most powers happen during an investigation,
tracker unlocks Sector 2 then Sector 3. Note: Events may place a few activate before you choose a room (Blair, Bennings), or after
restrictions on the ability to Investigate some Rooms. (For rules on a turn (MacReady, Palmer).
entering rooms which have a Power Out card, Smoke token, or Fire
token in them, see Fire Extinguisher and Flashlight on page 9.)
SET UP

If multiple instances of Smoke or Fire exist, or a room without a IMITATION


Room chip is in danger, the Captain may choose a player to use a
Fire Extinguisher and place their Character mover in that room. (See
Resolving Smoke or Fire on page 14.) One player may be sent to a room, SABOTAGE 2 AXE 1 COPPER WIRE 1 KNIFE
and no additional players may be sent to the same room as the team.
SOMEBODY GOT
THE GAME

TO THE BLOOD!
PLAYING

4. HAND IN A SUPPLY CARD


Investigation/Battle
automatically fails.

Each player hands in a Supply card face down, to the Captain, who
places them in a pool separate from their own hand. The Captain +2 DICE +1 DICE +1 DICE
U.S. ANTAR CTICA R ESE AR CH STATION OU TP OST 3 1 10 U.S. ANTARCTICA RES EARCH STATION OUTPOST 31 10 U.S. ANTARCTICA RES EARCH STATION OUTPOST 31 12

should remind players what is required to pass the Mission Log


directive, and players can talk about the card they hand in. No Supply
INVESTIGATION

cards may be revealed at this time. SABOTAGE!


Red Sabotage cards are serious setbacks. They must be
ON AN

revealed immediately when discovered, and their directives


dealt with before the investigation (or battle) can proceed.
HUMAN If multiple instances of Sabotage are revealed, the Captain
determines the order in which the team will deal with the cards.
WHAT TO HAND IN
Players will most often want to hand in any card(s) they promised to
BATTLE &
WRAP UP

turn in. Red Sabotage cards can be played by Imitations to foul up an


investigation, but their use carries the risk of discovery. Only when
out of options will a human hand in a Sabotage card. Cards with a high
HUMAN
Dice Value are useful as a hand in for some Mission Log directives, DISCARD AND BURY
and all battles. Supply deck discards are placed face down atop the discard
CONSEQUENCES
DEALING WITH

pile. Mission Log deck discards are placed face up atop the
discard pile. When directed to bury a card, place it at the bottom
of the appropriate discard pile without revealing it.
5. CAPTAIN SHUFFLES
Once all the players on the team have finished handing in a card, When an Imitation is Captain, discarding useful cards during
the Captain shuffles the pool. (This can be done below the table, out a swap can be a good way to influence the other players’
of sight, making the small number of cards easier to mix up.) perceptions. If someone commits to contributing an Axe, it’s
possible to discard that Axe then lay the blame at their feet
ESCAPE

6. CAPTAIN LOOKS AT CARDS when the investigation fails. Of course, that player will be
After shuffling the pool, the Captain looks at the Supply cards. positive that you’re an Imitation...
Any red Sabotage cards are revealed and resolved immediately.

7. SWAP OUT A SUPPLY CARD


The Captain may swap a Supply card out of the pool. During this
EDGE CASES

SUPPLY
swap, a single card is discarded. The Captain draws a new card,
places it the pool without looking, and shuffles the pool again.
G E N E R A L I N F O R M AT I O N & I N V E N T O R Y

SUPPLY
© 2017 Uni.

G E N E R A L I N F O R M AT I O N & I N V E N T O R Y

© 2017 Uni.
GLOSSARY

10
THE SITUATION
ON AN INVESTIGATION EXAMPLE

3. CHOOSE A ROOM 4. HAND IN SUPPLIES

CONTENTS
1 1 2 2 3 3
SUPPLY
U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31

BLAIR
U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31

CHILDS SUPPLY
SCIENCE

4 PLAYER TEAM
MAINTENANCE

OCCUPATION: SENIOR BIOLOGIST OCCUPATION: MECHANIC


1
1 1 2 2 3 3 CAPTAIN POWER: CAPTAIN POWER:
I’d rather not spend the

NOT ES
Once per round you may do one Once per round you may do one
of the following: of the following: rest of this winter tied
to this fucking couch!
When swapping: draw the top
All team members draw a sixth card three cards of the Supply deck, or
1 1
G E N E R A L I N F O R M AT I O N & I N V E N T O R Y G E N E R A L I N F O R M AT I O N & I N V E N T O R Y

© 2017 Uni.
before entering a room. discards. Keep one for the pool and
return the rest in the same order.
© 2017 Uni.
Reveal all cards.

SET UP
If they all have +dice values of either
1 1 2 2 3 3 SCIENCE 2 Reroll any one die.
MAINT. 2 Add +1 or -1 to any one die.
+1 dice or +2 dice, you pass.
NOTES NOTES
4/5 6/7/8 U.S. A NTA RCTICA RESEA RCH STATION
OUTPOST 31

“Anybody interferes, “I just cannot believe any


U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 I’ll kill them.” U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 of this voodoo bullshit.” MAINTENANCE OPS

MACREADY
OCCUPATION: PILOT
GARRY
OCCUPATION: COMMANDER

SUPPLY SUPPLY
CAPTAIN POWER: CAPTAIN POWER: All players (including the

THE GAME
Once per round you may do one Once per round you may do one

PLAYING
of the following: of the following:

Character movers from MacReady’s If you pass an investigation all


Discard one draw two cards,
or discard two draw one while
Captain) hand in a Supply
1 1
card to the pool, face down.
players on the team may discard
swapping during an investigation

team are place in the Shed.


one card and draw another.
or battle.
G E N E R A L I N F O R M AT I O N & I N V E N T O R Y G E N E R A L I N F O R M AT I O N & I N V E N T O R Y

© 2017 Uni.

MAINT. 2 Add +1 or -1 to any one die.


OPS. 2 Reroll ALL dice. © 2017 Uni.

NOTES NOTES

“First goddamn week of winter.” “I’d rather not spend the

INVESTIGATION
rest of this winter tied

Licensed by Universal Studios. All Rights Reserved. Mondo and the Mondo logo are Mondo Tees, LLC. All Rights Reserved. XX-XX/2017XX/XXXX
USAOPOLY is a trademark of Usaopoly, Inc. Project Raygun is a trademark of USAopoly, Inc.The Thing is a trademark and copyright of Universal Studios.
U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 MAINTENANCE to this fucking couch.”
5. CAPTAIN SHUFFLES

ON AN
MACREADY
SUPPLY
OCCUPATION: PILOT
SUPPLY SUPPLY SUPPLY

CAPTAIN POWER:
The Captain shuffles
the cards in the pool.
Once per round you may do one
of the following:

If you pass an investigation all


1 players on the team may discard
G E N E R A L I N F O R M AT I O N & I N V E N T O R Y G E N E R A L I N F O R M AT I O N & I N V E N T O R Y G E N E R A L I N F O R M AT I O N & I N V E N T O R Y G E N E R A L I N F O R M AT I O N & I N V E N T O R Y

one card and draw another. © 2017 Uni. © 2017 Uni. © 2017 Uni. © 2017 Uni.

MAINT. 2 Add +1 or -1 to any one die.

WRAP UP
BATTLE &
NOTES

“First goddamn week of winter.”


0 PETRI DISH 2 AXE 1 1 KNIFE
U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 MAINTENANCE

6. CAPTAIN LOOKS AT CARDS COPPER WIRE

MACREADY
OCCUPATION: PILOT
The Captain looks at the pool.
CAPTAIN POWER: (Any Sabotage cards in the pool
must be revealed and dealt with or
Once per round you may do one
of the following:

CONSEQUENCES
DEALING WITH
1
If you pass an investigation all
players on the team may discard
one card and draw another. +0 DICE +2 DICE +1 DICE +1 DICE the investigation fails.)
U.S. A NTA RCT ICA RESE A R C H STATI ON OU TP OST 31 12 U. S. A N TA R CTI CA R ES E A R C H STATI ON OU TP OST 31 10 U. S. A N TA R CTI CA R ES E A R C H STATI ON OU TP OST 31 10 U. S. A N TA R CTI CA R ES E A R C H STATI ON OU TP OST 31 12

MAINT. 2 Add +1 or -1 to any one die.

SWAP“First
OUT
NOTES

goddamn week 2 AXE


of winter.” 1 COPPER WIRE 1 KNIFE
7. SWAP OUT A SUPPLY CARD
0 PETRI DISH SUPPLY

ESCAPE
U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 MAINTENANCE

MACREADY +2 DICE +1 DICE +1 DICE


OCCUPATION: PILOT U. S. ANTAR CT ICA R ES E AR CH STAT ION OUT POST 31 10 U. S. ANTAR CT ICA R ES E AR CH STAT ION OUT POST 31 10 U. S. ANTAR CT ICA R ES E AR CH STAT ION OUT POST 31 12

G E N E R A L I N F O R M AT I O N & I N V E N T O R Y

CAPTAIN POWER: © 2017 Uni.

Once per round you may do one


of the following:
+0 DICE
U.S. AN TAR CTI CA R ESE AR C H STATI O N O U TP O ST 3 1 12
The Captain may choose to swap a
1
If you pass an investigation all
players on the team may discard
one card and draw another.
card—discarding it and drawing a
new one from the Supply deck.

EDGE CASES
MAINT. 2 Add +1 or -1 to any one die.
DRAW NEW
NOTES SUPPLY SUPPLY CARD
“First goddamn week of winter.”
G E N E R A L I N F O R M AT I O N & I N V E N T O R Y
SUPPLY

© 2017 Uni.

G E N E R A L I N F O R M AT I O N & I N V E N T O R Y

© 2017 Uni.

GLOSSARY
11
THE SITUATION

ON AN INVESTIGATION (CONTINUED) GEAR

8. REVEAL SUPPLY CARDS Hidden under the Room Chip, Gear is required to fill the Objective tracker and
The Captain reveals as many cards from the pool as instructed progress through Outpost 31. Each piece of Gear is also useful during play and
CONTENTS

by the Mission Log card directive. If less than the full pool is to be may be used whenever the player in possession of the Gear is in a position to
make use of its effect.
revealed, the Captain flips over one card at a time, stopping once the
directive has been fulfilled or the requisite number of cards have been ROPE ROPE
ONE USE REMAINING

revealed. The most common piece of Gear, Rope is found throughout


Outpost 31. Revealing Rope is required to unlock Sector 2
If a Sabotage card is revealed, (added after the Captain swapped a Additionally each Rope may be used once, after which the
Supply card) it must be resolved immediately or the investigation
SKIP THE CURRENT CAPTAIN,

player additionally discards the Gear card.


OR LEAVE A TEAMMATE BEHIND
SET UP

U.S. ANTARCTICA RESEARCH STATION - OUTPOST 3 1

fails.
Rope may be used after the Mission Log card is revealed but before team is
When directed to roll, the Dice Value of the pool is totaled. The Captain selected to tie up and skip the current Captain, making the next player in turn
rolls those dice (to a maximum of 6) then compares the result to the the current Captain. It can also be used, with the Captain’s consent, to leave an
requirement on the Mission Log. otherwise required player (by department or player count) behind during an
investigation. By not meeting a departmental requirement, the Captain may not
THE GAME
PLAYING

9. PASS OR FAIL? swap cards. While tied up with a Rope a player may not leave the Rec Room, nor
may they discard or draw any cards. At the beginning of the next turn, the tied up
player is considered to have been freed.
PASS
DYNAMITE
DYNAMITE
If the team is successful in completing the
TWO USES REMAINING
Dynamite is found in Sector 2 and is required to unlock
INVESTIGATION

directive on the Mission Log card, they have Sector 3. Each Dynamite card has two uses. While on the
team, a player may expend a use to change the pip value of
ON AN

passed the investigation and may move on to


a die by +1 or -1. Only one use may be expended per die, but
10. Reveal the Room Chip. +1 OR -1 TO A DICE PIP
U.S. ANTARCTICA RESEARC H STATION - OUTPOST 31

multiple uses of Dynamite may be expended by the team.

FLAMETHROWER
FLAMETHROWER
Flamethrowers are powerful pieces of Gear found only TWO USES REMAINING

FAIL in Sector 3. A Flamethrower must be acquired to Escape


BATTLE &
WRAP UP

Outpost 31. They have two uses and three distinct effects.
If they did not meet the requirements of the directive TORCH A PLAYER (2 USES)
BLOOD TEST (1 USE)

1. After the Mission Log card is revealed but before team is


+3 ROLL (1 USE)

(or were derailed by a Sabotage card), the team has U.S. ANTARCTICA RESEARCH STATION - OUTPOST 3 1

failed. Move on to 12. Resolving Smoke or Fire selected, expending one use of a Flamethrower to Blood Test
a player forces them to secretly reveal their Blood Sample card to the user of
(see page 14) and be sure to deal with 14. Contagion.
the Flamethrower only. Note: this effect may only be used when a Flamethrower
(see page 16)
CONSEQUENCES
DEALING WITH

has Two uses remaning.

Discard the Mission Log card. 2. A single use of a Flamethrower may be expended by any member of the team
to boost the roll for a Mission Log directive or battle, granting the Captain three
10. REVEAL THE ROOM CHIP additional rolls. This may be done after all the initial chances have been utilized,
After passing an investigation, the Room chip is revealed. but only one Flamethrower may add chances to a single roll.

3. After the Mission Log card is revealed but before team is selected, a player may
A. If Gear is revealed, the Captain takes the appropriate Gear card
expend both uses to attempt to Torch a player. The player using the Flamethrower
ESCAPE

and places it before themselves with the maximum number of uses must accuse someone of being an Imitation, then lead the group in a brief
showing. If the Gear fulfills an open objective for the Sector, the discussion of their reasoning. When they call a vote, all players hold out their fist,
Room chip is placed face up on its space on the Objective tracker. thumb extended sideways. The player counts down, “3, 2, 1,” and the voters each
display a thumbs up (“yes”, Torch the accused) or thumbs down (“no”, spare them).
B. If the Room chip is a Discard directive, each member of the team Note: only one player may be Torched in a 4-5 player game.
may discard one Supply card and draw a new one.
EDGE CASES

If a majority vote “yes”, the Torched player reveals their Blood Sample to
C. If The Thing is discovered, a battle begins. (See page 14) everyone, and their Character mover is removed from the Outpost 31 Map. They
are eliminated from the game. Otherwise, the vote fails (majority “no” or a tie) and
the Flamethrower fully expended with no effect.
If a Flamethrower is revealed which fulfills the final
requirement for Sector 3, the turn ends immediately and If a Human gets Torched, the game continues, but you must move the Imitation
the Escape begins. (See Escape on page 17.) Tracker up 1. Roll a die to resolve the room the Fallout happens in. (see page 15)
GLOSSARY

12
THE SITUATION
ON AN INVESTIGATION EXAMPLE (CONTINUED)

AXE 2 1 1 KNIFE 1 KNIFE MacReady follows the


U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 MAINTENANCE

COPPER WIRE
8. REVEAL SUPPLY CARDS MACREADY
OCCUPATION: PILOT
Mission Log directive and

CONTENTS
CAPTAIN POWER:
Once per round you may do one reveals all cards in the
of the following:

If you pass an investigation all


pool. (The Petri Dish was
1
swapped and a Knife was
players on the team may discard
one card and draw another.

2 +2 DICE +1 DICE +1 DICE +1 DICE drawn.]


MAINT. Add +1 or -1 to any one die.
U.S. ANTARCTICA RESEARCH STATION OU T P OST 3 1 10 U.S. A NTA R CT ICA R ESE A R C H STAT ION OU T P OST 3 1 10 U.S. A NTA R CT ICA R ESE A R C H STAT ION OU T P OST 3 1 12 U.S. A NTA R CT ICA R ESE A R C H STAT ION OU T P OST 3 1 12

NOTES

“First goddamn week of winter.”

SET UP
9. PASS OR FAIL
2 AXE 1 COPPER WIRE 1 KNIFE 1 KNIFE 4 PLAYER TEAM

1 The team passed


I’d rather not spend the
the Mission Log

N OT ES
rest of this winter tied
to this fucking couch!

Reveal all cards. investigation!

THE GAME
If they all have +dice values of either

PLAYING
+1 dice or +2 dice, you pass.

+2 DICE +1 DICE +1 DICE +1 DICE 4/5 6/7/8 U.S. A N TA RCTICA RESE A RC H STATION
OU TPOST 31

U.S. ANTARCTICA RESEARCH STATION OUTPOST 31 10 U.S. ANTARCTICA RESEARCH STAT ION OU T P OST 3 1 10 U.S. A NTA R CT ICA R ESE A R C H STAT ION OU T P OST 3 1 12 U.S. A NTA R CT ICA R ESE A R C H STAT ION OU T P OST 3 1 12

10A REVEAL THE ROOM CHIP

INVESTIGATION
ON AN
U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 MAINTENANCE

ROPE
MACREADY
OCCUPATION: PILOT

CAPTAIN POWER:
Once per round you may do one
of the following:

1 The Room chip in the Shed is


If you pass an investigation all
players on the team may discard
one card and draw another.

WRAP UP
BATTLE &
flipped over, revealing a Rope.
MAINT. 2 Add +1 or -1 to any one die.
The Room chip is placed on the
ROPE
NOTES

Objectives tracker, fulfilling


“First goddamn week of winter.”
ONE USE REMAINING
the Sector 1 gear objective.
MacReady takes a Rope card

CONSEQUENCES
DEALING WITH
and places it in front of himself.

SKIP THE CURRENT CAPTAIN,


OR LEAVE A TEAMMATE BEHIND
U.S. ANTARCTICA RESEARCH STATION - OU TPO ST 3 1

ESCAPE
10B A Room chip 10C
labeled Discard Flipping the

EDGE CASES
DISCARD
means team
THING Room chip
1
reveals a Level 1
members may
Thing. Time for
discard a Supply battle!
card and draw a (see page 14)
new one.

GLOSSARY
13
THE SITUATION

BATTLE END OF TURN


11. RESOLVING BATTLE WITH THE THING 12. RESOLVING SMOKE OR FIRE
Some of the monsters may appear to be members of your team. This is After resolving the Investigation, if an individual
not reason to mistrust those folks. The Thing is crafty. It can absorb DNA
CONTENTS

player was sent to a Room to deal with Smoke or Fire,


from many sources. Old clothes, food containers, and it can imitate any
they would now discard a Fire Extinguisher face up
being it comes in contact with, even at the microscopic level.
before returning to the Rec Room.
A. When a Thing chip is revealed, place the appropriate Thing mover
in the room (see below), and the Team on the Investigation must Then, any remaining Smoke and/or Fire tokens
immediately contain the threat by battling it! To resolve a battle, all still in Rooms are resolved. First, Fire tokens are
team members hand in a card to the pool, much like resolving a
SET UP

removed and replaced with Room Destroyed cards


directive for an Investigation. However in this case, the Supply cards
handed in need to have high Dice values, as the Captain will need to (and the Destruction tracker is advanced). Then,
roll particular combinations of dice to successfully resolve a Battle. Smoke tokens are flipped over to indicate they have
It’s normal to discuss these contributions—but as before, never reveal set the Room on Fire.
any cards. High Dice Value cards are good but the Captain can only
use 6 dice, so larger teams may easily reach the cap.
THE GAME

13. RETURN TO BASE


PLAYING

After resolving the Investigation and any Smoke and Fire tokens, all
B. The Captain shuffles the pool, thoroughly mixing up the cards.
Character movers are returned to the Rec Room. All players who left
C. The Captain looks at the pool. Sabotage cards are revealed the Rec Room during the turn must draw as many Supply cards as
immediately and must be dealt with or the battle fails. The Captain needed to return their hand to five cards. Players who remained in the
may swap any one pool card, discarding it in exchange for another Rec Room now may discard one card and draw a new one. Players who
INVESTIGATION

from the Supply deck. were bound with a Rope during the turn may not exchange a card.
ON AN

D. The pool is revealed and the Dice Value of the cards is totaled. U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 MAINTENANCE

No more than 6 dice may be used for the roll. After the tally, the pool
is discarded. MACREADY
OCCUPATION: PILOT
SUPPLY SUPPLY SUPPLY
SUPPLY SUPPLY
CAPTAIN POWER:
Once per round you may do one
BATTLE &
WRAP UP

of the following:

If you pass an investigation all


1 players on the team may discard
one card and draw another.
G E N E R A L I N F O R M AT I O N & I N V E N T O R Y G E N E R A L I N F O R M AT I O N & I N V E N T O R Y G E N E R A L I N F O R M AT I O N & I N V E N T O R Y

© 2017 Uni. © 2017 Uni. © 2017 Uni.

G E N E R A L I N F O R M AT I O N & I N V E N T O R Y G E N E R A L I N F O R M AT I O N & I N V E N T O R Y

MAINT. 2 Add +1 or -1 to any one die. © 2017 Uni. © 2017 Uni.


CONSEQUENCES

MacReady draws twice to replace the cards


DEALING WITH

NOTES

used
“First during
goddamn week the investigation and battle.
of winter.”

E. The Captain must roll 3 OF A KIND or 4 OF A KIND to defeat The


LIES AND STATISTICS
Thing. (The Infection tracker displays these requirements.) The dice
are rolled and the Captain chooses which (if any) they want to keep As players may make any statements or ask any questions
after each roll. Dice are not locked in, and the specific dice kept may they wish, some of what is discussed and revealed will be
ESCAPE

be changed between rolls. outright lies. Not only Imitations lie—humans may attempt
to mislead the Captain in order to flush out or counteract
Defeat of The Thing allows an empty spot (in the current Sector) on Imitations. A Captain must always weigh what players are
the Objective tracker to be filled with the revealed Thing mover. If saying with past performance, the current situation, the
The Thing is not defeated in battle, all the Room Chip from the current Mission Log directive, and the looming threat of battle with
Sector are mixed up and placed back in the rooms. (Rooms already
EDGE CASES

The Thing.
cleared or destroyed are left empty.)

If defeating The Thing fulfills the final requirement for Sector Captain Powers and Gear may greatly affect
3 by Objective tracker completely, the turn ends immediately a battle’s outcome, for better–or for worse.
and the Escape begins. (See Escape on page 17.)
GLOSSARY

14
THE SITUATION
BATTLE EXAMPLE

11A SUPPLY U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31
SUPPLY SCIENCE MAINTENANCE

BLAIR CHILDS

CONTENTS
OCCUPATION: SENIOR BIOLOGIST OCCUPATION: MECHANIC

CAPTAIN POWER: CAPTAIN POWER:


Once per round you may do one Once per round you may do one
of the following: of the following:

G E N E R A L I N F O R M AT I O N & I N V E N T O R Y
When swapping: draw the top
G E N E R A L I N F O R M AT I O N & I N V E N T O R Y

All team members draw a sixth card three cards of the Supply deck, or
1 1
© 2017 Uni.
before entering a room. discards. Keep one for the pool and
© 2017 Uni.
return the rest in the same order.
The team is facing a Level 1
SCIENCE 2 Reroll any one die.
MAINT. 2 Add +1 or -1 to any one die. THING Thing and needs cards with a
NOTES NOTES

1 high Dice Value for battle. They

SET UP
“Anybody interferes, “I just cannot believe any
U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31
I’ll kill them.”
U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31
of this voodoo bullshit.” MAINTENANCE OPS each hand in a card to the pool,
MACREADY
OCCUPATION: PILOT
GARRY
OCCUPATION: COMMANDER A Level 1 Thing requires face down.
SUPPLY SUPPLY 3 OF A KIND in three rolls to defeat.
CAPTAIN POWER: CAPTAIN POWER:
Once per round you may do one Once per round you may do one
of the following: of the following:

Discard one draw two cards,


If you pass an investigation all
or discard two draw one while
1 players on the team may discard 1 swapping during an investigation

THE GAME
one card and draw another.
or battle.

PLAYING
2 OPS. 2 Reroll ALL dice.
MAINT. Add +1 or -1 to any one die.
G E N E R A L I N F O R M AT I O N & I N V E N T O R Y G E N E R A L I N F O R M AT I O N & I N V E N T O R Y

© 2017 Uni. © 2017 Uni.

NOTES NOTES

U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31


“First goddamn week of winter.”
MAINTENANCE
“I’d rather not spend the
rest of this winter tied
MACREADY to this fucking couch.”
11B OCCUPATION: PILOT

SUPPLY SUPPLY SUPPLY SUPPLY


CAPTAIN POWER:

INVESTIGATION
Once per round you may do one
of the following:

The Captain shuffles the pool.

ON AN
If you pass an investigation all
1 players on the team may discard
one card and draw another.

MAINT. 2 Add +1 or -1 to any one die. G E N E R A L I N F O R M AT I O N & I N V E N T O R Y G E N E R A L I N F O R M AT I O N & I N V E N T O R Y G E N E R A L I N F O R M AT I O N & I N V E N T O R Y G E N E R A L I N F O R M AT I O N & I N V E N T O R Y

© 2017 Uni. © 2017 Uni. © 2017 Uni. © 2017 Uni.

NOTES

“First goddamn week of winter.”


U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 MAINTENANCE

3 GUN
MACREADY 1 FLASHLIGHT 2 AXE 1 KNIFE
11C

WRAP UP
BATTLE &
OCCUPATION: PILOT

CAPTAIN POWER:
The Captain looks at the pool
Once per round you may do one
of the following: and may choose to swap a card.
1
If you pass an investigation all
players on the team may discard
one card and draw another.
REVEAL & DISCARD:
TEAM ENTERS A ROOM
(See pages 10/11) MacReady
decides to keep the pool.
WITH POWER OUT

MAINT. 2 Add +1 or -1 to any one die. +3 DICE +1 DICE +2 DICE +1 DICE

CONSEQUENCES
U. S. A N TA R CT I CA R ES E A R C H STAT I O N O U T P O ST 3 1 6 U. S. A N TA R CT I CA RESEA R C H STATION OUTP OST 31 12 U.S. A N TA R CTICA R ESEA R C H STATION OUTP OST 31 10 U.S. A N TA R CTICA R ESEA R C H STATION OUTP OST 31 12

DEALING WITH
NOTES

“First goddamn week of winter.”


U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 MAINTENANCE

3 GUN
MACREADY 1 FLASHLIGHT 2 AXE 1 KNIFE
11D OCCUPATION: PILOT

CAPTAIN POWER:
Once per round you may do one
The Captain reveals the pool. Dice
equal to the Dice Value (up to 6)
of the following:

If you pass an investigation all


1 players on the team may discard
one card and draw another.
REVEAL & DISCARD:
TEAM ENTERS A ROOM
WITH POWER OUT of the pool are used for battle.

ESCAPE
MAINT. 2 Add +1 or -1 to any one die. +3 DICE +1 DICE +2 DICE +1 DICE
U. S. A N TA R CT I CA R ES E A R C H STAT I O N O U T P O ST 3 1 6 U. S. A N TA R CT I CA RESEA R C H STATION OUTP OST 31 12 U.S. A N TA R CTICA R ESEA R C H STATION OUTP OST 31 10 U.S. A N TA R CTICA R ESEA R C H STATION OUTP OST 31 12

NOTES

“First goddamn week of winter.”

U.S. ANTARCTICA RESEARCH STATION - OUTPOST 31 MAINTENANCE

MACREADY MacReady rolled and kept


11E OCCUPATION: PILOT

EDGE CASES
CAPTAIN POWER:
the pair of 1s, but didn’t roll
another on the second or
Once per round you may do one
of the following:

1
If you pass an investigation all
players on the team may discard
one card and draw another.
third throw. With no 3 OF A
2
KIND, The Thing flees and
MAINT. Add +1 or -1 to any one die.

NOTES
Contagion spreads!
“First goddamn week of winter.”
Roll 1 Roll 2 Roll 3

GLOSSARY
15
THE SITUATION

DEALING WITH THE CONSEQUENCES ASSIMILATION


14. CONTAGION 17. ASSIMILATION
When the team fails the Investigation or is unable to defeat The When a Sector on the Objective tracker is HUMAN
filled with the requisite Room Chips , the
CONTENTS

Thing in battle, Contagion spreads across Outpost 31. The Computer


is moved up the Infection tracker. If the Infection tracker reaches next Sector is unlocked for Investigation.
Unfortunately, this also opens the Outpost 31
the end (Contagion Level 7 in a 4-5 player game or 8 in a 6-8 player staff up to contamination by The Thing. When
YOU ARE SAFE,
FOR NOW...

game), the game is over, and the Imitations have won. In any other first unlocking Sector 2 and Sector 3, the During Subject Zero
case, Fallout from the spread of Contagion must be resolved. group risks Assimilation. Assimilation, Childs
received a Human
15. FALLOUT The Captain deals one card from the Blood Blood Sample card.
SET UP

Each time the Computer is moved up, follow the directive on the Sample deck to each player. Players pick up
Infection tracker for the new Contagion Level. Fallout occurs in the both of their Blood Sample cards, mix them
room the team visited during the turn. Place a Power Out card, Smoke up, then return one, face down. The following IMITATION

rules apply: >ASSIMILATION

token, a Room Destroyed card, or a Fire token in the room as directed. HUMAN

(See Fire Extinguisher and Flashlight on page 9, Resolving Smoke and A. A Human that is dealt another Human Blood YOU HAVE BEEN
INFECTED

Fire on page 14, and Outpost Destruction below.) Sample card has not been Assimilated... yet.
THE GAME
PLAYING

They simply return one of the Human cards, YOU ARE SAFE,
FOR NOW...

keeping the other, and are still part of the


During Assimilation, Childs is
Human Team. dealt a red Imitation card. He
Once back in the Rec Room after
mixes the cards up then returns
losing the battle, the Computer is
B. An Imitation that is dealt another Imitation

Licensed by Universal Studios. All Rights Reserved. Mondo and the Mondo logo are Mondo Tees, LLC. All Rights Reserved. XX-XX/2017XX/XXXX
USAOPOLY is a trademark of Usaopoly, Inc. Project Raygun is a trademark of USAopoly, Inc.The Thing is a trademark and copyright of Universal Studios.
the blue Human card.
moved up to Level 1 Contagion on
or a Human Blood Sample card, they remain
INVESTIGATION

the Infection tracker. The players


face the Fallout by placing a Assimilated. They simply return one, always
ON AN

Power Out card on the room the keeping one Imitation card, and are still part of IMITATION

team just left: the Shed. the Imitation Team.


>ASSIMILATION

C. A Human that is dealt an Imitation Blood YOU HAVE BEEN


INFECTED

Sample card is now Assimilated! They MUST


16. OUTPOST DESTRUCTION return the Human card, keeping the Imitation, Childs is an Imitation
Outpost 31 takes damage as The Thing and the humans face off. and are now part of the Imitation Team! for the rest of the game.
BATTLE &
WRAP UP

He must secure victory


When Fire is left unchecked or Fallout results in structural collapse, over his former allies.
Once all cards have been returned, the Captain
a Room Destroyed card is placed in the appropriate room. A Room
shuffles them into a new Blood Sample deck
Destroyed counter is placed on the first open slot on the Destruction and places the deck back on its spot on the Outpost 31 Map.
tracker.
CONSEQUENCES

SAME SHIT, NEXT TURN


DEALING WITH

The Destruction tracker is filled after four rooms have been


Destroyed. If this occurs, the game is over and the Imitations have
Once any Consequences have been dealt with, it’s time to get ready
won. (See Imitation Victory on page 17.) for whatever trouble is waiting in the wings.
If you lose two of the same Room Chip type in one sector, it will be A. All players should ensure that they have a five (5) card hand.
impossible to fill the Objective tracker. At this point the Imitations
B. Anyone bound by Rope is considered to be free.
have won the game. ( To see a breakdown of the Room Chip by Sector
ESCAPE

on page 5.) Note: If a Thing is in a destroyed room it does not count C. Players should review the situation on the Outpost 31 Map and the
towards the Objective tracker. trackers.
THING D. The Captain passes the Captain indicator to their left.
2 THING
2 THING
3 THING This turn is over and the next one begins. (See Captain...For Now on page 9)
EDGE CASES

3
ROPE THING 2 MOLOTOV MOLOTOV
2 THING In the Rec Room, before a Mission starts, any player may
3 ROPE discard a Molotov face up. This will allow everyone to discard
REVEAL & DISCARD:
PLAYERS DISCARD
a card and draw a new one. The person who discarded the
Molotov may discard an additional card. Only one Molotov
THEN DRAW A CARD

+2 DICE
DYNAM
ITE A Fire in Supply Room 1 wasn’t put out. A Room Destroyed card has been may be discarded per round.
GLOSSARY

U.S. ANTARCTICA RESEARCH STATIO N O UTPO ST 31 8

16
DYNAM
ITE placed
FLAin
MEthe room and a counter added to the Destruction tracker.
THROWER FLAME
THROWER
THE SITUATION
ESCAPE GET TO THE CHOPPER
CAPTAIN, YEA OR NAY? LAST FLIGHT OUT OF OUTPOST 31
As soon as the final Sector 3 Room chip requirement is added to The Final Captain is automatically considered to be aboard the

CONTENTS
the Objective Tracker, game play immediately proceeds to the final helicopter, but must choose the rest of the members of the Escape
Escape phase! At this point, the Human players will attempt to select carefully.
the Team to escape on the Helicopter while leaving Imitations behind,
while Imitations will try to sneak at least one Imitation player on the Imitations who have been revealed through an End Blood Test may
escape team to spread the contagion! not be selected to board, but all other players are eligible to Escape.
The Final Captain must select at least as many players as the Escape
Target shown in the chart below For each human Torched, this number

SET UP
Once the Escape is underway there’s no more time to use may be reduced by one.
Gear. Saving a Flamethrower “just in case” you need the
extra rolls to battle with The Thing means no chance for a 4 PLAYERS 2-3 PLAYERS (NO HUMANS LEFT BEHIND)
Blood Test as you flee Outpost 31.
5 PLAYERS 3 PLAYERS

THE GAME
The Captain of the team that successfully filled the Objective tracker

PLAYING
6 PLAYERS 4 PLAYERS
nominates another player to be the Final Captain. This player will be
responsible for seeing the Escape through to the end, but they must 7 PLAYERS 4 PLAYERS
meet the approval of a majority of the rest of the players first. Once
8 PLAYERS 5 PLAYERS
the players have had a chance to offer their thoughts, the current
Captain calls for a vote. All players (aside from any torched players)

INVESTIGATION
GET TO THE CHOPPER
hold out their fist, thumb extended sideways. The Captain counts

ON AN
Once the Final Captain has selected players to board the helicopter,
down, “3, 2, 1,” and the voters each display a thumbs up (“yes”) or
each of their Character movers should be placed outside Outpost 31
thumbs down (“no”) with the majority carrying the vote.
at the helicopter.
With a “yes” majority the Captain indicator is passed to the nominee, THE MOMENT OF TRUTH
now Final Captain, who proceeds with planning the rest of the One at a time, starting with the Final Captain, each player on the

WRAP UP
BATTLE &
Escape. If a “no” or tie happens, the player to the current Captain’s helicopter reveals their Blood Sample card.
left becomes current Captain, and must nominate a player who has
not previously been nominated.
IMITATION VICTORY
For every two nominees rejected, the Contagion Level rises by one.
(See page 16.) If the Infection tracker fills as a result, the Imitations win.

CONSEQUENCES
DEALING WITH
If you have managed to...
BLOOD TESTS ...Infect the humans by raising the Contagion Level to maximum...
Once the Final Captain has been selected, they may have access to or
End Blood Tests. Check the current Contagion Level on the Infection ...Destroy Outpost 31 by filling the Destruction tracker...
tracker to determine how many (if any) of these Blood Tests are or
available. After discussion with the other players, the Final Captain may ...Stow Away an Imitation on the helicopter during the Escape...
select players totaling this number to reveal their Blood Sample cards

ESCAPE
THE THING IS VICTORIOUS. THE EARTH WILL FALL.
to all players.

HUMAN VICTORY

EDGE CASES
The Infection tracker shows that
at Contagion Level 5 the Final If you have ensured that your...
Captain has a single End Blood
Test at their disposal. ...Escape on the helicopter is free of any Imitations...

THE HUMANS ARE VICTORIOUS. MANKIND SURVIVES, THIS TIME...

GLOSSARY
17
THE SITUATION

EDGE CASES GLOSSARY


Q. What happens if nobody is willing to reveal a Fire Extinguisher or Flashlight in Assimilation (p16) — Once during Set Up and twice as the game
order to enter a room and there are no other rooms unlocked? progresses, The Thing attempts to Assimilate humans. When a player
receives a red Imitation Blood Sample card, they become a thrall of The
CONTENTS

A. Using a Molotov allows all players to exchange a card before Choosing a Room.
A Captain may voluntarily pass their turn and remain in the Rec Room to allow Thing for the remainder of the game.
everyone to exchange a card, but you may skip resolving Smoke and Fire (see
Resolving Smoke and Fire on page 14) only once each game.
Battle (p14) — When The Thing is encountered, a battle ensues. High Dice
Value cards in the pool help the Captain roll to defeat it.
Q. If I am an Imitation, can I throw away my rolls while Captain? Blood Sample card (p8) — A player’s Blood Sample card indicates
A. No. The Captain represents the efforts of the whole team. You must also take whether they are pursuing human or Imitation victory conditions. It is
secret.
SET UP

any extra rolls afforded you by a team member using a Flamethrower, and can’t
refuse to let a team member use Dynamite to modify a pip. You do not have to use Blood Test (p12,17) — Blood Tests may be applied via a Flamethrower
any of your own Gear or Captain Powers to increase the chances of success.
or End Blood Tests earned for having a low Contagion Level when the
Escape begins. A Blood Test forces a player to reveal their Blood Sample
Q. What do I do if the pool got messed up?
card to one or all players.
A. Bury the entire pool. (If the pool got mixed up with your own hand, bury it then
Bury (p10) — Cards being buried are placed on the bottom of their respective
THE GAME

redraw the correct number of cards.) Have every player who put cards into the
PLAYING

pool draw replacements. Reform the pool with cards from the correct players then discard pile.
continue play. Captain (p9) — The Captain makes decisions and takes actions on a turn.
They are the “leader” for the moment.
Q. If a Room Destroyed card reveals a Room chip with The Thing on it, can it be
added to the Objective tracker as if we defeated it? Captain indicator (p9) — This chip piece is the gun that makes the rules.
INVESTIGATION

A. No. The Thing is simply dormant and will be able to survive unless you sweep
Whoever possesses this is the current Captain.
ON AN

Outpost 31. You must defeat The Thing in battle to fill out the Objective tracker. Captain Powers (p6) — Each Character has a set of two abilities, one of
which may be used each turn. Captain Powers can be very effective.
Q. What happens if too many of the Room Chips needed for the Objective tracker
are out of the game? Character board (p5) — A play mat with information on a Character
including their name, department, and Captain Powers.
A. Humanity loses the game if there’s no possibility to fill the Objective tracker.
This only happens when there’s a lot of Room Destroyed cards and bad luck. To Consequences (p16) — The various ways in which life goes badly for the
BATTLE &
WRAP UP

prevent this in future games, be proactive in dealing with Smoke and Fire. staff of Outpost 31.
Contagion (p16) — The result of a failed investigation or battle, the
Q. What happens if multiple Sabotage cards are revealed and we can’t deal with
Contagion Level on the Infection tracker affects Fallout and can result in
any of them?
victory for The Thing.
A. You face Contagion only once a turn. Even if two cards with the “Investigation
automatically fails” directive are revealed, you only move one Contagion Level on Computer (p5) — The playing piece used to mark the Contagion Level on
CONSEQUENCES
DEALING WITH

the Infection tracker. the Infection tracker.


Department (p9) — A Character’s work division. Certain Mission Logs
Q. What happens if we leave a human behind in a 4 player game? require specific departments to be selected for the team when possible.
A. In this specific game size, the Imitations would win. Since it is not known how
Destroy (p16) — A victory condition for Imitations. The Thing wins if the
many Imitations could be in the game, you have to have the correct information
when Escaping.
Destruction tracker is filled and Outpost 31 is destroyed.
Dice Value (p14) — Every Supply card has a Dice Value from +0 to +3
ESCAPE

Q. What happens if I can’t fulfil a departmental requirement on a Mission Log which is used in Mission Log directives and battle.
because of a torched player, or a player tied up.
Discard (p13) — A Room chip, this allows each member of the team to
A. You still must do the misson with as many players as you can. The Captain will discard a Supply card from their hand and draw a new one.
not have the ability to swap cards. You cannot choose to not fulfill a departmental
requirement, if able. Dynamite (p12) — A piece of Gear needed to unlock Sector 3, it can be
used to modify a die pip by +1 or -1.
EDGE CASES

Q. What happens if all Imitations have been torched? Escape (p17) — The victory condition for humans. The helicopter must be
A. It is possible in 4, 5, and 6 player games for the humans to win by torching free of Imitations for it to succeed.
all Imitations. In these size games, after you torch a player you may check the
blood sample deck. If there is still an Imitation card left, the game is over and the
Event (p9) — A special type of Mission Log card which negatively impacts
humans win. If there are no Imitation cards in the deck, continue on as normal. If conditions on the Outpost 31 Map.
at any point in these size games a second Imitation is torched, the game is over Fallout (p16) — The result of Contagion, Fallout is indicated on the
and the humans win. Infection tracker. It negatively effects the humans.
GLOSSARY

18
THE SITUATION
GLOSSARY GLOSSARY
Final Captain (p17) — The player elected to be responsible for choosing Power Outage (p9) — A permanent condition which requires teams
how to use End Blood Tests and selecting the passengers on the entering the room with a Power Outage reveal and discard a Flashlight.

CONTENTS
helicopter Escape. Rec Room (p6,16) — The main rally point for the Outpost 31 staff. Players
Fire (p9,14) — A hazard produced by Fallout and neglecting Smoke. It begin and end each turn in the Rec Room.
can lead to the destruction of rooms and must be fought with a Fire Roll (p14) — A resolution system used by some Mission Log directives and
Extinguisher. all battles. The number of dice available for roll is determined by collecting
Fire Extinguisher (p9) — A Supply card required to enter any room Supply cards with Dice Value. Up to 6 dice may be used. Each roll allows
containing Smoke or Fire. It removes either when revealed. dice to be freely kept or re-rolled.

SET UP
Flamethrower (p12) — The final piece of Gear to be scavenged in Room Destroyed (p16) — A card which makes a room impassable and
Outpost 31, it must be found to Escape. It is versatile, with three separate removes any Room chip within it from play. When a Room Destroyed
functions. card enters play, a Room Destroyed counter is added to the Destruction
Flashlight (p9) — A Supply card which must be revealed and discarded to tracker—related to the Destroy victory condition.
enter a room with a Power Out card in it. Does not remove the Power Out Room chip (p5,12) — A set of game pieces which hide the Gear and
card. Things needed to fill the Objective tracker and progress through Outpost

THE GAME
PLAYING
Gear (p12) — Special equipment found in rooms throughout Outpost 31. 31.
Each piece is required to advance through the game. Rope (p12) — A piece of Gear required to unlock Sector 2, it can be used to
Hand in (p10) — Cards given to the Captain during an investigation or force the Captain to pass the Captain indicator, or leave a player behind in the
battle, they combine to make the pool. Rec Room for a turn.

INVESTIGATION
Hand (p6) — Personal cards belonging to each player. Each turn players Sabotage (p10) — A special type of card found in the Supply deck which
can be used to make an investigation or battle fail.

ON AN
start out with a full hand of five cards.
Human (p8) — One of two opposing sides in the game. All players but one Sector (p10,16) — Three distinct areas on the Outpost 31 Map. Sectors
begin play as a human. Humans have a single victory condition: Escape. contain six rooms each and must be unlocked in order to Escape.

Infect (p16) — A victory condition for Imitations. If the Contagion Level is Smoke (p9,14) — Produced by Event cards and Fallout, Smoke becomes
raised high enough to fill the Infection tracker, The Thing wins. Fire after one full turn in play. Blocks entry into rooms without a Fire
Extinguisher, which must be revealed and discarded to remove the

WRAP UP
BATTLE &
Infection tracker (p5,16) — The main tracker in the game. Related to the Smoke.
Infect victory condition for Imitations, and directly linked to Fallout which
impacts the humans. Stow Away (p17) — One of the victory conditions for Imitations, it is
triggered by being aboard the helicopter during the Escape.
Investigation (p10) — The process of entering a room and attempting
to complete a Mission Log directive. Successful investigations uncover Supply (p5) — Cards which make up each player’s hand, Supply cards are

CONSEQUENCES
DEALING WITH
Room Chip while failures result in Contagion. used to complete Mission Log directives, deal with conditions, and hinder
chances of success.
Imitation (p8) — One of two opposing sides in the game. A single player
begins as an Imitation. Has three victory conditions: Destroy, Infect, and Swap (p10) — Once each investigation and battle, the Captain may
Stow Away. exchange a single Supply card from the pool for one from the deck.

Mission Log (p9) — Each turn revolves around the investigation of a Team (p9) — The team is the group of players selected by the Captain to
Mission Log. Each card has a directive. Success rewards the team, while undertake the investigation of a Mission Log.
failure results in Contagion. The Thing (p14) — The Thing is the overarching enemy in the game.

ESCAPE
Molotov (p16) — A special Supply card which allows players in the Rec Imitations, which are players and hide amongst the humans, are part of The
Room to exchange a pair of cards for new ones a card from their hand for Thing. Openly hostile Things also lurk under Room Chip throughout Outpost
a new one from the deck. 31 and must be defeated to progress.

Objectives tracker (p5,10) — The method by which Sectors are unlocked Turn (p9,16) — The standard cycle of play. Turns progress as the game
goes on, and leadership of the group shifts with each new turn.

EDGE CASES
and progress towards Escape is made. Must be filled with three pieces of
Gear and four Things.
Outpost 31 Map (p6) — The gameboard, divided into three Sectors with six
rooms each.
Pool (p10) — The Supply cards collected from the hand in during an
investigation or battle.

GLOSSARY
19
tired…
Nobody trusts anybody now, and we’re all very

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