who goes there pdf

Who Goes There? ⎯ A Comprehensive Game Guide (February 26, 2026)

Who Goes There?’s rulebook, available as a PDF, details gameplay inspired by the classic novella, though interpretations and disputes exist, notably from Tom Vasel’s review.

Game Overview

Who Goes There? is a cooperative, paranoia-inducing board game for a variable number of players, deeply rooted in the chilling atmosphere of John W. Campbell Jr.’s 1938 novella, “Who Goes There?”. The core experience centers around surviving three harrowing days in a remote Antarctic research station, battling not only the elements but also the insidious threat of alien infiltration.

Players assume the roles of researchers, working together to maintain the station, gather resources, and ultimately, escape via helicopter. However, a hidden infection mechanic introduces a layer of distrust, as any player could secretly be an alien imitator, sabotaging the group from within. The downloadable PDF rulebook provides a comprehensive guide to navigating this tense and strategic gameplay, though player interpretation and rule clarifications are frequently discussed within the gaming community.

Based on the Novella

The board game Who Goes There? draws heavily from John W. Campbell Jr.’s science fiction novella of the same name – the inspiration for John Carpenter’s “The Thing.” The game captures the novella’s core themes of paranoia, isolation, and the difficulty of identifying hidden enemies. The PDF rulebook emphasizes recreating the story’s atmosphere of mounting suspicion as players struggle to determine who among them has been replaced by a shape-shifting alien.

Like the source material, the game doesn’t offer easy answers. Trust is fragile, and accusations can quickly escalate; The game mechanics, detailed within the downloadable PDF, are designed to mirror the novella’s escalating tension and the desperate fight for survival against an unseen, insidious threat.

Core Gameplay Loop

The core gameplay loop of Who Goes There?, as outlined in the game’s PDF rulebook, revolves around surviving three in-game days while attempting to escape via helicopter. Each player takes a turn performing actions – movement, exploration, crafting, and crucially, attempting to identify infected players. The PDF details a cycle of gathering resources, building defenses, and managing growing paranoia.

Players must balance cooperation with suspicion, as the infection mechanic introduces a hidden traitor element. The downloadable PDF explains how players secretly become infected and how this impacts their actions and objectives. Successfully escaping requires careful planning, resource management, and a healthy dose of distrust, all detailed within the comprehensive rule set.

Cooperative Paranoia

Who Goes There? masterfully blends cooperative gameplay with intense paranoia, a core element detailed in the game’s PDF rulebook. Initially, all players are human, fostering trust, but the lurking threat of infection quickly erodes this foundation. The PDF emphasizes that success hinges on collaboration – crafting, exploration, and defense – yet constant suspicion is vital.

The game forces players to question each other’s motives, leading to accusations and tests, all governed by the rules outlined in the downloadable PDF. Identifying infected players is paramount, but false accusations can be devastating. This delicate balance between teamwork and distrust creates a uniquely tense and engaging experience, making Who Goes There? a truly paranoid cooperative game.

Game Components

The Who Goes There? PDF details components like Player, Item, Location, and Threat cards, essential for crafting, survival, and navigating the game’s challenges.

Player Cards

Player Cards, detailed within the Who Goes There? PDF rulebook, represent each participant in the Antarctic struggle for survival. Initially, all players begin as human, fostering a base level of trust – a crucial element that quickly erodes as the game progresses.

These cards likely track individual health, sanity, and potentially, hidden infection status. The PDF will outline how these cards are managed throughout the three-day game duration. They are fundamental to tracking a player’s capabilities and vulnerabilities.

As paranoia mounts, players will scrutinize each other’s cards (or lack thereof) for clues, attempting to deduce who among them has been assimilated by the alien entity. The PDF clarifies how these cards interact with other game elements.

Item Cards

Item Cards, comprehensively described in the Who Goes There? PDF rulebook, are essential for survival against the encroaching threat. Players must strategically craft these items to bolster their defenses and aid in exploration. The PDF details the crafting system, outlining required resources and the benefits each item provides.

Expect to find cards representing weapons – crucial for defending against the creature – as well as tools for repairing vital equipment and navigating the harsh Antarctic environment. These cards aren’t simply power-ups; they are often necessary for completing objectives and surviving the three-day ordeal.

The PDF clarifies how item cards are acquired, traded, and utilized, adding a layer of resource management to the growing paranoia.

Location Cards

Location Cards, fully detailed within the Who Goes There? PDF rulebook, represent the various areas of the Antarctic outpost players explore. Each location presents unique challenges and opportunities, influencing gameplay significantly. The PDF outlines how these cards are revealed and how they impact movement and resource gathering.

These cards aren’t static; they can become compromised by the creature, introducing new threats or hindering player actions. The rulebook clarifies how locations interact with Threat Cards, creating dynamic and unpredictable scenarios.

Understanding the layout and potential dangers of each location, as described in the PDF, is crucial for formulating a survival strategy and ultimately escaping via the helicopter.

Threat Cards

Threat Cards, comprehensively explained in the Who Goes There? PDF rulebook, introduce unpredictable events and challenges mirroring the novella’s paranoia. These cards represent the creature’s actions, environmental hazards, and escalating tensions among the crew.

The PDF details how Threat Cards are drawn and resolved, often forcing players to make difficult choices with potentially dire consequences. They interact dynamically with Location Cards, creating unique and dangerous situations.

Successfully navigating these threats requires careful planning, resource management, and a degree of suspicion towards fellow players, as the creature can exploit vulnerabilities and sow discord. The rulebook provides clarity on resolving ambiguous threat scenarios.

Game Setup

The Who Goes There? PDF rulebook guides players through initial setup, detailing role assignment, location arrangement, deck preparation, and starting resource distribution.

Initial Player Roles

The Who Goes There? PDF rulebook outlines that at the game’s start, all players begin as human, fostering initial trust. However, the insidious infection mechanic quickly introduces paranoia. The rulebook doesn’t assign specific roles initially; instead, the threat of hidden infection is the primary driver of player interaction.

Players must rely on observation and deduction as the game progresses, attempting to identify potentially infected individuals. The PDF emphasizes that the core of the game lies in this cooperative, yet deeply suspicious, dynamic. There are no pre-defined “good” or “bad” roles at the outset, only the looming possibility of becoming compromised. This creates a unique tension, as players must balance collaboration with self-preservation, constantly questioning the motives of those around them.

Location Setup

According to the Who Goes There? PDF rulebook, the game begins with a specific location setup detailed within. Players arrange Location Cards to form the Antarctic research base, creating the game’s environment. The initial layout is crucial, influencing movement and exploration possibilities throughout the three-day game duration.

The PDF provides guidelines for connecting locations, establishing pathways for players to navigate and investigate. Certain locations may offer advantages for crafting or provide crucial resources. The arrangement impacts the flow of the game and the potential for encounters with threats. Careful consideration of the location setup is vital for strategic gameplay, as it dictates how players interact with the environment and each other while attempting to survive.

Card Deck Preparation

The Who Goes There? PDF rulebook outlines a precise card deck preparation process. Players must separately shuffle the Item, Threat, and Location cards. The PDF details specific instructions regarding the inclusion of certain cards based on the chosen game difficulty or player count.

Player Cards are also shuffled and dealt according to the rules. Correct deck preparation is essential for a balanced and engaging game experience. The PDF emphasizes the importance of following these steps to ensure the random draw of cards functions as intended, creating unpredictable challenges and opportunities. Improper preparation can lead to imbalances and detract from the cooperative paranoia central to the game’s design.

Starting Resources

The Who Goes There? PDF rulebook clearly defines each player’s starting resources. Initially, all players begin as human, fostering initial trust. The PDF specifies each player receives a Player Card, determining their unique abilities. Starting resources also include a limited number of Action Points, crucial for performing actions during their turn.

Players typically begin with minimal Item Cards, emphasizing the need for early exploration and crafting. The PDF details any variations in starting resources based on chosen roles or difficulty levels; Careful management of these initial resources is vital for survival during the first critical days, as players attempt to gather supplies and prepare for potential infection.

Gameplay Mechanics

The Who Goes There? PDF outlines turn structure, action points, movement, and a crafting system, all vital for surviving the three-day ordeal.

Player Turns

The Who Goes There? PDF details a structured player turn sequence crucial for survival. Each player’s turn involves spending action points to perform various actions, including movement, exploration of locations, and crucially, crafting essential items. These items are vital for defense against the lurking threat and for increasing chances of escape.

Turns also involve managing suspicion and paranoia, as players must carefully consider their actions and interactions with others. The PDF emphasizes the importance of observation and deduction, as identifying infected players is paramount. A poorly planned turn can quickly lead to distrust and accusations, hindering the group’s overall objective. Learning to balance individual survival with cooperative efforts is key to success.

Action Points

The Who Goes There? PDF clarifies that players begin each turn with a limited number of action points. These points are the currency for performing actions like moving between locations, searching for vital resources, and, most importantly, crafting weapons and tools for survival.

Different actions consume varying amounts of action points, forcing players to prioritize their strategies. The PDF highlights that efficient action point management is critical, especially as the game progresses and the threat intensifies. Players must carefully weigh the risks and rewards of each action, considering the potential consequences for themselves and the group. Wasting action points can be a fatal mistake in this game of paranoia.

Movement and Exploration

The Who Goes There? PDF details how players navigate the Antarctic research base. Movement between locations consumes action points, as detailed in the rulebook. Exploration is key to uncovering crucial items and information needed for survival and eventual escape via helicopter.

However, the PDF emphasizes that exploration isn’t without risk. Certain locations may harbor hidden threats or trigger events that increase paranoia amongst the group. Players must balance the need to gather resources with the potential dangers lurking within the base. Careful consideration of movement and exploration is vital, as reckless actions can quickly lead to infection or distrust.

Crafting System

The Who Goes There? PDF outlines a vital crafting system for survival. Players must scavenge resources from explored locations to create essential items like weapons and tools. These crafted items are crucial for defending against threats and increasing the chances of escaping the Antarctic base.

The rulebook details specific recipes and resource costs for each craftable item. Strategic resource management is paramount, as supplies are limited and competition amongst players can arise, especially with growing paranoia. Crafting isn’t simply about creating tools; it’s a core element of the cooperative struggle for survival against the unknown.

Infection and Paranoia

The Who Goes There? PDF emphasizes a core mechanic: growing paranoia as players attempt to identify infected individuals amongst themselves, fostering distrust.

The Infection Mechanic

The Who Goes There? PDF outlines a central, hidden infection mechanic. Initially, all players are human, but the threat subtly infiltrates the group. Infection isn’t immediately apparent; players don’t know who carries the alien presence. This creates the core tension and fuels the paranoia.

The rulebook details how infection spreads, often through encounters with threats or potentially, through interactions with other players – adding to the suspicion. Infected players may have secret objectives or abilities that subtly hinder the group’s progress, all while attempting to appear trustworthy.

Successfully identifying and isolating infected individuals is crucial for survival, but false accusations can be equally damaging, fracturing the team’s cohesion. The PDF stresses the importance of observation and careful deduction.

Identifying Infected Players

The Who Goes There? PDF emphasizes that identifying infected players relies heavily on observation and deduction, not definitive proof. Players must scrutinize actions, resource usage, and movement patterns for inconsistencies. Suspicious behavior doesn’t guarantee infection, but warrants further investigation.

Accusations are a key element, but carry risk. A false accusation damages trust and can derail the group’s efforts. The rulebook details procedures for initiating tests – risky actions that may reveal infection, but also have consequences for both accuser and accused.

Successfully identifying an infected player requires careful consideration of all available evidence and a willingness to navigate the complex web of paranoia that permeates the game.

Trust and Suspicion

The Who Goes There? PDF highlights that the core of the game revolves around a delicate balance of trust and suspicion. Initially, all players are assumed human, fostering cooperation. However, the lurking threat of infection quickly erodes this foundation.

Players must constantly evaluate the trustworthiness of their allies, weighing actions against potential hidden agendas. Resource sharing, movement coordination, and even simple communication become fraught with uncertainty. The rulebook stresses that paranoia is not a bug, but a feature.

Successfully navigating this social landscape is crucial for survival, demanding astute observation and a willingness to question everything and everyone.

Accusations and Tests

The Who Goes There? PDF details the mechanics for accusations and tests, vital for identifying potentially infected players. Any player can accuse another, initiating a tense standoff. This triggers a test, utilizing available resources and potentially revealing the accused’s infection status.

However, false accusations carry risks, damaging trust and hindering cooperative efforts. The rulebook emphasizes the strategic element – accusations shouldn’t be made lightly. Tests aren’t foolproof; infected players can sometimes evade detection, adding to the paranoia.

Successfully identifying and isolating the infected is paramount, but the process itself breeds further suspicion and distrust amongst the remaining survivors.

Winning and Losing

The Who Goes There? PDF outlines victory through helicopter escape after three days, but failure occurs if players succumb to infection or time runs out.

Escape via Helicopter

Who Goes There?’s core win condition, detailed in the game’s PDF rulebook, centers around escaping via helicopter after enduring three grueling days. The helicopter represents the players’ last hope for survival against the encroaching threat. Successfully reaching the helicopter requires careful planning, resource management, and, crucially, identifying and mitigating the infected among the group.

The final “Helicopter Round” is a tense culmination of the game. Players must cooperate – or appear to – to prepare for departure. The PDF clarifies the procedures for boarding, potentially involving final accusations and tests to ensure no impostors infiltrate the rescue. A successful escape demands trust, but paranoia constantly undermines that very foundation, making this final phase incredibly challenging and thematic.

Game Duration (3 Days)

Who Goes There? is structured around a three-day survival scenario, meticulously outlined in the game’s PDF rulebook. Each “day” represents a round of gameplay, increasing the tension and the likelihood of infection spreading amongst the players. This timeframe creates a compelling sense of urgency, forcing difficult decisions and fostering paranoia.

The PDF details how each day progresses, including phases for exploration, crafting, and potential encounters with the threat. The limited duration emphasizes the need for efficient resource gathering and strategic cooperation. Players must balance immediate survival needs with long-term goals, knowing that time is rapidly running out before the helicopter arrives – or before they succumb to the insidious influence.

Conditions for Losing

The Who Goes There? PDF rulebook clearly defines several conditions leading to a collective loss. Primarily, if all players become infected and unable to function, the game ends in failure. Additionally, failing to prepare adequately for the helicopter’s arrival – lacking sufficient fuel or a functional landing zone – results in abandonment.

The PDF also details loss scenarios stemming from unchecked paranoia; incorrect accusations leading to the elimination of crucial, uninfected players can cripple the group’s chances. Ultimately, the game emphasizes that succumbing to distrust is as dangerous as the alien threat itself. Survival demands a delicate balance between vigilance and cooperation, as detailed within the comprehensive guide.

The Role of the Helicopter Round

The Who Goes There? PDF outlines the crucial “Helicopter Round” as the game’s climax, occurring after three days of survival. This final phase demands players demonstrate preparedness for rescue, requiring sufficient fuel and a cleared landing zone. The rulebook details specific actions needed to signal the helicopter successfully.

However, the Helicopter Round isn’t simply a formality. Infected players can sabotage these efforts, creating a tense showdown. The PDF emphasizes that even with preparations complete, paranoia can still lead to miscommunication and failure. Successfully escaping via helicopter requires both logistical success and maintaining a degree of trust amongst the survivors, as detailed in the guide.

Rules Clarifications & Common Issues

The Who Goes There? PDF and community discussions address frequent rule disputes, particularly regarding Tom Vasel’s review and interpretations of core mechanics.

Tom Vasel’s Review & Rule Disputes

Tom Vasel’s review of Who Goes There? sparked significant debate within the board game community, largely centered around perceived inaccuracies in his understanding of the game’s rules. Many players felt he misrepresented key mechanics, leading to a negative assessment that didn’t accurately reflect the gameplay experience.

Discussions quickly arose online, with players referencing the official rulebook PDF to clarify points of contention. Common areas of dispute included the interpretation of action points, the nuances of the infection mechanic, and the conditions for successful accusations. The PDF became a crucial resource for resolving these disagreements and establishing a more consistent understanding of the game’s intended ruleset.

Despite the controversy, Vasel’s review prompted deeper engagement with the rulebook and fostered a more thorough examination of the game’s complexities.

Official Rulebook Reference

The official rulebook for Who Goes There? is readily available as a PDF, serving as the definitive source for gameplay clarification. This document meticulously details every aspect of the game, from initial setup and player roles to the intricacies of infection and the final escape attempt.

The PDF includes comprehensive explanations of action points, movement, crafting, and the crucial accusation process. It addresses potential ambiguities and provides concrete examples to illustrate complex rules. Updates to the rulebook, addressing initial printing errors, have also been released in PDF format.

Players encountering rule disputes are strongly encouraged to consult this PDF to ensure a consistent and accurate gaming experience. It’s a vital resource for both new and experienced players.

Frequently Asked Questions

Many questions arise regarding Who Goes There?, often centering on the nuances of infection and the accusation process. Players frequently ask about the specifics of crafting, particularly regarding resource management and item combinations. The official rulebook PDF addresses many of these concerns, but community discussions continue to generate new inquiries.

Common questions include clarifying the conditions for a successful helicopter escape, determining the impact of various threat cards, and resolving ambiguities in player turn sequences. Some players seek clarification on Tom Vasel’s review and its potential impact on rule interpretations.

Online forums and the game’s BGG page host extensive FAQ threads, offering player-driven solutions and insights.

Community Rule Discussions

Online communities dedicated to Who Goes There? actively debate rule interpretations, often referencing the official rulebook PDF but expanding upon it with house rules and clarifications. A significant portion of these discussions revolves around Tom Vasel’s review, with players dissecting his critiques and proposing alternative rulings.

Frequent topics include the precise timing of infection checks, the ambiguity surrounding certain item card effects, and strategies for mitigating paranoia without hindering cooperative gameplay. Players share experiences and propose solutions to common issues encountered during play.

These discussions are readily available on BoardGameGeek and other online forums, fostering a collaborative environment for refining the game experience.

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