Watch “The Thing: The Boardgame - Italian Unboxing Kickstarter Edition,” a board game unboxing for The Thing: The Boardgame on BoardGameVideo.
Description provided by La Tana dei Goblin on YouTube:
Benvenuti al nuovo appuntamento con gli Apriscatole, i vostri unboxing di giochi da tavolo di fiducia!
Nel video odierno andiamo a vedere la marea di materiale arrivata a chi ha fatto l'all-in del kickstarter di The Thing, gioco di Giuseppe Cicero e Andrea Crespi edito da Pendragon Game Studio nel 2022. Titolo da 4 a 8 giocatori ambientato nel celeberrimo U.S. Outpost #31 de La Cosa di John Carpenter, fa giocare partite piene di sospetti e accuse nel giro di 60-90 minuti. Nel video troverete, tra le cose, l'espansione Avamposto Norvegese e tutte le miniature possibili e immaginabili.
Ma ora via la plastichina e buona visione!
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Mainly unboxings and reviews. The Thing: The Boardgame is covered on BoardGameVideo.com by 15 reviews, 11 how-to-play guides, 15 recorded sessions, 16 unboxings, and 7 other videos.
1 - 8 players
60 - 90 min
Medium weight: Teach it in one sitting
About The Thing: The Boardgame, from BoardGameGeek:
The Thing is a game that mixes different mechanisms to create an experience that is as faithful as possible to that of the original film. It is a "hidden role" game, in which one player is initially the Thing and the others players are humans. The purpose of the Thing is to infect others, to prevent the survivors from escaping from the base (which can happen three different ways), or to try to escape with them by behaving as a human.
In addition to these elements, players also have to manage Outpost 31. On the map are the same rooms as seen in the film, and each of these rooms allows players to perform a different action. Human players have to feed themselves and keep the boiler and the generator on to avoid being in the cold and dark. The Thing will try to sabotage these places to make life difficult for humans...or not, trying to camouflage itself among the humans and infect them when the perfect opportunity presents itself.
The goal of the game designers was to bring the same personal emotions and paranoia that the protagonists of the film experienced to the gaming table.