Difference between revisions of "Day of the Thing"

From Ludocity
(Rewriting, post-Sandpit, and promoting to "playable".)
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|image=Blood.jpg
 
|image=Blood.jpg
 
|players=8+
 
|players=8+
|stuff=Pre-printed "machinery" cards, and a deck of playing cards.
+
|stuff=Pre-prepared cards.
 
|crew=One.
 
|crew=One.
|preparation=Half an hour to hide the machinery cards.
+
|preparation=Twenty minutes to hide the cards.
|time=Half an hour upwards.
+
|time=Half an hour.
 
|place=Any large, explorable area where players will be out of each others' sight if they split up.
 
|place=Any large, explorable area where players will be out of each others' sight if they split up.
 
|activities=Finding, bluffing, chasing, deduction, conspiracy.
 
|activities=Finding, bluffing, chasing, deduction, conspiracy.
|status=untested
+
|status=playable
 
}}
 
}}
  
A paranoid team of scientists are trying to gather together components
+
:''This game can also be run as "Night of the Vampire", with a few thematic tweaks.''
of a damaged research station, so that they can radio for help.
+
 
However, a shapeshifting alien - The Thing - is
+
A paranoid team of scientists are trying to gather together components of a damaged research station, so that they can radio for help. However, a shapeshifting alien - The Thing - is sabotaging this mission, and is slowly eliminating and replacing the scientists.
sabotaging this mission, and is slowly eliminating and replacing the
 
scientists.
 
  
 
==Setup instructions==
 
==Setup instructions==
  
Prepare 26 machinery cards, as listed in the "[[#Machinery|Machinery]]" section. These can
+
Prepare a number of cards; 20 "radio" cards, 8 "gun" cards, 6 "blood test" cards and about half as many "infection" cards as there are players.
be printed cards, handwritten index cards, printed sheets of A4, bits of
 
actual electronic junk, or whatever else works - they just need to have
 
their name, the number of parts required to make them, and the text of
 
their function. (Expensive, custom machinery tokens might be a bad idea, as they may get
 
lost during the game; disposable card or paper machinery allows evil Thing players to
 
crumple them up, throw them in rivers, or whatever else they feel like doing.)
 
  
You need to hide these cards around the playing area, before the game begins. They
+
These can be professionally-printed cards, handwritten index cards, printed sheets of A4, physical props, or whatever else works - they just need to have their name, the number of parts required to make them, and the text of their function. (Don't invest too much money in making them, as they may get lost during the game; disposable card or paper machinery allows evil Thing players to casually crumple them up, throw them in rivers, or whatever else they feel like doing.)
shouldn't be too easy to find - make the players move things around and look in obscure
 
corners, to find them.
 
  
From a deck of playing cards, take a number of non-face cards equal to
+
You need to hide these cards around the playing area, before the game begins. They shouldn't be too easy to find - make the players move things around and look in obscure corners, to find them, and spread them over a large enough area that the players will have to split up to find them in time.
two less than the number of players, plus two face cards. (If playing with
 
fewer than ten players, make it one less face card and use an extra non-face
 
card.) Shuffle these together.
 
  
The game has a strict time limit, which you should decide and announce at the start
+
The game has a strict time limit, which you should decide and announce at the start of the game; if the scientists haven't built the radio by the end of that time, they lose.
of the game; if the scientists haven't built the radio by the end of that time, they lose.
 
  
Finally, pick a room to be the "laboratory" - this is where the scientists will assemble
+
Finally, pick a room to be the "laboratory" - this is where the scientists will assemble their radio. You'll stay here for the course of the game, and collect radio cards from scientists.
their equipment, where blood tests will be made, and where suspected Things may be
 
locked up. As narrator, it will be your job to time the sixty-second duration of the blood
 
tests, to adjudicate votes to imprison people, and to make sure that nobody sneaks
 
out of prison while the room is empty.
 
  
 
==Player instructions==
 
==Player instructions==
Line 50: Line 32:
 
Welcome to what remains of your research laboratory.
 
Welcome to what remains of your research laboratory.
  
You are a team of scientists trying to rebuild your lab equipment after
+
You are a team of scientists trying to rebuild your lab equipment after an explosion. Scattered around the playing area are a number of pieces of your radio, represented by printed cards. The object of the game is to rebuild this radio - if you can collect twelve pieces and return them to the lab, you can call for the supply helicopter to turn around and rescue you, before it is out of range. It will be out of range at ''[time at which game ends]''.
an explosion. Scattered around the playing area are a number of pieces
+
 
of debris, represented by printed cards. These represent fragments of
+
However, there are two shapechanging aliens among you. These creatures were responsible for destroying your lab, and will be working together to sabotage the repair mission - destroying the radio components, leading you astray, and - if they get the chance - turning you into one of them. They will do this by putting their hand on your shoulder, handing you an "Infection" card and saying "You are now part of The Thing." As soon as you feel that hand, you cannot run, you cannot fight, you cannot cry out - you must accept your fate, tear up the Infection card, and become a Thing. From that point on, you are a part of The Thing, and will work alongside them to disrupt the scientists' plans. Your parent Thing may decide to split their leftover Infection cards with you, or not.
equipment from the laboratory - if you can find all the pieces of a
+
 
machine and bring them back to the lab, then you can switch it on, plug
+
We have a few guns, with one bullet each. ''[reveal four gun cards]'' If you suspect another scientist of being a Thing, you can shoot them by tearing a gun card in half. This eliminates the other player from the game, whether they were a Thing or a scientist - they cannot say which they were, and should just return to the laboratory and sit the rest of the game out. You might find more guns out on the streets.
it in and start using it.
+
 
 +
We also have a couple of blood test kits. ''[reveal two blood test cards]'' You can use these to test a scientist, by tearing them in half an accusing them of being a Thing - if they are, they ''must'' confess. It's up to you what you do with them at that point.
 +
 
 +
Note that the Thing's infection process requires a subzero temperature - they can't infect a scientist inside the walls of the laboratory.
 +
 
 +
==Thing and weapon assignation==
  
The object of the game is to rebuild your radio - if you can manage this
+
Split the Infection cards into two equal stacks. Ask the players to turn around and close their eyes, with their hands held behind them, and hand a stack of cards to two of the players. Tell them to hide the cards in a pocket, before anyone opens their eyes.
before ''[time at which game ends]'', you win. If you fail, then you are stuck here.
 
  
Take these cards, and make sure nobody else sees them. ''[narrator hands out playing cards]'' Look at them, and hand them back. ''[narrator collects the cards]''
+
Since Things will have to do a lot of sneaking and lying to survive, you might like to offer players an opt-out, if they don't feel like being one of the primary Things - tell them that if they cross their fingers, you won't make them a Thing.
  
Two of you had face cards. You are a pair of shapechanging aliens known
+
So that the two Things can establish one another's identity (and gang up more easily on the scientists), you should slip both of them a note with their cards - either a pre-written behaviour cue (tell them both to scratch their left ear a lot, or drop a certain word into conversation, or something) or a note you've written while setting up ("the other Thing is the player with the red scarf").
collectively as "The Thing", and you have deliberately sabotaged the
 
laboratory. You are trying to prevent the team from repairing their
 
equipment, and can do this by hiding anything you find, misleading them
 
about where it is, or even removing found equipment from the lab. If
 
the scientists are unable to build their radio in time, then The Thing wins.
 
  
You also have the power to convert other players into shapechanging
+
Once you've given out the Thing cards, hold out the Gun and Blood Test cards and let the players decide how to distribute them amongst themselves.
aliens, by clamping your hand on your victim's shoulder, and clearly
 
saying "You are now part of The Thing". Once a victim feels the hand of
 
The Thing, they can't move or shout or run away.
 
  
==Machinery==
+
==''Night of the Vampire''==
[[Image:Thingradio.png|thumb|300px|How a Machinery card might look.]]
 
'''Radio''' (12 parts): If the radio has been built in the lab, then the scientists
 
are able to call for a rescue helicopter. The scientists win the game!
 
  
'''DNA Profiler''' (6 parts): If the DNA profiler has been built in the lab,
+
This game ran as ''Night of the Vampire'' at [[Sandpit|Sandpit #7]] in October 2008, as it was that time of year, and it seemed to fit the dark streets better.
then anyone can perform a blood test on a chosen
 
player who is also present in the lab. This takes exactly sixty seconds to
 
process, and is timed by the narrator, after which the subject must
 
confess as to whether they are a Human or a Thing.
 
  
'''Electronic Lock''' (3 parts): If the electronic lock has been built in
+
Instead of blood tests and guns, the players simply had "Holy Water" - tearing this up let you splash it over another player, which would kill them instantly if they were a vampire, and have no effect if they were a villager.
the lab, then any player may be imprisoned or freed there, if at least
 
half of the non-imprisoned players in the lab are in favour of doing
 
this. Imprisoned players must stand in the corner of the lab, guarded by
 
the narrator, until freed.
 
  
'''Spare Parts''' (5 parts): These can be used in the construction of
+
(In the Sandpit version, vampires were allowed unlimited infections, which ended up with 90% of the players being bitten by the end of the game; the "Infection" cards were added to the game to address that, and should be included as "Bite" cards.)
any machine, but at least half of that machine must be made out of
 
non-spare parts.
 

Revision as of 11:07, 4 November 2008

Day of the Thing
Blood.jpg
Designer: Kevan Davis
Year: unknown
Players: 8+
Stuff required: Pre-prepared cards.
Crew required: One.
Preparation: Twenty minutes to hide the cards.
Time required: Half an hour.
Place required: Any large, explorable area where players will be out of each others' sight if they split up.
Activities: Finding, bluffing, chasing, deduction, conspiracy.
This is a playable game - it's finished, tested and ready to play.
Cc-by-nc.png
This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?)
This game can also be run as "Night of the Vampire", with a few thematic tweaks.

A paranoid team of scientists are trying to gather together components of a damaged research station, so that they can radio for help. However, a shapeshifting alien - The Thing - is sabotaging this mission, and is slowly eliminating and replacing the scientists.

Setup instructions

Prepare a number of cards; 20 "radio" cards, 8 "gun" cards, 6 "blood test" cards and about half as many "infection" cards as there are players.

These can be professionally-printed cards, handwritten index cards, printed sheets of A4, physical props, or whatever else works - they just need to have their name, the number of parts required to make them, and the text of their function. (Don't invest too much money in making them, as they may get lost during the game; disposable card or paper machinery allows evil Thing players to casually crumple them up, throw them in rivers, or whatever else they feel like doing.)

You need to hide these cards around the playing area, before the game begins. They shouldn't be too easy to find - make the players move things around and look in obscure corners, to find them, and spread them over a large enough area that the players will have to split up to find them in time.

The game has a strict time limit, which you should decide and announce at the start of the game; if the scientists haven't built the radio by the end of that time, they lose.

Finally, pick a room to be the "laboratory" - this is where the scientists will assemble their radio. You'll stay here for the course of the game, and collect radio cards from scientists.

Player instructions

Welcome to what remains of your research laboratory.

You are a team of scientists trying to rebuild your lab equipment after an explosion. Scattered around the playing area are a number of pieces of your radio, represented by printed cards. The object of the game is to rebuild this radio - if you can collect twelve pieces and return them to the lab, you can call for the supply helicopter to turn around and rescue you, before it is out of range. It will be out of range at [time at which game ends].

However, there are two shapechanging aliens among you. These creatures were responsible for destroying your lab, and will be working together to sabotage the repair mission - destroying the radio components, leading you astray, and - if they get the chance - turning you into one of them. They will do this by putting their hand on your shoulder, handing you an "Infection" card and saying "You are now part of The Thing." As soon as you feel that hand, you cannot run, you cannot fight, you cannot cry out - you must accept your fate, tear up the Infection card, and become a Thing. From that point on, you are a part of The Thing, and will work alongside them to disrupt the scientists' plans. Your parent Thing may decide to split their leftover Infection cards with you, or not.

We have a few guns, with one bullet each. [reveal four gun cards] If you suspect another scientist of being a Thing, you can shoot them by tearing a gun card in half. This eliminates the other player from the game, whether they were a Thing or a scientist - they cannot say which they were, and should just return to the laboratory and sit the rest of the game out. You might find more guns out on the streets.

We also have a couple of blood test kits. [reveal two blood test cards] You can use these to test a scientist, by tearing them in half an accusing them of being a Thing - if they are, they must confess. It's up to you what you do with them at that point.

Note that the Thing's infection process requires a subzero temperature - they can't infect a scientist inside the walls of the laboratory.

Thing and weapon assignation

Split the Infection cards into two equal stacks. Ask the players to turn around and close their eyes, with their hands held behind them, and hand a stack of cards to two of the players. Tell them to hide the cards in a pocket, before anyone opens their eyes.

Since Things will have to do a lot of sneaking and lying to survive, you might like to offer players an opt-out, if they don't feel like being one of the primary Things - tell them that if they cross their fingers, you won't make them a Thing.

So that the two Things can establish one another's identity (and gang up more easily on the scientists), you should slip both of them a note with their cards - either a pre-written behaviour cue (tell them both to scratch their left ear a lot, or drop a certain word into conversation, or something) or a note you've written while setting up ("the other Thing is the player with the red scarf").

Once you've given out the Thing cards, hold out the Gun and Blood Test cards and let the players decide how to distribute them amongst themselves.

Night of the Vampire

This game ran as Night of the Vampire at Sandpit #7 in October 2008, as it was that time of year, and it seemed to fit the dark streets better.

Instead of blood tests and guns, the players simply had "Holy Water" - tearing this up let you splash it over another player, which would kill them instantly if they were a vampire, and have no effect if they were a villager.

(In the Sandpit version, vampires were allowed unlimited infections, which ended up with 90% of the players being bitten by the end of the game; the "Infection" cards were added to the game to address that, and should be included as "Bite" cards.)