How to play Not Alone Official Rules

By: Dennis B. B. Taylor

Rules for the Not Alone Game

The Purpose of the Game

Let’s talk about the rules of the Not Alone game. This game is designed to be played with a group of friends, and it’s a lot of fun! The main idea of the game is that one person is the Creature and the other people are the Hunted. And guess what? I am the Creature! I get to do some cool stuff and try to catch the Hunted. But don’t worry, you won’t be alone. You and the other players have some special abilities that can help you survive.

Setting Up the Game

Before we start playing, we need to set up the game. First, let’s shuffle all the Location cards and deal seven of them to each player. These cards will show different places where the Hunted can hide. Then, the Hunted players will choose one Location card from their hand and place it face down. Next, we will shuffle all the Hunted Ability cards and deal two to each player. These cards will give you special skills to use during the game.

How to Play

When the game begins, the Creature player will choose a Location card from their hand and place it face down. This is where the Creature will be hiding. After that, all the players will reveal their chosen Location cards at the same time. If any of the Hunted players are in the same Location as the Creature, they will be caught! But don’t worry, there are ways to escape.

The Hunted players can play their Ability cards to try and avoid getting caught. These cards have special actions on them that can help you move to a different Location or protect yourself from the Creature. You can only use one Ability card per turn, so make sure you choose wisely.

If a Hunted player is caught, they will lose one Willpower token. Willpower is like your health in the game, and if you run out of tokens, you lose. But you can also gain Willpower tokens by playing certain Ability cards or by resting in a Location without the Creature.

The game continues until either the Creature catches all the Hunted players or the Hunted players manage to survive for a certain number of rounds. If the Hunted players survive, they win the game. But if the Creature catches all the Hunted players, the Creature wins!

Conclusion

So, now you know the rules of the Not Alone game. It’s a fun and suspenseful game that will keep you on the edge of your seat. Remember, as the Creature, my goal is to catch you, but with the right strategy and teamwork, you can outsmart me and win the game. Now, let’s get started and see who will come out on top!

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In the distant future, it is the 25th century. Humanity has journeyed across the expanse of the universe in search of new frontiers. Generations have passed since our great migration to the stars, yet we find ourselves still alone in the vastness of space. As I delve into the archives of Old Earth, I stumble across an enigma that piques my curiosity.

Hidden within the records, I unearth the tale of a forgotten planet called Artemia. Curiously, all official documentation of Artemia has been erased, leaving only whispers and whispers of the planet’s existence. Roused by this mystery, I gather a team to embark on an expedition to uncover the truth.

Initial scans of Artemia reveal a tantalizing possibility. The data suggests that Artemia is a CLASS-M planet, a celestial oasis teeming with life. It boasts a rich tapestry of vibrant flora and fauna, and its environment appears to be suitable for human habitation.

As soon as my ship enters the atmosphere, bam! A crazy magnetic pulse hits us and everything goes haywire. We start falling like nobody’s business and the captain screams for everyone to get out. I wake up after the crash, lucky to be unharmed, and start checking out the scene. Suddenly, I hear the captain yelling in agony. And then, out of nowhere, I spot a mysterious figure watching me. Looks like I’m not the only one here.

The Name of the Game

Let me tell you about this wild game called Not Alone. It’s a game where things aren’t quite fair—kind of like that one friend who always cheats. In this game, one player, known as the Creature, goes up against the rest of us, known as the Hunted.

If, like me, you’re one of the Hunted, your mission is to roam around this place called Artemia by using some fancy cards called Place cards. You’ll also have these Survival cards that will help you out along the way. The goal is to stay away from the Creature, avoid getting hunted down, and wait for some backup to arrive. Sounds like a plan, right?

If you play as the Creature, your job is to track down the survivors who are stranded on a shipwreck and bring them into the planet’s ecosystem. To accomplish this, you’ll use Hunt cards and activate Artemia’s powers to continually attack the Hunted, slowly breaking their spirit and making them part of the planet.

Let’s go over the setup. First, put the game board in the center of the table. It can be placed in any direction you want. Next, place the Rescue counter and Assimilation counter on the figure that matches the number of players.

Now, in front of you, arrange the 10 Place cards in two rows of five cards each. Make sure they are in ascending order. These cards together create the planet Artemia. Two cards are considered adjacent if they share a horizontal or vertical border.

Finally, place the Marker counter next to the Beach card. And that’s it! The stage is set for your adventure as the Creature. Get ready to dive into the game and start assimilating those survivors into the planet!

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I’m going to show you how to set up the game. Start by grabbing the Place cards numbered 6 to 10. Look at the table below and place the correct number of each card face up near the board, starting with 6. Any unused cards can be taken out of the game.

Next, take the Survival cards numbered 7, shuffle them, and place them face down near the Hunted.

Do the same thing with the Hunt cards numbered 8. Shuffle them and place them face down near the Creature.

If you’re playing as the Creature, draw 3 Hunt cards and grab the 3 Hunt tokens.

If you’re playing as one of the Hunted, take 3 Will counters and a set of 5 Place cards numbered 1 to 5. Remove any unused cards from the game.

Lastly, each of the Hunted players should draw a Survival card numbered 10.

That’s it! Now you’re ready to start the game. Enjoy!

Place Cards

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Did you know that the planet Artemia has 10 unique Place cards? These cards have numbers, names, and powers that you can activate. The best part is that the Place cards can be next to each other either horizontally or vertically!

When you start the game, you’ll have 5 basic Place cards: LAIR, Jungle, River, Beach, and Rover. But the adventure doesn’t end there! You can explore new places during the game! Discover the SWAMP, Shelter, Wreck, Source, and Artefact.

The Exciting Hunt Begins

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You know those Hunt cards? Well, they’re pretty important when it comes to the Creature assimilating the Hunted. Each card has a power that the Creature can use, and it also tells you when you can play it. Some cards even have a special symbol on them.

You can play Hunt cards during the phase shown on the card, and once you use them, they’re gone. Oh, and here’s an important rule: the Creature can only play one Hunt card per turn, unless the card says otherwise. So choose wisely!

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When a Hunt card is played and it has the Target symbol, the Creature needs to decide which of the 10 Place cards to place the Target token on as this will determine the effects of the card.

If the Creature chooses to play 2 Hunt cards in a single turn and both of them have the Target symbol, then both effects will be applied to the chosen place.

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When you play a Hunt card with the Artemia symbol, you get to choose which of the 10 Place cards it affects by placing the Artemia token on it. If you play 2 Hunt cards with this symbol in one turn, both effects happen.

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If you’re playing the Hunted in this game, Survival cards are going to be your best friend. They give you special powers that you can use to resist the Creature’s attacks and stay alive until the Rescue mission arrives. Each Survival card has a power that you can activate during a specific phase of the game.

When you play a Survival card, it can be used at any time during the phase indicated on the card. After you use it, the card is discarded. Remember, you can only play one Survival card per turn, even if the Creature catches you. But don’t worry, there’s no limit to how many Survival cards you can hold.

It’s important to know that if you use a Hunt card and a Survival card during the same phase, they take effect in the order they’re played. In case there’s a disagreement about the order, the Creature gets to decide because it has more knowledge about the planet. So choose your cards wisely!

The impact of Hunt and Survival cards is confined to the ongoing turn of the game and has the potential to alter the overarching guidelines.

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Game On!

Let’s dive into the exciting world of gameplay. Are you ready to embark on an epic adventure? Well, get your game face on and let’s go!

The 4 Phases

Okay, here’s the scoop. Each turn consists of 4 phases: Exploration, Hunting, Reckoning, and End-of-Turn Actions. It may sound a bit overwhelming, but don’t worry, I’ll guide you through it step by step.

Phase 1: Exploration

First things first, it’s time to explore. In this phase, both you and your opponent, known as the Hunted, will play a Place card from your hand. You’ll place it face down in front of you, keeping it a secret. You can talk during this phase, but remember, only speak out loud. No whispering or secret signals!

Now, here’s the twist. You can choose to add a little mystery into the mix. Before playing your Place card, you have the option to bluff. Keep your opponents guessing by playing a card that doesn’t truly represent your intentions. Sneaky, right? Just make sure not to reveal your cards to each other. It’s all about keeping them in the dark.

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  • Resist: You can give up 1 or 2 Will counters to get back 2 or 4 Place cards from your discard pile. Remember, if you lose your third Will counter, you have to Give Up.

  • Give Up: You get all your Will counters back and can take back all the Place cards you discarded. However, giving up makes the Creature assimilate you faster. Every time you give up during this phase, the Assimilation counter moves forward by one space.

Example: I only have 2 Place cards in my hand. If I don’t do something about it, the Creature will probably catch me because my next move is easy to predict. That’s why I decide to Resist: I give up 1 Will counter to take back 2 Place cards from my discard pile.

Tip: When you’re one of the Hunted, it’s crucial to handle your Place cards wisely and ensure you always have enough in hand. This way, the Creature won’t be able to guess where you’ll go next.

Phase 2: Hunting

As the Creature, I can place these tokens on the Place cards in Artemia:

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Did you know that there’s something called a Creature token? It’s a unique and fascinating concept in the world of gaming and fantasy. When I heard about it, I was immediately intrigued and wanted to find out more.

A Creature token is a special type of card that represents a creature in a game. It’s like having your very own magical pet or companion. The interesting thing is that these tokens don’t have a physical form, but they have all the characteristics and abilities of a real creature. It’s like bringing an imaginary creature to life!

So, how do Creature tokens work? Well, imagine you’re playing a game where you need to summon creatures to aid you in battles. Instead of using traditional cards to represent these creatures, you can use Creature tokens instead. These tokens can be easily placed on the game board or battlefield, just like a real card, and they can interact with other cards and players just like any other creature. The only difference is that they don’t have a physical presence.

Now, you might be wondering why anyone would use Creature tokens instead of regular cards. Well, there are a few reasons. First of all, using tokens can save you a lot of space. Instead of carrying around a whole deck of creature cards, you can simply carry a few tokens that you can use to represent different creatures. It’s much more convenient and portable.

But that’s not all. Creature tokens also allow for more creativity and flexibility in gameplay. Since they don’t have a set appearance, you can use your imagination and come up with your own design or artwork for each token. This adds a personal touch to the game and makes it more unique and individualized.

Another advantage of Creature tokens is that they can be easily replaced or reproduced. If a token gets damaged or lost, you can simply create a new one without the need to buy extra cards. This saves you money and ensures that you always have a complete set of creatures to use in the game.

Overall, Creature tokens are a fantastic addition to the world of gaming. They bring a whole new level of creativity and convenience to games that involve creatures and battles. I’m really excited to try them out and see how they enhance my gaming experience. If you’re a fan of fantasy games like me, I’m sure you’ll love Creature tokens too! So, why not give them a try and see how they elevate your gaming adventures?

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If you’re playing a game with Hunt cards, you’ll want to pay close attention to the Target token. It’s an important symbol that can have a big impact on your strategy. Let me explain.

The Target token is used when the target symbol appears on a Hunt card that’s played. This symbol tells you which player or object is the target of the card’s effect. It’s like a clue that helps you figure out who or what to focus on.

Understanding the Target token is key to making the right decisions in the game. By paying attention to this symbol, you can make strategic moves that give you an advantage. It’s a powerful tool that can help you win!

So, the next time you play a game with Hunt cards, remember to keep an eye out for the Target token. It’s a small symbol with a big impact, and knowing how to interpret its meaning can make all the difference in your strategy. Happy gaming!

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If you find the Artemia Symbol on a Hunt card that’s been played, or if it’s on the space under the Rescue counter, then you’ve got the Artemia token. It’s pretty cool because you can stack the Hunt tokens on top of each other to make their effects even stronger.

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Let’s get started! I begin by placing the Creature token on the Wreck. Because the Rescue marker is on a space with the Artemia Symbol, I can also put the Artemia token on the Jungle. And now, I decide to play the Hunt card called “Mirage”, which cancels the effects of 2 adjacent Place cards. I place the Target token on both the Rover and the Artefact.

Here’s a tip for you: If you’re playing as the Creature, it’s crucial to pay close attention to the Place cards that the Hunted discard. This will help you figure out where they might explore next. Remember, all the Hunted start the game with the same Place cards in hand.

Phase 3: Reckoning

Now, it’s time for the Hunted to reveal their Place card. Here’s what happens next:

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Let’s start with the player to my left, the Creature. After they explore a place without a Hunt token, they have a couple of options. They can either use the power of that place right away or they can take back one Place card from their discard pile. But there’s a catch – if a Hunt card has made a place’s power useless, the Hunted can’t retrieve a discarded card.

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When you go into the place where the Target token is, something happens to you. You can either use the power on the Place card or get back one Place card that you threw away before. But if the Hunt card makes the power of the place not work, you can’t get back a discarded Place card.

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When I go to search for the Artemia token, I have to get rid of two of my Place cards from my hand. While I’m exploring the place, I can’t use its power and I can’t take back any of the Place cards I discarded. I just have to focus on finding that token.

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When I go looking for the Creature, it always seems to get the best of me. Every time I explore the place where the Creature token is hiding, I lose a Will counter. It’s like the Creature drains my energy, leaving me feeling weak and vulnerable.

But that’s not all. As if losing a Will counter wasn’t bad enough, the Assimilation counter also moves forward, no matter how many of us Hunted it catches. It’s like the Creature is growing stronger, feeding off our fear and desperation.

To make matters worse, I can’t even use the power of the place where the Creature is hiding. It’s like the Creature has some sort of control over it, preventing us from harnessing its abilities. And to add insult to injury, I can’t even take back a discarded Place card. It’s like the Creature knows exactly how to keep me trapped and powerless.

It’s frustrating, to say the least. I keep hoping that one day I’ll be able to outsmart the Creature, but so far, it always seems to have the upper hand. I guess that’s just the double-edged sword of being a Hunted. We have to take risks and explore the unknown, even if it means being at the mercy of the Creature.

But I won’t give up. I’ll keep fighting, keep searching for a way to escape its clutches. Because even though the Creature may be powerful, I refuse to let it define my fate. I’ll find a way to regain control and turn the tables on the one who hunts me.

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So, here’s the deal. When we reach this part of the game, things can get pretty intense. You see, during this phase, if one of us – the Hunted – loses their third Will counter, we’re in trouble. The Assimilation counter moves forward by 1 space. Yeah, I know, it sounds pretty bad. But wait, there’s more.

Not only does the Assimilation counter move, but we also have to give up all our Place cards. And let me tell you, those cards are crucial for us. So it’s a double whammy: losing Will counters and giving up our Place cards. It’s like a one-two punch straight to our chances of survival.

Now, let’s take a moment to understand why this is such a big deal. You see, the Assimilation counter is a game-changer. It’s the key to the Hunter’s victory. If it reaches the final space on the board, it’s game over for us – the Hunted. We lose, just like that.

So, my friend, here’s what we need to do. We have to be careful not to lose those Will counters. They’re our lifeline. Losing all three means we’re one step closer to being assimilated. And trust me, that’s not a place we want to be.

But hey, it’s not all doom and gloom. If we manage to survive this phase without losing our Will counters, we get to keep our Place cards. And that’s a win in my book.

So, let’s stick together, keep an eye on those Will counters, and fight the good fight. We’ve come this far, and we’re not going down without a fight.

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So, let me tell you about this interesting thing I just discovered. Rick had this card called the Lair, and you won’t believe what happened. None of those Hunt tokens were put on the Lair! Can you imagine? Anyway, Rick was like, “No worries, I got a plan.” He decided to do this thing called copying the effect of the Wreck, which is where this Creature token was dropped. And guess what? He moved that Rescue counter forward by 1 space, just like that!

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Hey there, I’ve got something interesting to share with you: guess what? The Rover card that Freddy just revealed didn’t do anything at all! And you know why? Well, it turns out that the Hunt card called “Mirage” specifically targeted the Rover, making its effect null and void. So, Freddy can’t even retrieve a Place card from his discard pile because it wouldn’t have any effect anyway. Talk about bad luck!

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Trinity shows me the Jungle card: because of this thing called the Artemia token, she can’t use the special power of the Jungle. Plus, she has to throw away a Place card from her hand.

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So, Malcolm and Ripley just showed us something incredible: when there’s a Creature token on the board, they’re not able to use the Wreck’s effect. Plus, they each have to give up one of their IWILL counters, and the As­similation counter moves ahead by one space.

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I lost my third and final Will counter in a head-to-head battle with Ripley. As a result of this, the Assimilation counter moves forward an additional space. However, there’s a silver lining – I regain all of my Place cards and receive 3 Will counters back.

Phase 4: Actions at the End of the Turn

At the end of each turn, both the Hunted and I discard the Place cards we played, placing them face up. To ensure fairness, I need to be able to see the figures on all of these discarded Place cards. Once this is done, I retrieve my Hunt tokens and draw Hunt cards until my hand is composed of 3 cards.

The Rescue counter is then moved forward by 1 space, marking progress, and we begin the cycle again at Phase 1: Exploration.

End of the Game

I emerge as the victor if my Assimilation counter reaches the Victory space before the Hunted do. This signifies that I succeeded in assimilating all of the Hunted and solidifying my dominion over the planet.

After draining the Hunted of their will and resolving the assimilation process, they become permanent inhabitants of the planet, forever lost to any semblance of their former selves.

If the Rescue counter reaches the Victory space before the Hunted, the Hunted win right away. You’ve been stuck on this dangerous planet for a while, but finally, a rescue team has arrived to save you.

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What You Need to Know About Place Cards

The Lair: If you’re playing as the Hunted and you want to retrieve your discarded Place cards, I have some news for you. Unfortunately, you won’t be able to get the Lair back during the Reckoning phase. It seems the Lair has a sneaky way of avoiding the discarded pile.

The Beach: Ah, the beautiful Beach. It’s a special place, but you need to be mindful of its limitations. Each turn, no matter how many of us adventurous Hunted are exploring the Beach, we can only do one of two things. We can either charge the Marker by placing the Marker token on the Beach, or we can activate the Marker by removing the token from the Beach and moving the Rescue counter forward by one space. Tough choices, I know.

Now, here’s something interesting. If there happens to be more than one Hunted exploring the Beach at the same time, one of us gets to use the power of the Beach while the others can take back one Place card of our choice from our discard pile. It’s like a little bonus for the non-active explorers. Plus, the power of the Beach can stack with the power of the Wreck, which makes it even more exciting!

The Wreck: I can only use the Wreck once per turn, no matter how many of us Hunted go exploring. If multiple Hunted decide to explore the Wreck, one of us gets to utilize its power, and the rest of us can reclaim any 1 Place card we want from our discard pile. It’s worth noting that the power of the Wreck can be combined with the power of the Beach. The Artefact: When I play the 2 Place cards, I resolve them one by one in the order of my choice, following the rules of Phase 3: Reckoning. If I have both the power of the River and the Artefact available to me in the same turn, I have to pick one to use. After revealing my Place card(s), I have the option to retrieve 1 place card from my discard pile. It’s important to remember that the power of the Artefact cannot be copied by a place’s power or a Survival card.

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