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#1
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![]() ![]() It is the 25th century. Many generations have passed since humanity made its escape to the stars. Yet despite years of exploration at the far reaches of the galaxy, no other signs of intelligent life have been found. What is this game? Not Alone is an asymmetrical game for 2-7 players. One player (the Creature) plays against the others (the Hunted). The Hunted explore Artemia, using the abilities of its locales to evade capture long enough for help to arrive. The Creature hunts down the other players, wearing down their will and assimilating them into the planet's ecosystem. How does it work? ![]() The planet of Artemia consists of ten Places. Each of these has a unique effect. At the start of the game, the Hunted have cards 1-5 (corresponding to those places). [PHASE 1: Exploration] At the start of each turn, each Hunted plays one of their Place cards face-down. [PHASE 2: Hunting] The Creature then places the Creature Token on one of the Places. [PHASE 3: Reckoning] The Hunted reveal their Place cards. Each Hunted who explored a Place without the Creature gets to use the Place's power (or take back a discarded card - more on that later). And if they explored the Creature's Place? Well, then they don't get to use the Place's power. Also, bad things happen. [PHASE 4: End of Turn] Each Hunted discards their Place card face-up. The Creature gets to see which Places are unavailable to each player. The Rescue counter moves forward one space -- if the Hunted only last long enough, they will win. How does it work, but in greater detail? Not Alone is not a terribly complicated game. I left out some details for the sake of brevity, but if you read the above, you know all you need to know to get started. Nevertheless, more detailed rules are spoilerpopped below.
Why is this game good? Not Alone boasts a very flexible player count with tough decisions at a very modest playtime of 30-45 minutes. That playtime isn't going to be nearly as obvious in this format, so trust me when I say that this is a filler-length game that punches way above its weight. Can I play? Almost assuredly! There are seven player slots. Only one of you can be the Creature. If you are interested in playing as the Creature, mention this in your sign-up post. I will pick one of you at random. Anyone who doesn't make it as a Creature can be Hunted instead. Last edited by Mogri; 03-08-2018 at 08:54 AM. |
#2
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I think I'd try playing Hunted.
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#3
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I'll give it a try. (as hunted)
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#4
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#5
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Is that a sign-up?
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#6
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Well, I'm terrible at play by post games, but I guess I'll try this one as the Hunter if turtle joins the game.
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#7
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why have you done this to me
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#8
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You know why.
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#9
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Two more slots for Creature-bait. This is a fine player count, though, so if we don't get any more volunteers, we'll start in a day or so.
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#10
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Oops sorry! There are actually three more Hunted player slots available. It'd be great to have at least one more player but you know no pressure or anything
Welcome to Artemia ![]() While Artemia has ten scenic Places for you to visit, the Hunted can initially only reach the first five. The Rover [#5] is the key to reaching the other Places, and so the Creature must jealously guard it. How to win and/or lose ![]() So simple! Just put your counter on the glowing "victory" space before the other counter gets there. (Note that the starting position for both counters depends on the number of players.) "But how do I move the counter?" you ask. Good question. Moving the Rescue counter There are three ways the Rescue counter can move:
Moving the Assimilation counter There are but two ways to advance the Assimilation counter:
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#11
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And we're off~
Round 1, Phase 1 [Exploration] ![]() aturtledoesbite Will: *** Survival cards: [] In hand: 1, 2, 3, 4, 5 In discard: Nothing Gerad Will: *** Survival cards: [] In hand: 1, 2, 3, 4, 5 In discard: Nothing Taeryn Will: *** Survival cards: [] In hand: 1, 2, 3, 4, 5 In discard: Nothing Hunted: Please PM me your card plays. Specify the number and the name of the Place so that I know you know where you're going. Creature: If you want, you may also PM me your play during phase 1. If the Hunted play a Survival card during phase 1 or 2, you can revise your choices. Peanut gallery: Let me know if there's interest in a champagne room. Last edited by Mogri; 02-15-2018 at 06:39 AM. |
#12
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What do the A markers mean on the rescue board?
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#13
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I believe that's where the creature gets the Artemia token to put on a second place for catchin' interlopers.
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#14
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A+
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#15
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are the hunted allowed to talk to each other?
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#16
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I imagine "yes, but only in this thread, and if you do it, then the Creature can just hear/see what you're saying, so effectively no"
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#17
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FYI, it's going to take me a bit to get up to speed. I'll try to make a move by the end of the night.
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#18
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I heartily recommend it!
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#19
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Still need moves from Gerad and Lucas!
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#20
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I made my move!
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#21
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Hunted moves are in, so it's
Round 1, Phase 2 [Hunting] But nothing else has changed. Lucas, where to? |
#22
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Round 1, Phase 2 [Hunting]
![]() The Creature smells something at the Rover! What is it, boy? Did the humans fall in the well? But wait, there's more ![]() You activated my Trap card! Round 1, Phase 3 [Reckoning] Where do you reckon everybody went? aturtledoesbite ![]() aturtledoesbite heads directly to the Creature's den. A bold and daring choice, and turtle will be rewarded with the Place card of his choosing. Gerad ![]() Gerad realizes that he has not showered today. He bathes in the River, which will make him that much harder to sniff out next turn. Taeryn ![]() Taeryn decides to take in the Artemian scenery. The Beach is so nice this time of year that Taeryn completely forgets to move the Marker counter! Or it could be that someone interfered with his plans. Who knows? Since Taeryn's discard pile is empty, he doesn't have the option of taking back a card instead of using the Place power. He'll just have to chalk this one up as a loss. Round 1, Phase 4 [End of Turn] Our intrepid explorers discard their Place cards, and the Rescue counter creeps forward. Round 2, Phase 1 [Exploration] ![]() aturtledoesbite Will: *** Survival cards: [] In hand: 2, 3, 4, 5, 8 In discard: 1 Gerad [River] Will: *** Survival cards: [] In hand: 1, 2, 4, 5 In discard: 3 Taeryn Will: *** Survival cards: [] In hand: 1, 2, 3, 5 In discard: 4 turtle: Post your Place card choice publicly. It goes to your hand immediately. Gerad: Send me two Place cards this turn. You'll make your decision in phase 3. Last edited by Mogri; 02-15-2018 at 06:38 AM. |
#23
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I think I'll take the #8: The Wreck.
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#24
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I hope you remembered to check yourself, because... well, you know.
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#25
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on the whole that turn seems more good than bad.
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#26
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Oh for sure! Any turn you don't get caught is a success. With this player count, you start out 15 spaces from the end, and the Creature is 9 spaces away. That means it only needs to catch someone probably a little less than half the time to win.
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#27
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Lucas, it's back to you.
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#28
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Round 2, Phase 2 [Hunting]
![]() The Creature needs to do its laundry this round. It isn't actually doing any hunting, but woe betide the human who sees it air its dirty laundry. Round 2, Phase 3 [Reckoning] aturtledoesbite ![]() It's tanning weather! aturtledoesbite will soak in rays and/or send off a smoke signal. (The Marker counter moves onto the Beach.) Gerad ![]() It's a secret to everybody! Taeryn ![]() Whoa hey what's this Creature doing here ![]() Sorry, Boss! I dropped your action and one of your Will! Also, the Assimilation marker moves up by one. Gerad: Where to? |
#29
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The Rover!
And I'll take...uh...The Shelter. |
#30
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I'll use Detour to redirect Gerad from the Rover to the Beach. I'm not letting you guys into the second row that easily!
Well, except for turtle, apparently. |
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board games , let's play |
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