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Not Alone: Remastered Edition

Not Alone: Remastered Edition Rulebook

Table of Contents

Table of Contents

  • Object of the Game
  • Frozen Lands
  • Components
  • Setup
  • Place Cards
  • Hunt Cards
  • Survival Cards
  • Playing a Turn
    • Phase 1: Exploration
    • Phase 2: Hunting
    • Phase 3: Reckoning
    • Phase 4: End-of-Turn Actions
  • End of Game
  • Frozen Lands — Setup
  • Frozen Lands — Playing a Turn
  • Frozen Lands — End of Game
  • Frozen Lands — Special Cases: The Hummocks and The Capsule
  • FAQ

Object of the Game

NOT ALONE is an asymmetrical card game, with one player (the Creature) playing against the other players (the Hunted).

If you play as one of the Hunted, you explore Artemia using Place cards. Aided by your Survival cards, you will try to resist the Creature's hunt until help arrives.

If you play as the Creature, you will hunt down the shipwrecked survivors of space in order to assimilate them into the planet's ecosystem. Aided by your Hunt cards, your repeated assaults will progressively wear down the will of the Hunted, inescapably binding them to the planet.

Frozen Lands

Still fleeing the fearsome Creature, you reach the coldest regions of Artemia. These inhospitable regions force you to cooperate even more closely, increasing the power of your abilities.

Unfortunately, a strange sickness seems to linger there, and you risk Contamination at any moment. You may need to take the time to heal before boarding the rescue ship.

Warning: because of its more collaborative nature among the Hunted, Frozen Lands requires at least 4 players.

Components

  • 1 double-sided board
  • 55 Place cards
  • 55 Frozen Lands Place cards
  • 30 Survival cards
  • 30 Hunt cards
  • 14 Contamination tokens
  • 1 Rescue counter, 1 Assimilation counter, 1 Marker counter
  • 3 Hunt tokens (Creature, Artemia, Target)
  • 18 Will counters
  • 6 Hunted sheets
  • 6 Hunted figures
  • 1 Creature sheet

Setup

For the base game, take the Place cards with the red back. Leave the Frozen Lands Place cards and the Contamination tokens in the box. Also set aside the Hunt and Survival cards that show the Frozen Lands icon and leave them in the box.

  1. The player playing the Creature places the board at the center of the table, whichever side up they choose.
  2. Place the Rescue counter and the Assimilation counter on the number of their respective tracks that corresponds to the number of players.
  3. Place one of each of the 10 Place cards in front of the Creature in 2 rows of 5 cards, in ascending order. Together they form the planet Artemia.
  4. Place the Marker counter next to the Beach card.
  5. Form the reserve with the Place cards numbered 6 to 10: place near the board the number of copies of each Place card corresponding to the number of Hunted, according to the table below, face up.
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Cards123
  1. Shuffle the Survival cards and place them, face down, near the Hunted.
  2. Shuffle the Hunt cards and place them, face down, near the Creature.
  3. The player playing the Creature takes the Creature sheet and the 3 Hunt tokens.
  4. The player playing the Creature draws 3 Hunt cards.

Then, each player playing a Hunted:

  • A. Takes 1 Hunted sheet and the corresponding Hunted figure.
  • B. Takes 3 Will counters and places them on their Hunted sheet in the spaces provided.
  • C. Takes a set of 5 numbered Place cards, numbered 1 to 5.
  • D. Draws 1 Survival card.

Place Cards

Each Place card has a number, a name and a power that can be activated by the Hunted. Each Hunted begins the game with the Place cards 1 to 5 and may acquire new places during the game.

Text printed in yellow indicates generic effects, which always apply.

The planet Artemia is made up of 10 different Place cards. These 10 Place cards are horizontally and vertically adjacent, but not diagonally.

Hunt Cards

Hunt cards increase the Creature's chances of assimilating the Hunted. Each Hunt card has a name, a phase and a power that can be activated by the Creature. Some cards also show the Target symbol or the Artemia symbol.

Hunt cards may be played at any time during the phase shown on the card and are then discarded. The Creature may only play one Hunt card per turn.

If a Hunt card with the Target symbol is played, the Creature may place the Target token during the Hunting phase.

If a Hunt card with the Artemia symbol is played, the Creature may place the Artemia token during the Hunting phase.

Survival Cards

Survival cards increase the Hunted's chances of resisting the Creature's assaults until help arrives. Each Survival card has a name, a phase and a power that can be activated by the Hunted holding it.

Survival cards may be played at any time during the phase shown on the card and are then discarded. Each Hunted may only play one Survival card per turn, even if caught by the Creature. There is no limit to the number of Survival cards a Hunted may hold.

Hunt and Survival cards are resolved as soon as they are played. In case of conflict, the Creature decides the resolution order.

The effects of Hunt and Survival cards are limited to the current game turn. Their effects override the general rules and may modify them.

Playing a Turn

Prerequisite: the Hunted and Creature sheets offer abilities; these are optional — decide at the start of the game whether you want to use them or not. The Creature sheet offers two abilities; the second only applies from 5 players onward. Abilities activate when the stated conditions are met.

Each turn takes place over four phases: Exploration, Hunting, Reckoning and End-of-Turn Actions. Proceed in this order:

Phase 1: Exploration

The Hunted secretly choose a Place card from their hand and place it next to their Hunted sheet, face down. They may communicate with each other, but only aloud. Playing a Place card is mandatory.

Before playing a Place card, a Hunted may, if they wish:

  • Resist: discard 1 or 2 Will counters to choose respectively 2 or 4 Place cards from their discard pile and take them back into hand. It is forbidden to discard your last Will counter while resisting.
  • Give Up: recover Will counters up to 3 and take back into hand all discarded Place cards. Immediately advance the Assimilation counter by 1 space for each Hunted who gives up.

Example: Zoé has only 2 Place cards left in hand. If she does nothing, the Creature has a good chance of catching her, because her next place to explore is predictable. Zoé therefore decides to resist: she loses 1 Will counter to take back 2 Place cards from her discard pile into her hand.

Phase 2: Hunting

The Creature places on the Place cards that make up Artemia:

  • The Creature token.
  • The Artemia token, if the symbol appears on a Hunt card played AND/OR on the space under the Rescue counter.
  • The Target token, if the symbol appears on a Hunt card played.

Hunt tokens may be placed on the same place to stack their effects.

Notes on the powers of places:

  • If you use a power that refers to "a Hunted," it can be any Hunted, including yourself. However, if it refers to "another Hunted," it cannot be you.
  • The powers of places where the Creature token and the Artemia token are located are not inactive. The Hunted present at those places cannot use them, but a card effect may still let another Hunted copy them. However, if a place's power is explicitly made unusable by an effect, it cannot be copied.

Example: Simon starts by placing the Creature token on the Wreck. Then, since the Rescue counter is on a space with the Artemia symbol, Simon may play the Artemia token, which he places on the Jungle. Finally, Simon decides to play the Hunt card "Mirage," which cancels the effects of 2 adjacent places for the turn. He places the Target token on the Rover and the Artefact.

Example: Luca reveals the Lair card: no Hunt token is present on this place. He chooses to copy the effect of the Wreck (the place where the Creature token is located) and immediately advances the Rescue counter by 1 space.

Quentin reveals the Rover card: nothing happens there, because the Rover is the target of the Hunt card "Mirage," which makes the place unusable. Quentin therefore cannot take back a Place card from his discard pile in place of using the power either.

Phase 3: Reckoning

The Hunted simultaneously reveal their Place card, then place their Hunted figure on the place of Artemia that corresponds to the Place card played.

Then resolve this phase in the following order:

  • Each Hunted present at a place with no Hunt token may immediately use the place's power OR take back 1 Place card from their discard pile. Places are resolved in ascending order, from 1 to 10.
  • Each Hunted present at the place where the Target token is located suffers the effect of the Hunt card. They may then use the power of the Place card OR take back 1 Place card from their discard pile into hand, UNLESS the Hunt card's effect states that the place's power is unusable.
  • Each Hunted present at the place where the Artemia token is located discards 1 Place card from hand. They may neither use the place's power nor take back a card into hand.
  • Each Hunted present at the place where the Creature token is located discards 1 Will counter. They may neither use the place's power nor take back a card into hand.

If at least 1 Hunted has suffered the effects of the Creature token, advance the Assimilation counter by 1 space (regardless of how many Hunted were affected).

If at least 1 Hunted had to discard their last Will counter, advance the Assimilation counter by 1 additional space (regardless of how many Hunted were in that situation). A Hunted who lost their last Will counter then recovers all their Place cards and their 3 Will counters.

Taking back 1 Place card from the discard pile is an alternative to using the power of a Place. If a Hunted cannot use the power of the place they played, they cannot take back a card into hand instead (except for powers marked Max 1x/turn).

During this phase, the Place card played is not yet discarded, so it cannot be taken back into hand by an effect that allows taking back a discarded card.

Example: Zoé reveals the Jungle card: because of the Artemia token, Zoé cannot play the effect of the Jungle and must discard a Place card from her hand.

Adrian and Valérie reveal the Wreck card: because of the Creature token, neither of them can play the effect of the Wreck. In addition, they each lose 1 Will counter and the Assimilation counter advances 1 space.

The Will counter lost by Valérie was her third and last. As a result, the Assimilation counter advances 1 additional space. Valérie then recovers all her Place cards and 3 Will counters.

Phase 4: End-of-Turn Actions

  • Each Hunted places their played Place card, face up, in their discard pile beside their Hunted sheet. Cards must be arranged so the Creature can see the number of every discarded Place card.
  • The Hunted who lost their last Will counter take back into hand all their Place cards and recover 3 Will counters.
  • Each Hunted retrieves their Hunted figure.
  • The Creature retrieves its Hunt tokens and draws Hunt cards up to a hand of 3 cards.
  • Advance the Rescue counter by 1 space.

Once the End-of-Turn Actions phase is complete, return to Phase 1: Exploration.

End of Game

The Creature wins immediately if the Assimilation counter reaches the Victory space first. Drained of their will, all the Hunted have been assimilated. They are now part of the planet.

The Hunted win immediately if the Rescue counter reaches the Victory space first. A rescue mission arrives to pull the survivors from this hostile world.

Frozen Lands — Setup

Setup is identical to the base game, except for the following points:

  • Use the Frozen Lands Place cards instead of the base game's.
  • Leave the Marker counter in the box; it is not used in this version.
  • Add the Hunt and Survival cards that show the Frozen Lands icon to their respective decks and shuffle them.
  • Take the 14 Contamination tokens, shuffle them, and lay them out face down at the center of the table to form the reserve.

Frozen Lands — Playing a Turn

With Frozen Lands, it is recommended to use the abilities on the Hunted and Creature sheets.

A turn plays out the same way as in the base game, except that the introduction of the Contamination tokens brings the following changes:

Exploration Phase: When a Hunted gives up, they must take a Contamination token at random without revealing or looking at it, and place it in front of themselves, face down.

Reckoning Phase:

  • When a Hunted loses their last Will counter, they must take a Contamination token at random without revealing or looking at it, and place it in front of themselves, face down.
  • Instead of using the power of a Place or taking back a Place card from their discard pile, a Hunted may discard a Contamination token. They return it to the reserve, face down, and shuffle it with the others.

Frozen Lands — End of Game

When the Rescue counter can reach the Victory space and Contamination tokens are in play, the Hunted have a choice to make:

Either advance the Rescue counter onto the Victory space. In that case, the Hunted reveal all their Contamination tokens: if at least 1 token shows the contamination icon, the Hunted lose the game. Otherwise, they win the game.

Or do not advance the Rescue counter onto the Victory space. In that case, one of the Hunted discards 1 of their Contamination tokens, then an additional turn begins. In Phase 4, the Hunted may again decide whether or not to advance the Rescue counter. If they do not, a Hunted may discard 1 of their Contamination tokens, then an additional turn begins, and so on.

Warning: during these additional turns, if the Assimilation counter reaches the Victory space, the Creature immediately wins the game.

Frozen Lands — Special Cases: The Hummocks and The Capsule

The Hummocks: if its power allows the Rescue counter to advance onto the Victory space, this triggers the end of the game: the Contamination tokens are revealed, and if at least 1 token shows the contamination icon, the Hunted lose the game. As a reminder, a Hunted may always take back a Place card from their discard pile into hand, or discard a Contamination token, instead of using the power of a place.

If the Rescue counter reaches the Victory space during Phase 3, the end of the game is triggered automatically (you do not take Contamination tokens in Phase 4). Immediately check whether you have won.

The Capsule: advancing the Rescue counter is not mandatory — do not advance it if doing so would make it reach the Victory space, otherwise you lose the game.

FAQ

For an FAQ and clarifications on specific cards, see the publisher's website.