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Not Alone box art

Not Alone

Game ID: GID0229353
Game Info
Year
2016
Collection
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Description

It is the 25th century. You are a member of an intergalactic expedition shipwrecked on a mysterious planet named Artemia. While waiting for the rescue ship, you begin to explore the planet but an alien entity picks up your scent and begins to hunt you. You are NOT ALONE! Will you survive the dangers of Artemia?

NOT ALONE is an asymmetrical card game, in which one player (the Creature) plays against the stranded explorers (the Hunted).

If you play as one of the Hunted, you will explore Artemia using Place cards. By playing these and Survival cards, you try to avoid, confuse or distract the Creature until help arrives.

If you play as the Creature, you will stalk and pursue the shipwrecked survivors. By playing your Hunt cards and using the mysterious powers of Artemia, you try to wear down the Hunted and assimilate them to the planet forever.

NOT ALONE is a immersive, thematic card game, where you use guessing, bluffing, hand management, and just a pinch of deck-building to achieve your goal, which is survival for the Hunted... or total assimilation for the Creature!

Description

It is the 25th century. You are a member of an intergalactic expedition shipwrecked on a mysterious planet named Artemia. While waiting for the rescue ship, you begin to explore the planet but an alien entity picks up your scent and begins to hunt you. You are NOT ALONE! Will you survive the dangers of Artemia?

NOT ALONE is an asymmetrical card game, in which one player (the Creature) plays against the stranded explorers (the Hunted).

If you play as one of the Hunted, you will explore Artemia using Place cards. By playing these and Survival cards, you try to avoid, confuse or distract the Creature until help arrives.

If you play as the Creature, you will stalk and pursue the shipwrecked survivors. By playing your Hunt cards and using the mysterious powers of Artemia, you try to wear down the Hunted and assimilate them to the planet forever.

NOT ALONE is a immersive, thematic card game, where you use guessing, bluffing, hand management, and just a pinch of deck-building to achieve your goal, which is survival for the Hunted... or total assimilation for the Creature!

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 13
This page: 13
Sentiment: pos 11 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–13 of 13
Video J_uUkjy0CFw Watch It Played Live Show at 2:43 sentiment: positive
video_pk 92075 · mention_pk 247216
Watch It Played - Not Alone video thumbnail
Click to watch at 2:43 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
  • Space explorers vs. a monster
  • A planet
Comparison games
none
Mechanics (from transcript analysis)
  • One vs Many — One player acts as the monster, while the others are space explorers trying to survive and escape.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • we need like a little intro fade in thing that would be good
  • we've got a game on the table I had no idea that we were going to be doing
  • we finished our near and far right our near and far playthrough
  • we plan to have a near for our promo
  • I feel like I'm I'm falling back in the group I'm coming down I'm losing some of my like Panic which is good
  • it's a push your luck game because you're going to be constantly removing your equipment
  • the biggest challenge honestly would have been early on realizing I really want to do this
  • that's why I say frequently I always feel like a great deal of gratitude that I've been able to keep working on this show
  • the games in my opinion are getting better all the time
  • Streamlining does not equate to dumbing down; it's about efficiency and elegance
References (from this video)
No references stored for this video.
Video o_qLJUb_1Pc Getting Games Discussion at 28:01 sentiment: positive
video_pk 92138 · mention_pk 247440
Getting Games - Not Alone video thumbnail
Click to watch at 28:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • compact, approachable one-vs-many concept
  • engaging and accessible for families and kids
Cons
  • can be very random depending on card draws
Thematic elements
  • survival/planetary isolation
Comparison games
none
Mechanics (from transcript analysis)
  • hand/resource management — humans manage cards and resources to move and win or be captured
  • One-vs-many — one player is the Beast while others are humans trying to escape
  • refill/locational options — some locations allow drawing or discarding to improve options
  • Simultaneous location selection — all players choose a location simultaneously and Beast picks a target
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I am completely sold and I really want to check this out
  • I cannot wait to give this one a try
  • Patchwork kind of style thing
  • this is probably a better Gateway version of pandemic than even the original pandemic
  • the Beast is the cat and there are a whole bunch of mice
References (from this video)
No references stored for this video.
Video 785F860znq4 Brains On Games Rules Teach at 0:00 sentiment: positive
video_pk 90702 · mention_pk 242597
Brains On Games - Not Alone video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tense, interaction-rich play that rewards team coordination and bluffing
  • Clear, distinct roles that scale with player count
  • Fast setup and a compact playtime that fits its social nature
Cons
  • Bluffing and hidden information can frustrate players who prefer transparent planning
  • Complex information tracking (cards, locations, discards) can overwhelm newcomers
Thematic elements
  • cooperative survival against a lethal hunter, underpinned by bluffing, hidden information, memory management, and pressure to coordinate as a team against a relentless threat.
  • Planet Artemis, a remote world with a ten-location board where a team of two to seven astronauts is stranded and must survive a predatory creature while racing toward the rescue shuttle. The aim is to endure long enough for the rescue token to reach the edge of the board, or for the planet to be overwhelmed by assimilation, before the crew is caught or the ship departs.
  • tension-driven, asymmetric, and psychologically nuanced; players juggle hidden intentions, bluffing, and investigative reads while the hunter evaluates whether teammates will act as expected.
Comparison games
none
Mechanics (from transcript analysis)
  • asymmetric roles — One player operates as the creature/hunter with special hunting abilities, while the rest cooperate to visit locations, discard and reclaim cards, and push the rescue counter forward.
  • Asymmetric Teams — One player operates as the creature/hunter with special hunting abilities, while the rest cooperate to visit locations, discard and reclaim cards, and push the rescue counter forward.
  • Bluff and social deduction — Communication is public but intentions are private; players may bluff about their intended location and must read nonverbal cues to gauge trust.
  • Hidden Movement — Players secretly choose their next location each turn; the hunter selects a destination after seeing the group’s choices, creating a game of anticipation, bluffing, and nonverbal read of teammates.
  • Location card activation and token placement — If a hunted player visits a location without a token on it, they can activate that location’s power; if a token is present, they may lose a will counter and enable the hunter to alter plans.
  • Memory — Location cards and discarded cards influence options; players must track what has been played and what remains in the reserve to anticipate what the hunter might do.
  • Memory and discard management — Location cards and discarded cards influence options; players must track what has been played and what remains in the reserve to anticipate what the hunter might do.
  • Phase structure — Turns are divided into phases (exploration, hunting, reckoning, phase four card/token refresh) that structure the pacing and provide opportunities for both cooperation and tension.
  • Rescue timer and objective — The rescue counter advances at the end of each turn; reach the rescue space before assimilation seals the fate of the crew.
  • Resource and will counters — Each hunter or hunted avatar starts with will counters; losing a counter by being hunted advances the hunter’s assimilation and increases pressure to survive.
  • Variable Phase Order — Turns are divided into phases (exploration, hunting, reckoning, phase four card/token refresh) that structure the pacing and provide opportunities for both cooperation and tension.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a hidden movement game a one versus many game that places increasing demands on working memory and executive functioning skills
  • the hunted players are working as a team to try and avoid the creature and to move the rescue counter forward as quickly as they possibly can so they can get off the planet and win the game
  • you can bluff but you might be bluffing your own teammates because you're not allowed to show them what cards you're going to play
  • there's a bit of social deduction in which you're trying to look at those nonverbal cues to figure out is this player telling the truth
  • the creature can see the cards in all of the discard piles and recognize that well they've already played the first three card that means they can only go to location 4 or location 5
  • not alone sanctuary in a nutshell a hidden movement game a one versus many game that places increasing demands on working memory and executive functioning skills
References (from this video)
No references stored for this video.
Video EgM0ECWofOg Tabletop Turtle Top List at 2:45 sentiment: positive
video_pk 80370 · mention_pk 195509
Tabletop Turtle - Not Alone video thumbnail
Click to watch at 2:45 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Distills the essence of one versus many games
  • Mind games are the driving force
  • Beautifully short, never overstays its welcome
  • Creates tension through discard pile visibility and vulnerability exploitation
  • Accomplishes so much with little
  • Excitingly tense
  • Brilliant small box game
Cons
  • Nobody talks about it
Thematic elements
  • survival, one versus many
  • alien planet
Comparison games
  • Fury of Dracula
Mechanics (from transcript analysis)
  • Asymmetric — The alien player has different abilities and goals than the human players.
  • Card Driven — Humans play cards face down to indicate their locations, while the alien uses location card abilities to predict and ambush.
  • Deduction — The alien player uses intuition and location card powers to predict human movements, and humans must consider the alien's likely actions.
  • One versus Many — One player is the alien, and the others are crash-landed humans.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Citadels is an absolute classic and has been in my collection now for I think almost 25 years.
  • There's just so much game packed in such a tiny little box.
  • Citadels ask you to adapt not just to the players around the table and what their behaviors are and what their needs are, but also to the small hand of cards you draw from a large pool of building cards.
  • Castle Combo is a nine-card tableau builder where you spend coins to buy villagers and nobles from a shared market and slot them into a 3x3 grid.
  • This game is constantly through the simplest rule set and limited decision space forcing you to make immense trade-offs and decisions.
  • it makes every turn feel meaningful despite the fact that you're only drafting from like six cards.
  • I'm incentivized to pay close attention to what my opponent is doing which is something you rarely get in these sort of like much larger and more complicated tableau builders.
  • If you want to join my Patreon, then I could have got the money to hire Rick Moranis.
  • I have been on a tear now going through small box board games and just replaying a bunch of them because I want to make the biggest tier list video I have ever made.
References (from this video)
No references stored for this video.
Video iIliAkamSDw Other at 33:52 sentiment: other
video_pk 65877 · mention_pk 159990
Not Alone video thumbnail
Click to watch at 33:52 · YouTube ↗
Overall sentiment (raw)
play it
Pros
  • Unique one vs. many gameplay.
  • Great for higher player counts (4-7 players recommended).
  • Creates funny and tense moments due to hidden information.
  • Good replayability with expansions.
Cons
  • Best at higher player counts, which can be difficult to achieve.
  • Theme might not appeal to everyone (space/sci-fi).
  • Game can feel less rewarding at lower player counts (especially 2).
Thematic elements
  • One creature hunts survivors
  • Planet
Comparison games
none
Mechanics (from transcript analysis)
  • Deduction — Survivors must deduce the creature's location based on played cards and limited information, while the creature uses this knowledge to its advantage.
  • Hidden Movement — The creature player secretly chooses their location each round, while survivors play cards indicating their intended locations.
  • One vs. Many — One player takes on the role of the creature, while the remaining players cooperate as survivors.
  • Set Collection — Survivors acquire new location cards with more abilities as the game progresses.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's just not something that i think like is a must own for everyone
  • but for me uh the games i've played so far just kind of felt a little bit flat
  • i do like it quite a bit i think it's a really good design especially as this kind of like family weight game that plays within an hour
  • The biggest and I mean I should say the only criticism I can come up with and I mentioned with you is personally I don't I I would have found a different way to differentiate the lanes and then just laying down the cards I find that the a little bit clumsy sometimes the cards are moving
  • it's always a fairly quick game and it does quite a bit of like unique and novel novel stuff
  • this is an asynchronous game in the sense that one person is going to be the creature and everyone else is going to be basically trying to survive
  • i'm going to give it a play but and i i'm not going to give an asterisk because i feel like every time we're doing these on my own risk on this one i'm going to give it a play but i will say that as you play it consider how often you think you'll get this to the table with four plus
References (from this video)
No references stored for this video.
Video TJzUjoZRbzw watch it played Rules Teach at 0:24 sentiment: positive
video_pk 65053 · mention_pk 158658
watch it played - Not Alone video thumbnail
Click to watch at 0:24 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clear reference cards for rules.
  • Thematic integration of survival and hunting.
Cons
  • Complex Reckoning phase with multiple steps.
  • Bluffing and misdirection are possible for hunted players, making it harder for the creature.
Thematic elements
  • Humanity crash lands on an alien planet while searching for life, discovers life, and must survive long enough to escape from a creature.
  • A planet in the far future where humanity is searching for life.
Comparison games
none
Mechanics (from transcript analysis)
  • Hand Management — Players manage 'place cards' and 'survival cards' in their hand, deciding which to play and when to reclaim discarded cards.
  • Hidden Movement — Hunted players secretly pick a place card and place it face down, representing locations they want to visit. The creature player tries to anticipate these choices.
  • Press Your Luck — Players must decide whether to resolve a location's effect or take back a discarded card, weighing potential risks and rewards, especially regarding losing 'will cubes'.
  • Set Collection — Hunted players collect 'place cards' from a reserve to access higher-numbered locations.
  • Variable player powers — One player is the creature with unique hunt cards and tokens, while other players are the hunted with survival cards and place cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The hunted players will be trying to explore the planet to gain benefits and survive long enough for a rescue ship to arrive.
  • As the creature you'll be trying to guess where the players are going to be going next so you can trap them and assimilate them into your planet.
  • If you're thinking okay Rodney I think I understand what you're saying but I'm not sure I'd remember all of that when I'm actually playing the game well don't worry you don't have to because the game comes with enough of these reference cards so that each player can have a copy.
References (from this video)
No references stored for this video.
Video m-LonNBhUYQ The Dice Tower Top List at 10:32 sentiment: positive
video_pk 62600 · mention_pk 155314
The Dice Tower - Not Alone video thumbnail
Click to watch at 10:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tension and thematic cohesion
  • scales well for different player counts
Cons
  • hidden movement can be chaotic for some players
  • rules can be a bit dense at first
Thematic elements
  • survival and fear in isolation
  • space/horror mystery with hidden movement
  • thematic with tension and deduction
Comparison games
none
Mechanics (from transcript analysis)
  • asymmetry — different goals and abilities for each side.
  • Hidden Movement — one player is the survivor, others are hunters; players conceal intent.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
No quotes stored for this video.
References (from this video)
No references stored for this video.
Video bDS4cLRkkJM Board Stupid Discussion at 22:18 sentiment: positive
video_pk 35391 · mention_pk 229266
Board Stupid - Not Alone video thumbnail
Click to watch at 22:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • seamless integration with base game
  • adds meaningful variety for Iy fans
Cons
  • not a standalone title
  • expansion fatigue risk if collecting many variants
Thematic elements
  • harbor expansion to enhance base game
  • Iy board extension with harbor added
  • expansion-driven variance
Comparison games
  • Iy
  • Abyss
Mechanics (from transcript analysis)
  • expansion integration — Adds harbor board, new workers, and new actions to Iy.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a murder mystery kind of uh... set in Paris in the 1920s
  • the arc at the end goes bam
  • it's a tug of war game because you have two boards going on
  • this is the Dark Horse of the show
  • Pac-Man edition of corridor doesn't come in this size regularly
  • it's a pushy luck dexterity game
  • the whole concept of hate drafting I know that very well
References (from this video)
No references stored for this video.
Video TSXIffYIiB8 The Board Gaming Doctor Review at 0:00 sentiment: positive
video_pk 32127 · mention_pk 94808
The Board Gaming Doctor - Not Alone video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong one-versus-many dynamic that feels thematic and engaging
  • Real-time play adds energy and immediacy to decisions
  • Short-to-moderate playtime (~1 hour) makes it accessible for groups
  • Scales nicely with more players, maintaining tension and chase dynamics
  • Clear path from learning to execution once the mechanics click
Cons
  • Tutorial and initial rule clarification could be improved; some points were unclear
  • Rulebook/tutorial may require supplementary notes or videos for full clarity
Thematic elements
  • hunter vs survivors, deduction, pursuit
  • Armia planet where survivors crash land
  • Hidden movement with real-time deduction
Comparison games
  • Scotland Yard
  • Nemesis
  • Predator
  • Pandemic: On the Brink expansion
Mechanics (from transcript analysis)
  • Hidden Movement — Survivors secretly choose locations; hunter attempts to guess their locations to progress the hunt.
  • Hidden movement / location guessing — Survivors secretly choose locations; hunter attempts to guess their locations to progress the hunt.
  • Location cards and exploration — Survivors travel to different locations using a hand of location cards, trying to avoid the hunter.
  • player count scaling — The game supports up to seven players with balance adjustments for more survivors (and a single hunter).
  • Real-Time — Gameplay occurs in real time rather than strict turn order, adding pressure and flow to decisions.
  • real-time play — Gameplay occurs in real time rather than strict turn order, adding pressure and flow to decisions.
  • Survivor and hunter decks with abilities — Both sides have their own cards that grant abilities and influence phases of the game.
  • Track Advancement — A track advances toward a central star location; survivors win by reaching it before the hunter catches them.
  • Track progression to star location — A track advances toward a central star location; survivors win by reaching it before the hunter catches them.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this game is like I said, a one versus many experience where someone is the hunter and the others are the survivors who crash land on this planet. Armia, it's the name.
  • I think this is an excellent game.
  • We learned it all at the same time and then proceeded to play.
  • I had a wonderful experience playing this game and filming this game with Stoogge and Matt.
  • As soon as this game clicked, we saw the potential and the fun that this game has to offer.
References (from this video)
No references stored for this video.
Video AC0OZsvhWXg Foster the Meeple Top List at 13:26 sentiment: mixed
video_pk 8303 · mention_pk 24372
Foster the Meeple - Not Alone video thumbnail
Click to watch at 13:26 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
none
Cons
none
Thematic elements
  • Survival horror
  • Hunted on island
Comparison games
none
Mechanics (from transcript analysis)
  • Hidden Movement — Shipwrecked hunted tried to escape the island while eluding pursuit by the creature
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We love trick taking games
  • This game is so much freaking fun
  • I adore GMT games, they are becoming one of my favorite game publishers
  • If you remember Vast Crystal Caverns is in my top five games of all time
  • We bloody love it
  • We can't stop playing
  • It's a blimp game not a train game
  • That's just work
  • I don't think I want to play it
  • I'll get it eventually
References (from this video)
No references stored for this video.
Video Ib0m5mEtGCY No Rolls Barred Playthrough at 0:55 sentiment: positive
video_pk 7577 · mention_pk 22486
No Rolls Barred - Not Alone video thumbnail
Click to watch at 0:55 · YouTube ↗
Overall sentiment (raw)
mixed-to-positive
Pros
  • Intense tension from asymmetric design and bluffing opportunities
  • Rich table talk and lively player interaction during the hunt and escape phases
  • Diverse location cards and evolving strategic options as the game progresses
Cons
  • Rule clarity can be variable in live play; some tokens and effects (e.g., survival cards, emia) may be confusing without a thorough read of the rulebook
  • Endgame can feel abrupt if the rescue track advances quickly or if the Beast capitalizes on early misplays
Thematic elements
  • survival, escape, and hidden information in a high-stakes chase
  • Planet Aria, a hostile world where a Beast hunts a group of explorers
  • asymmetric pursuit with bluffing, deduction, and timer-like pressure through assimilation mechanics
Comparison games
  • Delon (noted as a playful comparison in the discussion)
Mechanics (from transcript analysis)
  • asymmetric_roles — One player (the Beast) pursues the others, creating a clear hunter-vs-hunted dynamic that drives tension and interaction.
  • emia_tokens_and_space_counters — Emia tokens disrupt or modify spaces on the board, potentially canceling or altering the effects of locations and turns.
  • hidden_location_selection — Hunters privately choose a card representing a location; the choice is revealed and resolved in a turn-based sequence that can trigger location-specific effects.
  • live_actions_and_reveal_resolution — All hunters reveal and resolve actions in order after the reveal phase, enabling bluffing, misdirection, and social negotiation.
  • location_cards_and_supply — Locations grant powers, allow drawing or returning cards, and create strategic decisions about which spaces to visit or avoid.
  • rescue_track_and_end_conditions — A rescue counter advances toward escape; the game ends when assimilation reaches the bottom or a hunter successfully teams up to escape.
  • special_spaces_and_abilities — Spaces like the Rover, Beach, River, Lair, and Shelter provide unique powers, shaping routing and risk-reward calculations.
  • will_tokens_and_assimilation — Hunters start with Will tokens representing life points; if caught, tokens are lost and an assimilation marker advances toward the planet’s core.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • What a weird game what a weird game
  • Despair and I’m going to place that on the wreck no survival cards may be played or drawn for the remainder of the turn
  • This is how you play the game you’ve been sat on that for a while
References (from this video)
No references stored for this video.
Video EIiUSBj15xE Getting Games Discussion at 3:41 sentiment: positive
video_pk 5382 · mention_pk 16001
Getting Games - Not Alone video thumbnail
Click to watch at 3:41 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging deduction without heavy social deduction fatigue
Cons
  • Not a traditional Euro; pacing depends on group
Thematic elements
  • Survival, deduction, social interaction
  • Alien planet with one vs many deduction dynamics
  • Mind-game / deduction
Comparison games
none
Mechanics (from transcript analysis)
  • Non-euro traits — More theme-driven deduction rather than strict Euro mechanics
  • One vs many deduction — Single hunter tries to locate others while the group hides
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a euro style game that plays up to six
  • it's fully simultaneous
  • Concordia Venus ... brings in team play and that lets you play two on two which is a four player game and it also lets you play two versus two which is a six player game
  • not a euro game really it's more of a deduction style game where it's one versus many
  • I started to work on that video and I'm hoping to make it happen
  • Miniatures don't do anything for me
References (from this video)
No references stored for this video.
Video DcOFXQqivME Getting Games Top List at 1:00 sentiment: positive
video_pk 2849 · mention_pk 8321
Getting Games - Not Alone video thumbnail
Click to watch at 1:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong integration of theme into mechanics and tension
  • Emotional strain and dread from the creature-human dynamic
  • Cooperative set-up that folds in risk and reward
Cons
  • Creature perspective can be frustrating for some players
  • Session length and setup can be non-trivial
Thematic elements
  • Cooperation under threat of assimilation; survival emotions under time pressure.
  • Planet teeming with life; crash-landed spaceship; humans and a single alien creature sharing a fragile balance.
  • Asymmetric roles with hidden knowledge and dynamic region-based tension
Comparison games
none
Mechanics (from transcript analysis)
  • action cards with thematic effects — Cards provide thematic effects like force fields or other situational advantages.
  • Area Movement — Humans choose regions to move to each turn; the alien selects a region to attack and assimilate.
  • Asymmetric Player Powers — Humans cooperate to survive while one player embodies the alien creature aiming to assimilate humans.
  • asymmetric player roles — Humans cooperate to survive while one player embodies the alien creature aiming to assimilate humans.
  • Limited Communication — Humans can talk, but the creature may hear or infer their intentions, influencing play.
  • region-based decision making — Humans choose regions to move to each turn; the alien selects a region to attack and assimilate.
  • restricted/partial communication — Humans can talk, but the creature may hear or infer their intentions, influencing play.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • not alone is a great overall thematic game and that's why it's number 10 on the list
  • season one is like 95% identical to the original pandemic
  • it's like watching a Netflix show as you are playing these games
  • Spirit Island is the most thematic out of all of these
  • genuinely I felt like I was in this cramped pressure-filled crazy stressful submarine duking it out to the death
References (from this video)
No references stored for this video.
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