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Not Alone box art

Not Alone

Game ID: GID0229353
Game Info
Year
2016
Collection
Rating
Mechanic profile
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How this game feels to play
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: 7
This page: 7
Sentiment: pos 5 · mix 1 · neu 0 · neg 0
Mentions per page
Showing 1–7 of 7
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 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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