Game Info
Year
2020
Players
2-7
Age
10+
Playtime
45 min
Collection
Ratings
Creator Score
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description
An expansion adding the Sanctuary and a new path to victory for the hunted players
Featured Videos
Rules Teach
Not Alone: Sanctuary
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment:
pos 1 ·
mix 0 ·
neu 0 ·
neg 0
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Video 785F860znq4
Brains On Games Rules Teach at 11:14 sentiment: positive
video_pk 90702 · mention_pk 242598
Click to watch at 11:14 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Adds meaningful depth and new win conditions without breaking the base loop
- Avatars help players feel connected to roles and increase immersion
- New mechanics synergize with existing systems to heighten tension
Cons
- Additional components and rules can increase setup and teach-time
- More complexity may challenge casual players and require more play sessions to grok
Thematic elements
- expansion-driven extension of asymmetrical play; avatars and sanctuary mechanics deepen immersion, broaden tactical options, and raise decision density.
- An expansion that introduces the Sanctuary track and floating city across Artemis, adding new victory paths, new locations, and survivor interactions that extend the core survival-horror loop.
- evolving threat and defense narrative; the hunter evolves via DNA counters while survivors gain rescues and new powers via avatars and sanctuary interactions.
Comparison games
none
Mechanics (from transcript analysis)
- Avatar crew roles — Players take on specific avatar identities (captain, medical officer, pilot, etc.), each with a unique, one-time or ongoing power that adds a personal strategic layer.
- DNA counters and hunter evolutions — The hunter evolves with DNA counters, gaining new abilities; there is a limit on evolutions simultaneously, preserving balance.
- Expanded setup and reserve locations — New canopy, bivouac, arch, hive, and monolith reserve locations appear; sanctuary changes the early game options and late-game tension.
- Sanctuary track and floating city — A new progression track that creates alternate routes to victory; sanctuary tokens influence adjacent spaces and add strategic options for both hunted and hunter.
- Survivor rescues and sanctuary interaction — Rescuing survivors adjacent to sanctuary grants powerful one-time abilities and brings survivors to sanctuary for defense against the creature.
- Track Advancement — A new progression track that creates alternate routes to victory; sanctuary tokens influence adjacent spaces and add strategic options for both hunted and hunter.
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)
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