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{ARENA_CANNOT_PLAY_EXPLANATION}

Artemia

Hulen

Take back to your hand the Place cards from your discard pile OR copy the power of the place with the Creature token.

Mist 1 ekstra Vilje, hvis du fanges af Væsenet.

Junglen

Take back to your hand this Place card and 1 Place card from your discard pile.

Floden

Next turn, play 2 Place cards. Before revealing, choose one and return the second to your hand.

Stranden

Place the Marker counter on the Beach OR remove it to move the Rescue counter forward 1 space.

(maks. 1x/runde)

Spejderen

Take from the reserve 1 Place card you do not own and add it to your hand.

Sumpen

Take back to your hand this Place card and 2 Place cards from your discard pile.

Gemmestedet

Draw 2 Survival cards, choose one and discard the second.

Nedstyrtningen

Flyt Rednings-brikken 1 felt fremad.

(maks. 1x/runde)

Kilden

The Hunted of your choice (you or another player) regains 1 Will OR you draw 1 Survival card.

Artefaktet

Next turn, play 2 Place cards. Resolve both places. You may not copy the Artefact.

x2

x2

x1

x2

x3

Ongoing effects

Klon

Du kan anse Mål-brikken som en ekstra Væsen-brik.

Fase 2

Kasserede Jagt og Overlevelses-kort

Spor

Next turn, you may play up to 2 Hunt cards.

Fase 4

Stasis

Prevent the Rescue counter moving forward during this phase.

Fase 4

Ascendancy

Force one Hunted to discard all but 2 Place cards from his hand.

Fase 2

Mutation

In addition to its effects, the Artemia token inflicts the loss of 1 Will.

Fase 2

Katastrofe

The place’s power of your choice is ineffective.

Fase 3

Deja Vú

Copy the last Hunt card you discarded.

Det kopierede korts fase

Virus

Target 2 adjacent places. Apply the effects of the Artemia token on both places.

Fase 2

Fobi

Force one Hunted to show you all but 2 Place cards from his hand.

Fase 2

Frygt

No Survival cards may be played or drawn for the remainder of the turn.

Fase 1

Klon

Du kan anse Mål-brikken som en ekstra Væsen-brik.

Fase 2

Offer

Discard 1 Place card. No Hunt card may be played this turn.

Fase 1

Forstærker

Remove the Marker counter from the Beach to immediately move the Rescue counter forward 1 space.

Fase 4

Hologram

Flyt Artemia-brikken til et tilstødende felt.

Fase 3

Adrenalin

Få 1 Vilje tilbage

Fase 1

{HOTSEAT_HEY_ITS_YOUR_TURN}

{PLAY}

0 -847967167 eur Visitor-847

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Denne side fra BGA wiki vises på engelsk, fordi det ikke er oversat til dit sprog. Du er velkommen til at oversætte det!

For tips on how to play not alone, see Tips_notalone

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.
    • By playing these and your Survival cards, your aim is to avoid being hunted down by the Creature until help arrives.
  • If you play as the Creature, your aim is to hunt down the shipwrecked survivors and assimilate them into the planet’s ecosystem.
    • By playing your Hunt cards and activating the powers of Artemia, you repeatedly attack the Hunted to wear down their will and inescapably bind them to the planet.

Place cards

  • The planet Artemia is made up of 10 different Place cards.
  • Each Place card has a number, a name and a power that can be activated by the Hunted.
  • The place cards are horizontally or vertically adjacent.
  • Each Hunted begins the game with the 5 basic Place cards (Lair, Jungle, River, Beach and Rover) and may explore new places during the game (Swamp, Shelter, Wreck, Source and Artefact).

Hunt cards

  • Hunt cards increase the chances of the Creature being able to assimilate the Hunted.
  • Each Hunt card shows a power that can be activated by the Creature and the phase in which that power may be played.
  • Some also show a Target or Artemia symbol.
  • Hunt Cards may be played at any time during the phase shown on the card and are discarded after use.
    • The Creature may only play one Hunt card per turn unless specified otherwise.
  • If a Hunt card with the Target symbol is played, the Creature assigns its effects by placing the Target token on one of the 10 Place cards that form the planet.
    • If the Creature plays 2 Hunt cards with this symbol during a turn, apply both effects to the targeted place.
  • If a Hunt card with the Artemia symbol is played, the Creature assigns its effects by placing the Artemia token on one of the 10 Place cards that form the planet.
    • If the Creature plays 2 Hunt cards with this symbol during a turn, apply both effects.

Survival cards

  • Survival cards increase the chances of the Hunted resisting the Creature’s attacks until the arrival of the Rescue mission.
  • Each Survival card shows a power that can be activated by the Hunted and the phase in which that power may be played.
  • Survival cards may be played at any time during the phase shown on the card and are discarded after use.
  • 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 that a Hunted may hold.
  • Hunt and Survival cards used during the same phase take effect in the order in which they are played.
  • The effects of Hunt and Survival cards are limited to the current game turn and they may change the general rules.

Playing the game

  • Each turn takes place over 4 phases:

Phase 1: Exploration

  • The Hunted simultaneously play one Place card each from their hand by placing it face down in front of them.
  • They may communicate, but only aloud. Players may bluff, but they may not reveal their cards to each other.
  • Playing a Place card is mandatory.
  • Before playing a Place card, a Hunted may choose to do the following:
    1. Resist: the player forfeits 1 or 2 Will counters to take back 2 or 4 Place cards of their choice, respectively, from their discard pile.
      • If in doing so a Hunted loses their third Will counter, they must Give Up.
    2. Give Up: the player regains all of their Will counters and takes back all of their discarded Place cards.
      • Giving up, however, lets the Creature assimilate the Hunted faster.
      • Each time a Hunted gives up during this phase, immediately move forward the Assimilation counter by one space.

Phase 2: Hunting

  • The Creature places tokens to try to catch the players.
    • If the token matches the location of a player the effect is applied.
    • In the first round the players can only be in locations 1 through 5.
    • They can only gain the additional locations by visiting the Rover.
  • The Creature may place the following tokens on the Place cards that make up Artemia:
    • The Creature token.
    • The Target token if the target symbol is on a Hunt card played.
    • The Artemia token if the Artemia Symbol is on a Hunt card played AND/OR on the space under the Rescue counter.
  • The Hunt tokens can be placed on the same place to stack their effects.

Phase 3: Reckoning

  • The Hunted simultaneously reveal their Place card.
  • The phase should then proceed as follows:
    1. Starting with the player to the left of the Creature, each Hunted who explores a place without a Hunt token may immediately use the place’s power OR take back 1 Place card of their choice from their discard pile.
      • If a place’s power is ineffective as a result of a Hunt card, the Hunted may not take back a discarded Place card.
    2. Each Hunted who explores the place where the Target token is located is subject to the effect of the Hunt card.
      • They may then use the power on the Place card OR take back 1 Place card of their choice from their discard pile.
      • If a place’s power is ineffective as a result of a Hunt card, the Hunted may not take back a discarded Place card.
    3. Each Hunted who explores the place where the Artemia token is located discards 1 Place card from their hand.
      • The place’s power may not be used and the Hunted may not take back a discarded Place card.
    4. Each Hunted who explores the place where the Creature token is located loses 1 Will counter.
      • Immediately move the Assimilation counter forward 1 space regardless of the number of Hunted caught.
      • The place’s power may not be used and the Hunted may not take back a discarded Place card.
  • During this phase, if at least one of the Hunted loses their third Will counter, move the Assimilation counter forward by 1 space.
    • Then these Hunted take back all of their Place cards, as well as their 3 Will counters.

Phase 4: End-of-turn actions

  1. Each Hunted discards the Place card played, face up.
    • The Creature must always be able to see the figures on all discarded Place cards.
    • The Creature takes back it's Hunt tokens and draws Hunt cards up to a hand of 3.
  2. Move the Rescue counter forward 1 space and begin again at Phase 1: Exploration.

End of game

  • The Creature wins immediately if the Assimilation counter reaches the Victory space first.
    • With their will sapped, all of 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 extract the survivors from this hostile planet.

FAQ

The Lair

  • If a Hunted chooses to retrieve their discarded Place cards, they do not retrieve the Lair because during the Reckoning phase, the Lair is not yet in the player’s discarded cards.
  • If a Hunted caught on The Lair only has 1 Will counter, this Hunted loses only one Will counter.

The Beach

  • Use of the Beach is limited to once per turn regardless of the number of Hunted exploring the Beach, either:
    • Charge the Marker, or
      • Place the Marker token on the Beach
    • Activate the Marker
      • Remove the Marker token from the Beach and move the Rescue counter forward by 1 space.
  • If two or more Hunted explore the Beach, one of them may use the power of the Beach and the others may take back 1 Place card of their choice from their discard pile.
  • The power of the Beach may stack with that of the Wreck.

The Wreck

  • Use of the Wreck is limited to once per turn regardless of the number of Hunted exploring the Wreck.
  • If two or more Hunted explore the Wreck, one of them may use the power of the Wreck and the others may take back 1 Place card of their choice from their discard pile.
  • The power of the Wreck may stack with that of the Beach.

The Artefact

  • The 2 Place cards played are resolved one by one in the order of the player’s choice, following the rules of Phase 3: Reckoning.
  • The power of the Artefact may not be copied by a place’s power, nor by a Survival card.
  • If you get caught twice by the same Hunt token, the personal effects of the token are applied twice.

Drone

  • This Survival card can only be used if the power of you place card could be used.
  • On Board Game Arena, you may only play this card when it is your turn to resolve the power of your place card during Phase 3.

Gate

  • This Survival card can only be used if the power of you place card could be used.
  • On Board Game Arena, you may only play this card when it is your turn to resolve the power of your place card during Phase 3.

Double Back

  • If you played 2 Place cards using the Artefact, you may only take back one of them.

Wrong Track

  • If the "Clone" Hunt card was played this turn, you may move either the Creature token or the Target token with represents the Clone.

Despair

  • When this Hunt card is played, all Hunted players who already played a Place card automatically take it back in their hand, and then play again any Place card.

Dodge

  • This cards effect only applies to the Hunted who plays it.
  • Therefore you must be on the same location than the Creature to play it, and it will not prevent the other Hunted to get caught.

Detector

  • This cards effect only applies to the Hunted who plays it.
  • Therefore you must be on the same location than the Artemia token to play it, and it will not prevent the other Hunted to get caught.

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Gobolz
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Trothon
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Giv op
Forladt
Trothon puts the Artemia token on Nedstyrtningen.
Trothon puts the Target token on Spejderen.
Trothon puts the Creature token on Junglen.
12:58 AM
Trothon plays Klon.
12:57 AM
maitresol plays one Place card.
Gobolz uses Floden and plays 2 Place cards.
Branleur uses Floden and plays 2 Place cards.
Martym plays one Place card.
4/4/2025 12:19 AM
End of turn: the Rescue counter moves forward 1 space.
Trothon draws Hunt cards up to a hand of 3.
maitresol takes back Hulen from its discard.
maitresol takes back Junglen using its power.
07:53 PM
Gobolz uses Floden.
Gobolz uses Hulen to copy Floden.
07:45 PM
Branleur uses Floden.
Branleur uses Hulen to copy Floden.
07:23 PM
Martym chooses Branleur to regain 1 Will.
06:20 PM
maitresol reveals Junglen.
Gobolz reveals Hulen.
Branleur reveals Hulen.
Martym reveals Kilden.
Trothon puts the Artemia token on Spejderen.
Trothon puts the Creature token on Floden.
06:19 PM
maitresol plays one Place card.
Gobolz plays one Place card.
Branleur plays one Place card.
Martym plays one Place card.
Gobolz resists and loses 1 Will to take back Nedstyrtningen and Stranden from its discard.
05:48 PM
Branleur resists and loses 1 Will to take back Spejderen and Nedstyrtningen from its discard.
10:09 AM
Trothon plays Frygt.
09:22 AM
End of turn: the Rescue counter moves forward 1 space.
Trothon draws Hunt cards up to a hand of 3.
09:07 AM
The Assimilation counter moves forward because at least one Hunted player got caught by the Creature!
Gobolz got caught by the Creature on Stranden and loses 1 Will.
Branleur got caught by the Creature on Stranden and loses 1 Will.
maitresol places the Marker counter on Stranden.
maitresol uses Hulen to copy Stranden.
08:50 AM
Martym uses Hulen to take back all its places from its discard.
4/3/2025 03:21 AM
maitresol reveals Hulen.
Gobolz reveals Stranden.
Branleur reveals Stranden.
Martym reveals Hulen.
06:09 PM
Trothon puts the Artemia token on Spejderen.
Trothon puts the Creature token on Stranden.
05:59 PM
Trothon plays Fobi.
05:34 PM
maitresol plays one Place card.
Gobolz plays one Place card.
Branleur plays one Place card.
Martym plays one Place card.
05:24 PM
End of turn: the Rescue counter moves forward 1 space.
Trothon draws Hunt cards up to a hand of 3.
01:14 PM
maitresol choose a Survival card and discards Adrenalin.
11:20 AM
maitresol uses Gemmestedet to draw 2 Survival cards.
11:19 AM
Branleur uses Nedstyrtningen to move the Rescue counter forward 1 space.
06:21 AM
Martym draws a Survival card.
Martym moves the Artemia token to Junglen.
Martym plays Hologram.
maitresol reveals Gemmestedet.
Gobolz reveals Nedstyrtningen.
Branleur reveals Nedstyrtningen.
Martym reveals Kilden.
06:20 AM
Trothon puts the Creature token on Stranden.
Trothon puts the Artemia token between Gemmestedet and Nedstyrtningen.
05:35 AM
Trothon plays Virus.
05:34 AM
maitresol plays one Place card.
Gobolz plays one Place card.
Branleur plays one Place card.
Martym plays one Place card.
Martym resists and loses 1 Will to take back Spejderen and Hulen from its discard.
4/2/2025 05:32 AM
End of turn: the Rescue counter moves forward 1 space.
Trothon draws Hunt cards up to a hand of 3.
07:49 PM
maitresol takes back Hulen from its discard.
maitresol takes back Junglen using its power.
07:04 PM
Gobolz takes back Sumpen using its power.
05:57 PM
Branleur takes back Hulen from its discard.
07:47 AM
Martym cannot use Hulen because it is ineffective.
Trothon targets Hulen with Katastrofe.
07:46 AM
Trothon copies Katastrofe using Deja Vú.
07:45 AM
maitresol reveals Junglen.
Gobolz reveals Sumpen.
Branleur reveals Spejderen.
Martym reveals Hulen.
07:43 AM
Trothon puts the Creature token on Nedstyrtningen.
4/1/2025 04:28 AM
maitresol plays one Place card.
Gobolz plays one Place card.
Branleur plays one Place card.
Martym uses Floden and plays 2 Place cards.
10:27 PM
End of turn: the Rescue counter moves forward 1 space.
Trothon draws Hunt cards up to a hand of 3.
08:46 PM
Gobolz moves the Rescue counter forward 1 space.
Gobolz plays Forstærker.
07:58 PM
The Assimilation counter moves forward because at least one Hunted player lost its third Will counter during Reckoning phase!
Gobolz takes back 3 Will counters and all its places after losing its last Will.
The Assimilation counter moves forward because at least one Hunted player got caught by the Creature!
Gobolz got caught by the Creature on Stranden and loses 1 Will.
maitresol cannot use Spejderen because it is ineffective.
Branleur places the Marker counter on Stranden.
Branleur uses Hulen to copy Stranden.
07:52 PM
Martym uses Floden.
07:47 PM
Trothon targets Spejderen with Katastrofe.
Trothon plays Katastrofe.
06:58 PM
maitresol reveals Spejderen.
Gobolz reveals Stranden.
Branleur reveals Hulen.
Martym reveals Floden.
06:57 PM
Trothon puts the Creature token on Stranden.
06:06 PM
maitresol plays one Place card.
Gobolz plays one Place card.
Branleur plays one Place card.
Martym plays one Place card.
04:58 PM
End of turn: the Rescue counter moves forward 1 space.
Trothon draws Hunt cards up to a hand of 3.
04:53 PM
maitresol uses Hulen to take back all its places from its discard.
04:22 PM
Gobolz uses Spejderen to take Sumpen from the reserve.
04:19 PM
Branleur takes back Spejderen from its discard.
Branleur takes back Junglen using its power.
03:27 PM
Martym uses Spejderen to take Kilden from the reserve.
03:26 PM
maitresol reveals Hulen.
Gobolz reveals Spejderen.
Branleur reveals Junglen.
Martym reveals Spejderen.
03:24 PM
Trothon puts the Creature token on Floden.
Trothon puts the Artemia token on Nedstyrtningen.
Trothon plays Mutation.
03:04 PM
maitresol plays one Place card.
Gobolz plays one Place card.
Branleur plays one Place card.
Martym plays one Place card.
03:03 PM
Martym resists and loses 1 Will to take back Hulen and Stranden from its discard.
Gobolz resists and loses 1 Will to take back Stranden and Spejderen from its discard.
Trothon draws Hunt cards up to a hand of 3.
Trothon plays Stasis.
02:52 PM
maitresol choose a Survival card and discards Offer.
maitresol uses Gemmestedet to draw 2 Survival cards.
Gobolz uses Spejderen to take Nedstyrtningen from the reserve.
Branleur uses Spejderen to take Nedstyrtningen from the reserve.
02:51 PM
Martym removes the Marker counter from Stranden and moves the Rescue counter forward 1 space.
02:50 PM
maitresol reveals Gemmestedet.
Gobolz reveals Spejderen.
Branleur reveals Spejderen.
Martym reveals Stranden.
3/31/2025 02:49 PM
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