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stops things being too predictable on
either side of the screen.
Alone’s gripping atmosphere suers
only in its adherence to sci- cliché
- none of the monsters or heroes are
overly memorable, and the map tiles
are near-identical grey corridors. e
repetitive visuals add to the sense of
being lost in a maze, but do little to
bring the world alive, even during the
campaign mode.
e game’s other stumble is that
it works best as a head-to-head
experience for two players. While
adding a second or third evil player
adds an interesting element of restricted
communication and co-operation, it
doesn’t go far enough to make up for the
diluted tension of a one-on-one chase.
Alone doesn’t quite stand completely
apart from the dungeon-crawler crowd,
but its tense use of unseen danger and
reversal of the one-versus-many format
gives it plenty to recommend. Bring it into
the light and it might just surprise you.
MATT JARVIS
R
emember the motion tracker in
Aliens that Ellen Ripley used to
locate approaching xenomorphs,
your heart pounding in time with the
relentless bup-bup-bup-bup as the dots
blipped ever closer? at feeling is the
feeling of playing as Alone’s isolated
hero, eeing the nightmarish terrors
that lurk in the dark: your friends.
Alone is a sci- dungeon-crawler
with a refreshing premise. e solo hero
is trapped in a labyrinthine network of
corridors and rooms, only able to see a
very limited portion of the environment
at any point. In the parts of the map
they can’t see, on an overlay of the
entire environment hidden behind a
screen, the ‘evil’ players summon alien
monstrosities and lay traps for the
unsuspecting explorer to encounter as
they try to survive a series of missions.
Having a player serve as a DM-like
overlord isn’t exactly new to dungeon-
crawling games, but it’s well executed
here. Once you’ve wrapped your head
around the three (3!) rulebooks in
Alone’s box, the game’s reaction-based
gameplay quickly becomes second
nature, as the hero moves around,
scavenges for kit and tries to avoid being
turned into extraterrestrial tagine by
the evil player(s) as they lay down cards
after each action to spawn creatures,
move them around and make portions
of the map more dangerous. Both
sides of the ght can combo actions
and cards together – at a cost – so the
choices never feel stilted or limited, and
there’s never too much downtime.
Alone’s real masterstroke is the
claustrophobic atmosphere achieved
by its line-of-sight mechanics, which
remove sections of the board that the
hero player can no longer see, allowing
monsters to sneak up in the dark and
spring out at them if they fail to explore
ahead – or are forced to run and take
their chances. Just as engaging is its
clever use of light; the hero can repair
light units to illuminate sections of
the environment, letting them gain
the upper hand over monsters that
thrive in the darkness. Combat, when
it occurs, is fast: a few dice chucked
to dish out wounds, with a variety
of dierent aliens, from facehugger
stand-ins that move fast but go down
in a couple of shots to slow-moving
worms that are formidable in the dark
but useless in the light, oering plenty
of chances for variation.
ere are some other smart
additions, including a basic system
of unlockable hero abilities and a
sizeable inventory board that lets them
keep track of where unseen noises are
coming from – something that the evil
players can use as distractions to their
advantage. e constant pressure of
time on the hero keeps things moving
at a fair clip, gently prodding them out
of a safe ‘check every corner’ approach,
while the opportunity to complete
optional objectives for extra benets
If you’re not afraid of the dark, you will be
ALONE
1-2h 2-4 13+ £TBC
WHAT’S IN
THE BOX?
◗ Hero sheet
◗ Evil screen
◗ 21 item cards
◗ Four character cards
◗ 104 reaction cards
(four decks)
◗ Eight green starting
mission cards
◗ Eight blue starting
mission cards
◗ Eight final
mission cards
◗ Four reference cards
◗ Compass
◗ Eight room tokens
◗ Six mission tokens
◗ Eight dice
◗ Two map sheets
◗ 10 doors
◗ 15 creature tokens
◗ Two boss tokens
◗ Two difficulty
level tokens
◗ Five hero miniatures
◗ Three cultist miniatures
◗ Cultist leader miniature
◗ Three hybrid miniatures
◗ Three spores miniatures
◗ Three parasite
miniatures
◗ Three worm miniatures
◗ Alpha Worm miniature
◗ Mech miniature
◗ Eight room tiles
◗ 17 corridor tiles
◗ Round marker
◗ Eight turn tokens
◗ Six adrenaline tokens
◗ 73 charge tokens
◗ HP marker
◗ Four stairs tokens
◗ Light/blocked tokens
◗ Evil leader token
◗ SC marker
◗ Stairs/LCU tiles
◗ Danger/condition
tokens
◗ Hero token
TRY THIS IF YOU LIKED... DESCENT: JOURNEYS IN THE DARK
Alone’s sight-based action brings something new to the dungeon-crawling
format, making those journeys in the dark even more dangerous.
PLAY IT? PROBABLY
Alone’s inventive use of line-of-sight
really makes the horror lurking in the
dark feel truly frightening – even if its
monsters aren’t all that memorable
once you see them. It’s decent fun
with three or four, but a two-player
hunt is where it shines brightest.
WHAT’S IN
Picture courtesy of BoardGameShot