Alone: Avatar Expansion
Alone: Avatar Expansion Rulebook
Table of Contents
Table of Contents
Components
- 7 miniatures
- 5 Avatar cards
- 5 Avatar tokens
- 1 Hero Ability card
- 2 Character cards
Overview
This expansion is an add-on for ALONE - Einsames Erwachen and can only be played together with the base game.
The expansion contains the Avatar module, which extends the base game with new, more demanding game elements and rules. It also contains new Heroes, which can be used without the module.
The module changes how the Evil players act and makes possible a completely new way of playing against the Hero. You can use this module on its own, or combine it as you like with modules from other expansions.
The Avatar Module
What Is an Avatar?
Think of Avatars as personifications of the Evil forces that have taken physical form within a scenario. In the story they serve the leader of the Worm Cult as henchmen and lackeys. For example, the AI Avatar is the personified form of the colony's old defence system, which the cult leader reprogrammed.
Setup Changes
Carry out the following additional steps during setup for the Evil players, between step 11 and step 12 (see the Intro Rulebook, p. 7):
11a. Set out the Avatar cards that match the chosen Reaction decks. Then, depending on the number of Evil players:
- 1 Evil player: The player chooses 1 of the 2 Avatar cards and returns the other to the box.
- 2 Evil players: Each player receives the Avatar card that matches their Reaction deck.
- 3 Evil players: The Evil Leader receives the AI Avatar card. The other two players each receive the Avatar card that matches their Reaction deck.
Each Evil player receives 1 Danger token and places it on an upgrade of their choice on their Avatar card.
11b. Set out the miniatures and Avatar tokens that match the Avatars in play.
11c. The Hero player receives the Hero Ability card and places it next to the Hero sheet.
Avatar Cards
Each Avatar has 1 individual special ability and can receive up to 4 upgrades. Two of the upgrades improve the Avatar's special ability; the other two improve its stats.
The special abilities of some Avatars are passive and apply continuously to the Sector the Avatar is in. Other special abilities are carried out when the Avatar is activated.
With the Avatar module, the Creature limit for each Level rises from 4 to 5. An Avatar counts toward the Creature limit when the limit for a Level is checked.
For the effects of cards, an Avatar counts as a Boss. The Hero may choose an Avatar as the target of their attacks. An Avatar can be killed according to the normal rules.
Anatomy of an Avatar card (the sheet's example card is "Avatar des Zorns", Avatar of Wrath):
- Symbol and name of the Avatar
- Stats of the Avatar
- Upgrades for the Avatar's stats
- Special ability of the Avatar
- Upgrades for the special ability
The example card's stat upgrades read:
- "The Avatar gets +1 die when attacking."
- "All symbols the Avatar rolls count as Hits." (The sheet shows the die-face symbol here; see Transcription Notes.)
The example card's special ability reads: "Passive - Range 1 Sector: Creatures in range may reroll 1 Miss once."
The example card's upgrades for the special ability read:
- "The range of the ability increases to 2."
- "Creatures in range may reroll up to 2 Misses once."
Activating an Avatar
An Evil player may activate their Avatar during a Turn instead of playing a Reaction card.
Whenever an Avatar is activated, the Hero receives 1 Danger token and places it on their Hero Ability card.
When an Avatar is activated, it may perform 1 of the following actions:
- Emerge (only if the Avatar token is not already on the secret card): Place the Avatar token on the secret card. All rules for Creatures emerging must be followed here, including the minimum spawning distance.
- Move: The Avatar moves up to 1 Sector.
- Teleport (only if the Avatar is hidden): The Avatar token is removed from the secret card. It may then be placed in any Sector of the secret cards. All rules for Creatures emerging must be followed here, including the minimum spawning distance.
If the Avatar has a special ability that is carried out when it is activated, that ability may be carried out at the start of the activation. This special ability is carried out in addition to the action.
Avatar Upgrades
An additional step is added to the Cleanup phase at the end of the Round: the Evil players place 1 Danger token from the supply on an upgrade of the Avatar card that does not yet have a Danger token on it.
Killing an Avatar
When an Avatar would be killed, its miniature is only laid on its side and is not removed from the Labyrinth. However, the Avatar token is removed from the secret card.
A knocked-down Avatar cannot be activated, does not attack at the end of a Turn, and cannot receive an upgrade at the end of a Round.
If a knocked-down Avatar is hidden (this can happen through a card effect or when the Labyrinth is cleared at the end of a Round), it is no longer considered knocked down and may be activated again to emerge (see above).
When the Hero defeats an Avatar, they receive as a reward as many Danger tokens as are already on the defeated Avatar's card. They place these on their Hero Ability card. The Danger tokens on the Avatar card are not removed.
Hero Ability Card
Using Hero Abilities
The presence of the Avatars gives the Hero new courage and determination. The Hero may spend the Danger tokens placed on their Hero Ability card to use one or more of the abilities listed on it.
The Hero must announce the use of abilities at the start of their Turn, at the same time as they announce the use of Adrenaline tokens.
It is allowed to use several abilities in one Turn and to spend additional Adrenaline tokens.
Abilities marked with the lightning symbol (⚡) may be used at any time during a Turn, provided the Hero has enough Danger tokens.
Hero Ability Card Entries
| Cost (Danger tokens) | Effect |
|---|---|
| 2 | ⚡ Reroll 1 die. |
| 3 | Add 1 Adrenaline token to the Adrenaline pool. You may only use this Adrenaline to trigger Bullet Time. |
| 4 | Gain 1 Experience Point. |
| 4 | Perform 1 free ► action. This action causes no Attacks of Opportunity. |
| 6 | Recover 3 Life or 3 Self Control. |
| 7 | Gain 2 Experience Points. |
Transcription Notes
- The source is German only. It was translated into English as it was transcribed; the German terms are kept where the sheet uses a term the base rulebook does not define (for example "secret card", translated literally from "geheime Karte").
- Icons: the sheet shows the Danger symbol as a warning triangle and the lightning symbol as ⚡. The die-face symbol in the stat upgrade "All ... symbols the Avatar rolls count as Hits" is not named in text and is rendered as "symbols" only.
- The ► icon on the 4-Danger-token "free action" entry is not named in the sheet. It is left as printed; the sheet does not say which action type it is.
- The Self Control icon on the 6-Danger-token entry is not named in the sheet. It is read as Self Control from the base rulebook's wording "Recover 3 Life OR 3 Self Control".
- The example card's stat values and stat icons cannot be identified at print resolution, so they are not transcribed. Only the card's printed text is transcribed.
- The sheet refers to two new Character cards (the new Heroes). Their abilities are not printed on the sheet and are not transcribed here.
- Page 5 of the sheet carries no rules text.