Not Alone: Sanctuary
Not Alone: Sanctuary Rulebook
Table of Contents
Table of Contents
Overview of the New Components
The Sanctuary token represents the city of Sanctuary. This mobile fortress will move from place to place during the game.
The Sanctuary board indicates the city's defense value. Each side of the board shows a track designed for a specific number of players. The Defense counter will unlock bonuses as it advances along this track. If it reaches the final space, the Hunted immediately win the game.
The Survivor cards represent other crash survivors. Once rescued, they will offer their assistance to the Hunted.
The Avatar cards provide each of the Hunted with an identity, as well as a permanent ability that can be activated during the phase shown on the card.
The Evolution cards allow the Creature to develop permanent abilities that can be activated during the phase shown on each card. They come in 2 levels and each card shows a cost in DNA counters: 1-3 DNA for cards of level I and 4-6 for level II.
Components
- 1 Sanctuary token
- 1 Sanctuary board (sides for 2 to 4 and 5 to 7 players)
- 1 Defense counter
- 10 DNA counters
- 18 Survivor cards
- 12 Avatar cards
- 30 Evolution cards (level I and II)
- 20 Place cards
- 15 Survival cards
- 15 Hunt cards
- 7 player aids
Setup
Shuffle the Hunt cards and Survival cards from SANCTUARY together with those from NOT ALONE. You may also add the Hunt cards and Survival cards from EXPLORATION, but this will decrease your chances of encountering the new cards during your game.
Complete the setup using the NOT ALONE rulebook and by adding the following changes:
- A. To prepare the planet Artemia, use the SANCTUARY Place cards numbered 6 to 10 and the NOT ALONE Place cards numbered 1 to 5 (and/or EXPLORATION, but make sure you only use each number once).
- B. Place 3 Monolith Place cards in the reserve, instead of adjusting to the number of Hunted players.
- C. Place the Rescue counter on space 2 of its track, instead of adjusting to the number of players.
Then, proceed as follows:
-
D. Place the Sanctuary board with the side that corresponds to the number of players (2-4 or 5-7 players) faceup next to the NOT ALONE board. Place the Defense counter on its track, on the number that corresponds to the number of players.
-
E. Randomly draw 1 Place card from the hand of one of the Hunted players, and place the Sanctuary token on the corresponding location of the planet Artemia. The Place card that was drawn is then returned to the Hunted player's hand.
-
F. Shuffle the Survivor cards into a facedown draw pile. Draw the top 2 cards and place them faceup on the table.
-
G. Give the Creature DNA counters depending on the number of Hunted players. The remaining tokens are placed in a DNA supply.
Hunted players 1-2 3-4 5-6 DNA counters 1 2 3 -
H. Shuffle the level I Evolution cards into a facedown draw pile. Do the same with the level II Evolution cards.
-
The Creature draws Evolution cards depending on the number of Hunted players. It may draw any combination of level I and level II cards.
The setup steps are summarized and illustrated on pages 4 and 5 of the rulebook.
In a 2-player setup, the Hunted player draws 1 Survivor card and keeps it facedown in front of them without applying its effect.
Gameplay
Phases 1 to 4
The rules for the Exploration, Hunting, Reckoning, and End-of-Turn phases are identical to those from the NOT ALONE base game. However, during phase 3 (Reckoning), the Hunted have 2 new options if they're on a place without a Hunt token.
Reminder: during phase 3, first resolve the places without Hunt tokens, then the place with the Target token, then the place with the Artemia token, and finally the place with the Creature token. Each of these steps is resolved in clockwise order, starting with the player to the left of the Creature.
1) Rescuing a survivor
If they're on a place that is horizontally or vertically adjacent to the place with the Sanctuary token, the Hunted player may rescue a survivor: instead of activating the place's effect or taking back 1 Place card of their choice from their discard pile, the Hunted player may take 1 faceup Survivor card. If possible, they must now immediately use the Survivor's ability (see Survivor Abilities). Then, they put the card facedown in front of them. A Hunted player may have any number of Survivor cards in front of them.
The Survivor card is not replaced immediately (see phase 5, Revealing Survivors). If there are no faceup Survivor cards left, this action is unavailable.
A Hunted player who copies the effect of a place adjacent to the one with the Sanctuary token is not allowed to rescue a survivor.
Example: Sharon played the Jungle. This location is adjacent to the River, which contains the Sanctuary token. Instead of using the Jungle's power, Sharon decides to rescue Michelle West, one of the two available Survivor cards. She immediately draws 1 Survival card and places that card facedown in front of her.
2) Fortifying Sanctuary and sheltering the survivors
If they're on a place that contains the Sanctuary token, the Hunted player may fortify Sanctuary: instead of activating the effect of their Place card or taking 1 Place card from their discard pile, the Hunted player may advance the Defense counter 1 space.
If a player chooses to fortify Sanctuary, they may also shelter their survivors. To do this, they discard all of their Survivor cards to advance the Defense counter 1 additional space. The Defense counter only advances 1 space regardless of the number of cards discarded.
If multiple Hunted players are on the place containing the Sanctuary token, only one of them may fortify Sanctuary and shelter their survivors.
When the Defense counter reaches a Bonus space, the Hunted players immediately apply its effect if possible (see Sanctuary Bonuses). If it reaches the Victory space, the Hunted immediately win the game.
A Hunted player who copies the effect of a place containing the Sanctuary token is not allowed to fortify Sanctuary and shelter survivors. The Sanctuary token is not a place and can't be copied.
Example: Willie and Emma both played the River, which contains the Sanctuary token. Instead of using the River's power, Willie chooses to fortify Sanctuary and advances the Defense counter 1 space. Next, he decides to shelter his survivors by discarding his two Survivor cards and advancing the Defense counter 1 extra space. This causes the Defense counter to reach the Bonus space. The Hunted players may now discard one developed evolution.
Emma can no longer fortify Sanctuary because Willie has already done so. She decides to use the River's power instead.
Example: Bjorn has 3 DNA counters but has no Evolution cards left in hand. He decides to evolve and receives 1 DNA counter, which he immediately spends to take 1 Evolution card. He chooses to draw a Level I card and receives the Scavenger.
Phase 5: Evolution
SANCTUARY adds a fifth phase to the game: the Evolution phase. It's resolved as follows, after the End-of-Turn phase:
-
Moving the Sanctuary. Move the Sanctuary token to the next place in numerical order from places 1 to 5. When the token is on place 5, its next movement is to place 1. When the Defense counter reaches the Bonus space marked with the icon 1-10, places 6-10 become accessible, and the Sanctuary token may now move from place 1 towards place 10. If the token is on place 10, its next movement is to place 1.
-
Revealing survivors. Reveal a number of Survivor cards until there are 2 faceup cards on the table again (if there are already 2 faceup Survivor cards, ignore this step). When the pile of Survivor cards is empty, it's not possible to rescue any other survivors.
-
The Creature may choose to either evolve or nest.
-
Evolving: the Creature takes 1 counter from the DNA reserve, provided there are still tokens left (if the DNA supply is empty, the Creature may not gain any more). Then, it may draw Evolution cards and/or develop evolutions.
For each Evolution card it draws (level I or II), the Creature must discard 1 DNA counter. There is no limit to the number of Evolution cards the Creature may possess.
For each Evolution card the Creature develops, it must discard a number of DNA counters equal to the number shown on the Evolution card (the DNA cost icon). The Creature puts the card faceup in front of itself and reads it out loud. The Creature may have up to 4 developed evolutions at the same time. In order to develop evolutions after that, it must first discard one of the faceup cards in front of itself.
The effect of the developed evolution doesn't activate in the turn it was developed. Instead, it will activate for the first time during the next turn, in the phase mentioned on the card.
Example: Bjorn decides to develop this evolution: he discards 2 DNA counters, places the card faceup in front of him and reads it out loud. Because the power of the Scavenger card activates during phase 5, he will be able to activate it for the first time during phase 5 of the next turn.
-
End of the Game
The Hunted immediately win the game if the Rescue counter or the Defense counter reach their respective Victory spaces. If the Hunted win thanks to the Defense counter, the Sanctuary is sufficiently equipped to withstand the Creature's attacks.
The Creature wins immediately if the Assimilation counter reaches its Victory space.
Clarifications Regarding the New Place Cards
The Monolith: Remove the Monolith from the game only when you've successfully discarded one of the Creature's developed Evolution cards. If not, discard the Monolith normally. Remember: during setup, always put the 3 Monolith Place cards in the reserve, regardless of the number of Hunted players.
The Ark: The power of the Ark can be used even if one of the Hunted players located on the card with the Sanctuary token has already fortified Sanctuary and sheltered survivors. Note that the power of the Ark can only be used once per turn.
Glossary
Drawing a Survivor card: draw the top card from the Survivor pile and put it facedown in front of you, without activating its ability.
Rescuing a survivor: take a faceup Survivor card, immediately activate its ability (if possible) and put it facedown in front of you.
Fortifying Sanctuary: advance the Defense counter 1 space.
Sheltering survivors: discard all of your collected Survivor cards and advance the Defense counter 1 extra space.
Developed evolution: Evolution card played by the Creature, granting it a permanent ability.
Please Notice
The normal rules of NOT ALONE apply, but the effects of the cards always take precedence over the general rules.
Variant
If you want to play NOT ALONE and include some of the elements from SANCTUARY, we recommend you apply the following modifications during setup:
- Gather the 6 Avatar cards showing the Not Alone icon. Randomly deal 1 Avatar card faceup to each of the Hunted. Return the unused Avatar cards to the box. The Hunted players now read their Avatar abilities out loud.
- Gather the 3 Evolution cards showing the Not Alone icon according to the number of players shown below. The Creature chooses 1 card from the 3 gathered, places this card faceup in front of itself, and reads it out loud. The remaining Evolution cards stay in the box.
- 1-2 Hunted players: Optimizer, Instinctive, and Clever (1 DNA Evolution cards)
- 3-4 Hunted players: Slugger, Sharp, and Prescient (2 DNA Evolution cards)
- 5-6 Hunted players: Fast, Screamer, and Primitive (3 DNA Evolution cards)
Survivor Abilities
When a survivor is rescued by one of the Hunted players, that player immediately receives the ability shown on the card. If it can't be applied, the ability is lost.
- Discard up to 2 of the Creature's DNA.
- Regain 1 Will.
- Take the Place card you just played back into your hand. If you played several cards at the same time, choose 1 of them to take back.
- Take back up to 2 Place cards of your choice from your discard pile.
- Draw 1 Survival card.
- The Creature may not evolve or nest during the next Evolution phase.
- Copy the power of the place with the Creature token.
- Take 1 Place card you don't own yet from the reserve and add it to your hand.
- Advance the Defense counter 1 space. If the Defense counter reaches a Bonus space, immediately activate its effect if possible.
Sanctuary Bonuses
When the Defense counter reaches a Bonus space, its effect activates immediately. If a Hunted player can't apply the effect, that player loses the bonus.
- Discard 1 of the Creature's DNA.
- All Hunted players regain 1 Will.
- All Hunted players take back 1 Place card of their choice from their discard pile.
- All Hunted players draw 1 Survival card.
- All Hunted players that don't possess any Survival cards may draw one.
- All Hunted players that don't possess any Place cards 6-10 may take one from the reserve and add it to their hand.
- Discard 1 developed evolution of your choice.
- From here on out, places 6 to 10 are also accessible to the Sanctuary token. If the token is on place 5, its next move is to place 6. If the token is on place 10, its next move is to place 1.