The Alexandrian

Review: Alice is Missing

October 23rd, 2023

Alice is Missing - Spenser Starke

Alice is Missing is a stunningly beautiful storytelling game that delivers an utterly unique and unforgettable experience. I’ve played it twice, with different groups, and each game was profound. Every player was deeply affected, and several texted the group the next morning to say that they’d dreamed about the events of the game.

The premise of Alice is Missing is in the title: A high school student named Alice has gone missing, and the players will take on the roles of her friends as they try to figure out what happened while dealing with the emotional trauma of her disappearance.

The central conceit of the game is this: You don’t talk. Instead, all of your interactions — all of your roleplaying — takes place via text messaging.

HOW IT WORKS

You can play with three to five players and you’ll start by each selecting one of the five broad, archetypal characters provided. These are quickly fleshed out with Drives, which provide Motives (a key personality trait) and two Relationships, which you’ll assign to two different player characters. It’s a fairly quick process that creates a remarkably broad dynamic of play while keeping the structure of play focused.

Now the Facilitator will start a group text message with all participants by sending a text with their character name in it. All the other players reply by sending their character name, at which point everyone should create a contact for that number (if they don’t have one already) and change its name to the character’s name.

At this point play begins: The Facilitator will open an Alice is Missing video which provides both a soundtrack and a 90-minute timer. From this point forward, no one speaks: The Facilitator will send a message initiating the game, and then everyone will spend the next hour and a half texting.

The core mechanic of the game revolves around Clue cards. These are synced to the timer — so, for example, there’s an 80 minute clue card, a 70 minute clue card, and so forth. There are three different cards for each time interval, and these can be freely intermixed, resulting in thousands of potential game states.

Each Clue card contains a prompt for the player who draws it:

  • Reveal a Suspect card. This person shows up at your door acting suspicious. What weird question about Alice do they keep asking you?
  • Reveal a Location card. You dig up some weird or unexpected history about this location. What do you learn about this place that would make it the perfect spot to hide?

The player creates the answer to this question and introduces it into the group chat, pushing the narrative of the game forward.

As you can see from these examples, the game also includes Suspect cards and Location cards. These help shape the mystery of Alice’s disappearance, and a number of clever mechanics are used to make sure that the narrative in the back half of the game evolves logically and naturally from the foundation laid down in the first half of the game, even as it’s ultimately being guided by the player’s creativity.

Finally, the game provides a deck of Searching cards which are more flexible: Whenever a PC decides to go somewhere without being prompted by a Clue card, they should draw a card from the Searching deck to reveal what they discover there. (Examples include “a drop of blood in the fresh snow” and “a loaded firearm.”)

SOME GRIT IN THE GEARS

Overall, Alice is Missing does an excellent job of walking a new player through the rules. The rulebook is actually split into two parts: The first is an in-depth explanation of the rules, and the second is a Facilitator’s Guide which walks the Facilitator (most likely the game’s owner) through the exact steps they should take to explain the rules to the other players (including short scripts they should read at every step).

This is crucial to the game’s success, because if everyone at the table isn’t completely onboard with the rules, the central conceit of silent gameplay won’t work and the game will fall apart. Spenser Starke, the designer, deserves major kudos not just for a great game, but for making sure the presentation of the game was everything it needed to be.

With that being said, there are a few places where grit gets into the gears, and I’m going to point them out so that when you play Alice is Missing you can hopefully benefit from my experience and avoid them.

First, the game comes in a lovely box that suggests completeness. Unfortunately, the box is missing components. There are no character sheets, for example, and there’s also supposed to be a stack of missing person posters that isn’t in the box. These are all easily downloadable from the publisher’s website (at least for now), but these aren’t just optional supplements: The rulebook will tell you to, for example, select a missing person poster, and you won’t be able to. (So make sure you track these down ahead of time and print them out.)

Speaking of the character sheets, they’re too small. For example:

Alice is Missing - Character Sheet Sample

In the half-inch by three-inch space between “Charlie Barnes” and “Dakota Travis,”you’re supposed to write down their physical description, favorite class, home life, etc. plus the answer to their Background question plus more… You can’t do it. The character sheet should have been designed as a full-page sheet and probably also double-sided to work properly.

After everyone picks their characters, they’re encouraged to specify their character’s pronouns. This is great in principle, but Alice is Missing completely flubs the execution by constantly referring to the characters by predetermined pronouns (and even baking this into the mechanics). Points for trying, but beaucoup negative points for failing. (A close edit of the rulebook to remove predetermined pronouns and, most especially, removing gendered identities from the character roles would be the minimum required to fix this. Ideally, I’d also want all the character names to be gender neutral.)

On a similar note, every character has a Secret. These are listed on the character cards, and so when the Facilitator is instructed to lay the character cards out in front of the players and have them select which characters they want to play, all of the players are going to read every single character’s Secret. The Facilitator’s script then almost immediately says, “Do not share your Secret — it should come out in play.”

This is not actually a problem: The players are not their characters, and what the rulebook means is that the answer to your Secret prompt question should not be included in your character introduction, but instead revealed during play. But every single group I’ve played this with has immediately gone, “Wait. Did we screw up? I read the Secrets!” It’s a very minor thing, but it’s a consistent irritation and it’s probably worth thinking about how you want to tweak that particular point of presentation to sidestep it.

My final critique of Alice is Missing is more significant: The rulebook sets things up so that the Facilitator is always playing the character of Charlie Barnes.

I can understand why they’ve done this. (It allows them to script specific examples into the scripts in the Facilitator’s Guide.) But it makes for a really bad experience if you’re the one who owns the game and is, therefore, always the Facilitator introducing new players to it. Fortunately, it’s pretty easy to fix this and let the Facilitator play any of the characters. (But it will require some edits to the guide and its procedures.)

WHAT MAKES IT BRILLIANT

I took the time to highlight all these little minor bits of grit in the gears of Alice is Missing because you’ll want to know about them when you play the game.

And you will want to play this game.

Because it’s brilliant.

The mechanics are elegant, easily grasped, and expertly tuned by Starke to effortlessly guide almost any group to a powerful story which is nevertheless unique every time. It’s a true exemplar of storytelling game design.

The novelty of the experience certainly helps to make it memorable, but the true brilliance of Alice is Missing is more than that. It’s a game that effortlessly immerses you in your character: The experience of play — focused through your text messaging app — is seamlessly identical to the character’s own experience.

You know how the world can sometimes sort of drop away when you get focused on your phone? Starke leverages that fugue state — everything else drops away, and the only thing you’re truly experiencing is the world of the text messages. A world where you’re not talking to your friends; you’re talking to Charlie and Dakota and Julia. (This is why it’s so important to change your contact names before playing.)

In addition, the text-based medium automatically leads the player to create the game world through a creative closure which is nigh-indistinguishable from the closure you perform every day in the real world. When Julia, for example, texts you to say, “There’s someone outside my window!” you immediately imagine that scene in exactly the same way you would if one of your actual friends texted that to you.

The power of that in a roleplaying experience really can’t be underestimated.

Either of these two things — the near-flawless mechanical design or the novel genius of the text-based roleplaying — would make the game worth checking out.

The two together?

Alice is Missing is one of the best storytelling games ever made.

Grade: A+

Designer: Spenser Starke

Publisher: Hunters Entertainment / Renegade Game Studios
Cost: $21.99
Page Count: 48
Card Count: 72

8 Responses to “Review: Alice is Missing”

  1. D.L.C. says:

    Great review. Alice is Missing is really exceptional, the game ends up being much more moving than you might suspect only reading the rules. If I had to levy some small critiques:
    1. The game felt a little rushed in the back half with huge revalations showing up every few minutes. I could see why the designer would lean towards too much rather than too little happening, but I think my group would have appreciated an extra 15 minutes to the overall playtime.
    2. I think the voicemails recorded at the beginning of the game fall a little flat. The game is asking people who don’t necessarily have a great understanding of exactly what the game is to try and say something profound about a character that doesn’t exist yet from the POV of a character that barely exists (Alice and the PCs are basically fleshed out as you play).

  2. Doyce says:

    Agree on the A+. A few comments.

    The PC names are gender neutral, to the best of my recollection. You’re right about the text trying to lock in genders, though. For instance, our “Jack” was “the older sister” not brother, and simply having their card read “the older sibling” would have been a straightforward fix.

    Charlie, Dakota, Jack all work for either gender – Evan, maybe not, though I remember one player saying it would work – they knew Evans of either gender.

    Not having the missing posters as another stack of cards in the decks is an odd omission, I’ll agree.

  3. Justin Alexander says:

    @Doyce:The popularity of “Evan” as a female name started in the ’70s. So, yeah, you can kinda squint and say that technically they’re gender neutral… but then there’s Julia, and the squinting doesn’t help. Either way, as you note, the “pick your character’s pronoun” thing was clearly an afterthought, and it deserves to instead be a full thought that’s properly implemented.

    @DLC: My experience with the voice mail is exactly the opposite. The game doesn’t really ask for “profound,” it asks for something very specific: Mention your Secret. Those are designed to almost certainly become part of play, so the voice mails automatically resonate with play.

    In fact, you really want the OPPOSITE of profound. The structural function of the voice mail is, at the end, to provide a window back to the beginning — to a time before the characters knew Alice was missing and before the players had experienced the events of the game. Innocence and lack of knowledge is really what you want; because it’s the contrast between where you started and where you are now that makes the voice mail land.

  4. Doodpants says:

    Sounds like a fascinating game for kids-these-days, but I’m an old fogie who hates texting. I don’t think I’d enjoy being forced to engage in this medium.

  5. Sarainy says:

    I really want to play this in the near future, so I’m grateful for the review and the pointing out of ‘grit’ to be removed. Thanks!

    For anyone interested there’s an official Discord template, which will create a Discord server with all the correct roles and channels you may need. This means you can play on Discord without using a phone app – which might be preferable for playing online with people you aren’t happy to share your phone number with… or if you just enjoy Discord as a messaging platform.

    Not sure if this will work in these comments but the template is here: https://discord.com/template/T3DSB5HTKVmf

  6. Cryptic Keyway says:

    @Sarainy thanks for mentioning the Discord option. The game sounds really interesting, but my biggest question after reading Justin’s (much appreciated) review was if it could be played in different formats / styles, or if the text messaging aspect was really integral to the feel of it. I know some players who would be really interested in this, but just wouldn’t be up for looking at their phone for 90 minutes. If anyone else has play reports to this effect I would be interested to see them.

  7. Sarainy says:

    I’d be interested to see if the game could be ran in a Play by Post format, or if the fixed timer is an integral part of the way the game works.

    I assume it would be a very different play expeirence if the active part of the session took 3 weeks rather than 90 minutes, but could it work I wonder?

  8. Bluetunic says:

    A bit late to this post, but I want to thank @Sairainy for linking that Discord template. My group played Alice is Missing a few months ago, and we decided to use text messaging. For whatever reason, our phones and/or the cell network did not want to cooperate. We had to take 3 points of order where we paused the timer to fix issues – primarily texts not making it to everyone in the group. We all agreed at the end that if we play again we’re definitely using some form of online messaging instead. My recommendation for anyone considering playing this is to pick a system that you know will work for everyone playing. Overall though, absolutely an A+ game, and I frequently use the timer soundtrack as background music while working.

Leave a Reply

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.