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Logs & Communications · Alterra

Alien Intruder: A game of deception, aliens, and paranoia.

Instructions: Alien Intruder is a game played by 6 to 15 people. One player acts as Game Master and one player assumes the role of Hive Mind. The remaining players are Scientists on a Research Mission. (Total Players / 6) of the Scientists are secretly Alien Intruders.

Hive Mind: The Hive Mind is the puppet master pulling the strings of deception. The Hive Mind knows who the Aliens are and who the Scientists are. This player observes the game and tries to manipulate the Alien Intruders to eliminate all the Scientists. The Hive Mind wins if ¾ of the Scientists have been eliminated before completing all of their Tasks.

Alien Intruder: This player does not know they are an Alien Intruder. For all intents and purposes the Alien Intruder(s) thinks they are normal Scientists.

Scientists: The Scientist’s job is to survive and eliminate the Alien Intruder(s) or complete all tasks. The Scientists do not know who the Alien is. The Scientists win if the Alien(s) are dead or if they have completed all of their Tasks.

Game Master: The Game Master (GM) runs the session and ensures the completion of the different cycles. The Hive Mind will communicate their intentions directly to the GM and the GM will tell the players how his/her intentions play out.

Phases: The game is broken up into days. Each day the Scientists/Alien choose to either perform a task or spy on another player. Then, the Hive Mind tells the GM if they would like to plant a Seed of Doubt on which spy result, if any or eliminate the spy target of the Alien (if applicable). This is done secretly between the Hive Mind and the GM. The GM then reports back on the results of the player's spying efforts (influenced or not by the Hive Mind). After which the Scientists/Alien may have a 3 minute meeting to discuss the day's events. They may then elect to eliminate a Scientist with a majority vote. The Scientists/Alien then go to sleep and start the next day's cycle.