Jump to ratings and reviews
Rate this book

Alice is Missing

Rate this book

48 pages, Paperback

Published January 1, 2020

1 person is currently reading
29 people want to read

About the author

Spenser Starke

6 books2 followers

Ratings & Reviews

What do you think?
Rate this book

Friends & Following

Create a free account to discover what your friends think of this book!

Community Reviews

5 stars
25 (51%)
4 stars
20 (40%)
3 stars
4 (8%)
2 stars
0 (0%)
1 star
0 (0%)
Displaying 1 - 9 of 9 reviews
Profile Image for Aki.
996 reviews
July 7, 2024
Bin sehr gespannt, wie das wird. Könnte heftig werden.
Profile Image for Tatiana Alejandra de Castro Pérez.
682 reviews24 followers
April 11, 2022
Una propuesta interesante y peculiar. Este es un juego de rol donde jugaremos por mensajes de texto en solo 90 minutos y sin posibilidad de jugar sesiones posteriores. Alice is Missing da pie a temas interesantes y profundos, que pueden despertar recuerdos y sentimientos incómodos, por eso es genial que recomiende el uso de varias herramientas de seguridad. Y a nivel artístico me parece precioso. Tiene poco arte en el libro (hay más en las cartas), pero es muy evocador.

La posibilidad de rejugarlo con diferentes grupos de personas me parece muy interesante.
Profile Image for Jason.
352 reviews5 followers
December 4, 2020
I backed Alice Is Missing on Kickstarter, and my copy arrived only yesterday. While I didn’t follow the Kickstarter closely after I backed it, I was eager to read the details of the game to learn how it worked. It’s a neat silent larp, in which all the players play their characters through a phone chat group as they investigate (or just talk about) the disappearance of their mutual friend, Alice Briarwood. Tonally, Starke took inspiration from Life is Strange, Gone Home, and Oxenfree.

Please note that I have not played the game yet, only read it thoroughly and imagined play.

The quality of the game pieces is excellent. The box is sturdy and the box art, by Julianne Grepp, gorgeous. The bulk of the game is a set of 70 or so tarot-sized cards, which are beautifully done and printed on high-grade stock. I like to sleeve my game cards, and by removing the box insert, I am able to store the whole game in the original box even with the sleeved cards, which is a nice feature.

The rulebook is stylishly laid out, easy to read, and on good paper. There is one odd quirk about the rulebook: it gives you most of the information you need twice. The first 22 pages of the booklet is a summary of everything you need to know to run the game. The final 26 pages are the “Facilitator Guide,” which is designed to walk you through the steps of being the facilitator, but essentially repeats everything from the first 22 pages. The main motivator seems to be the desire to give the facilitator a step-by-step guide to setting up and running the game, including sample passages to read to the players at each step of the game. The impulse is laudable, but the final execution makes for an inelegant and awkward read.

The game itself looks cool and fun.

The first part of play is character creation and setting the narrative stage. From the printed-out stack of missing-person posters, you randomly pull who your Alice is for this game. Once this is known, each player takes one of the five character cards. The only required character is Charlie Barnes, “The one who moved away,” which the facilitator always plays. Charlie had moved away from Silent Falls, the small Northern California town where our story takes place, and has recently returned to live with his father. The character card tells you your name and your relationship with Alice (best friend, older brother, secret girlfriend, and one with a crush). To this bare-bones information, each player gets a Drive Card, which gives you a basic way to behave, such as: “you fear the worst for Alice. Jump to conclusions, make conspiracy theories, and blame yourself for her disappearance”; or “you want to keep everyone calm. Crack a joke, distract from the chaos, do everything to can to bury your true fear.” With this basic sketch of your character, you begin to flesh out who Alice was by answering the prompt included on your character card. For example, “What kind of teenager is Alice? (Quiet, Jock, Popular, Valedictorian, Stoner, Etc.)”; or “What about Alice do other people sometimes find annoying but you appreciate?” Once Alice is sketched out, you return to your Drive card and use the prompts there to form your character’s relationship with two other player characters. One card offers these two relationships: “I know how you really feel about Alice” and “We’ve never gotten along.” Another has these two: “I don’t think you like me,” and “I’ve always wanted you to be my friend.”

All of these prompts are well chosen to give strong starting situation. You get everything you need to know to start moving ahead while still having plenty of room to create characters and fuller relationships through play. The two cards—the Character Card and the Drive Card—do a lot of heavy lifting in a quick and easy fashion. In addition, there is enough here to create replayability, though the game suggests not playing with the exact same group, which seems reasonable.

The final step of character/world creation is to look at the 5 suspects and 5 locations that will recur throughout the game. Having laid out the cards in two rows, the players take turns picking one of the cards and explaining why that person or place is suspicious in Alice’s disappearance. This is a clever way to introduce everyone to these recurring features of the narrative and to give everyone a reason to be wary of them. Naming all the ways the world and people around us are dangerous and unknown has an additional psychological impact, placing the players in a shared mood and mindset.

After you have used the cards to create your characters and their world, you are ready to play out the mystery of Alice’s disappearance. The mystery takes place over 90 minutes, with a countdown clock available for download or on Youtube. The countdown video comes complete with a soundtrack. Since no one will be speaking, the music should have a significant impact on the mood during play. The facilitator has a stock message to send the group chat at the start of the 90 minutes, the narrative reason for us all to be chatting in the first place. Then clues are uncovered by different players at predetermined times via Clue Cards. One appears when the countdown hits 80 minutes, another at 70 minutes, then 60 minutes, then 50, then 45, 40, 35, 30, 20, and finally the climax hits at 10 minutes, with the flurry of texting and the final fallout wrapping before the clock hits zero. Each clue has you reveal a suspect or a location from their respective decks and prompts you to create a bit of narrative the implicates them. At some point one of the revealed suspects becomes THE suspect and one of the revealed locations becomes THE location.

The clue cards are a clever way to control pacing, as the prompts begin by creating rumors and slowly bring the suspects and their threats closer and closer to our characters. You see that at the center of the game, the clues come every five minutes so that revelations come fast and furious. In a 5-person game, each character will have something big to contribute to the conversation from minute 50 to minute 30. Overall, the prompts are as solid on the clue cards as they are on the character cards. Some prompts make heavier narrative demands on the players than others, but there were only one or two prompts that I found intimidating, especially if I had to create it while getting texts from others and trying to figure out how to impart the information organically. Most of them ask for simple but effective bits of story. For replayability, there are three clue cards for each countdown time, so each game you play will have different prompts.

Up to this point, I tried to be as specific as I can without spoiling any specifics about the story elements. From here forward, however, I’ll need to spoil the story in order to discuss the games limits and to talk about it thematically and politically.

*Spoilers ahead! Turn back now if you don’t want to know the story content of the game.*

Starke has to perform a balancing act between the narrative possibilities of the story and the speed and ease of setup. Alice will always have been taken by one of the 5 suspects in some twisted or malevolent plot. Even though Gone Home is an inspiration, you do not have the possibility of a lover’s elopement. Similarly, none of the 3-5 players can have had any roll in Alice’s disappearance. To allow for all or any of these possibilities would mean all kinds of development during character and world creation and radical changes to the clue card prompts. Or, at least I think it would. At the very least, it would need to allow for a much wider range of 10-minute cards. As it is, it’s cool that Alice could be in any state of health, and it’s cool that one of the players will become tied up with Alice’s fate, but I’m greedy, and seeing something awesome often makes me want to see it even more awesome.

The ramifications of these limits go beyond aesthetics. In the end, you will always tell the tale of a high school girl who was kidnapped/lured/entrapped/misled by a hostile member of the community: an authority figure, an ex, a rich kid (which I think “popular” always means), a bully, or a creeper. The authority figure and rich kid will always point to the powerful, but bully, creeper, and ex are unmoored. These could easily be the poor or disenfranchised of the community, especially since the player’s biases are not given any checks by the mechanics of the game. All of this means that the game is open to repeating harmful tropes and storylines. Putting in checks to these impulses or cutting off certain possibilities wouldn’t be too hard to do, but those adjustments are better made at the design level than hacked by the players.

Along these same lines, Alice is a unambiguously gendered name, which means that we are repeating a tale of violence against women without any opportunity to tell a different story. Other names are ambiguously gendered allowing for the full range of pronouns and relationships. I’m not sure if this is harmful or problematic, but I think it is unnecessarily limiting.

Regardless of these limitations and possible problems, the game is focused and well-designed. It’s one of the few larps that I feel can easily pull me into larping. It would make a fantastic introduction to the hobby.
Profile Image for Alan Castree.
451 reviews
March 11, 2022
Not really a book but an RPG experience. Got everything ready to play, just need to get the group together and the time to do it.
Profile Image for Meredith Katz.
Author 16 books212 followers
May 24, 2022
This is a storytelling RPG that is both incredibly well-written and extremely thought out in its design. It's inspired by video games like Life is Strange, Gone Home, and Oxenfree (and TV shows like Searching, Riverdale, and Winter's Bone).

It is a game for 3-5 players who will inhabit characters who have realized that their friend Alice from the small town they all live in (or have come back to) has stopped answering all messages earlier that week. It's a voiceless tabletop game (except for the setup, and voicemails you've left Alice that will play late on) and is played entirely through text messages, both group texts and private, and cards that you flip as you hit time points in the game. Through this, you build out a story that will inevitably be sad and heavy, but also extremely powerful. The game works hard to make Alice's disappearance not one in which she's just a tool (like most murder mystery dinners) but about your relationships with who she is as a person, and asks you to live in that relationship and the complicated feelings you have. Each character has a secret related to Alice, and each character has something they want. Again, there's some heavy stuff in here, but intense and heavy doesn't mean that there isn't incredibly beautiful stories that can be told. Games will always take the same amount of time after setup is complete, because they're run to a video playlist and timer that indicates when new cards should be flipped, so they should be relatively easy to schedule.

The game leans heavily on consent tools, offering players places to give hard nos to certain content, and also veils (ie the content can be in the game, but you can't go into detail). It is very aware that a lot of the elements in a person's disappearance (especially a teenage girl's disappearance) are both fears and real experiences that many of the players will have, and asks you to do work up front to either mitigate or avoid it, or help players know if they should sit this one out.

Finally, it does the thing that you'll notice is often a topic of my RPG reviews: it has an online play conversion option! I think it's extremely important to have these, especially post-2020. The pandemic continues on, and even for those who are comfortable getting together, many of us have joined game groups that can only exist online (ie are global) during that period and want to continue it. Some games CAN'T have online only options, of course (some physical game mechanics, like jenga blocks, can be hard to figure out how to adapt) but thinking through how to make this game usable in multiple formats, and finding the potential changes that need to be made when altering the medium, are very important. The fact they included this is a huge plus in my book.
234 reviews
May 27, 2025
(TTRPG)
A super interesting concept for an RPG that makes for a fun and emotionally draining (in a good way), blessedly time-limited experience. Falls short in a bunch of ways — the necessary passivity of the players, the randomness of events and their disconnectedness to the final resolution, the lack of clarity on the sharing of information on clue cards. I'd definitely recommend it: the pdf is cheap, well worth a single <3-hour session, and there's a really good chance you'll have an experience with friends you remember forever.

Even so, the game would have been way way better if there were 3 fixed paths of clues with 3 stories rather than fully random clues.

To those thinking of playing, I'd recommend:
- get the pdf and print it, don't bother buying the box
- when a clue card is picked up, have the player keep it secret until a couple of minutes after they have sent their messages pertaining to it, /then/ reveal it to the other players. The rules were, I think, unclear on this
- use the search cards. The rulebook discourages you from doing so but I think they makes things feel way less passive
- be willing to stretch the rules for a good story. We ended up ignoring the 'players can't be in the same place' rule for the climax as multiple characters descended on Alice's location
- I don't know if someone has done this, but if there is an optimal order of clue cards online, I'd probably use it (by e.g. handing to a non player to sort them). You're gonna play this once and some storylines will just work better than others.
Profile Image for BookMoss.
163 reviews42 followers
August 20, 2021
This rulebook, and this game, are the second most intense roleplaying game I have ever played.
It's a lot like LARPing and you get incredibly into your characters.It provides the oppurtunity to work together to solve the mystery of a missing friend, and you work together- even with people you might not like.
This game should be played with caution however. I ran this game for a group of first time roleplayers and it was a bit too much, and in another session one of my players said she needed to talk to her therapist about what happened. So it's not for the faint of heart.
Profile Image for Teniente Mandella.
17 reviews24 followers
May 13, 2023
Solo vengo a deciros una cosilla por aquí, Alice ha desaparecido es la mejor experiencia que he tenido en cualquier juego de mesa o rol durante los últimos años.
Emotivo, tenso, crudo, tierno...pero siempre generando una narrativa espectacular y fascinante mediante chats grupales o privados.
Displaying 1 - 9 of 9 reviews

Can't find what you're looking for?

Get help and learn more about the design.