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I got the print version a while ago and I finally had a chance to play it. I previously played The Wretched and The Sealed Library, so I knew what to expect. The setup is interesting, I love the use of very physical, tactile components (the idea of using tokens that connect to the themes of the game is brilliant - I used small shells for mine). The game - as was likely from the start - ended with the blade shattering. But despite the outcome being all but certain from the start, there's tension and hope, and the journey to that destination is what's interesting. I was very glad that I got to the two cards I was especially looking forward to - the names of the Bearer and the Sword. It came late in the game and I decided that while a wounded sword bearer sought comfort and companionship by sharing his name, the weapon would not reveal its true name, due to his previous choices.

One thing that tripped me up a few times is drawing new cards that asked questions I already answered in previous rounds. I tried answering the questions without elaborating too much, but there are many opportunities for "crossing the streams" which make some late-game questions redundant. For example - questions about the sword's creation or greatest victory may have been explored already in earlier questions about previous bearers or the sword being damaged and repaired.

All in all, I had a great time, I definitely recommend this game and I can't wait to try more Wretched&Alone games this year.

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Admittedly, by the time I got to Go Alone, I had been playing Wretched and Alone games for a good little while, so I knew the twists and turns well. However, that impact on my enjoyment of the system did precious little to effect my enjoyment of the game. (Also, I should make clear, I do really like Wretched and Alone as a system!) Go Alone is fantastically written, and I love the angle of playing as a legendary weapon rather than the one who's wielding it, for once. The opening setup in which you design your weapon is left intentionally vague, in such a way that I'd heartily suggest picking up a different game/way to make magic items to fill out what your player character looks and acts like. That being said, once you dive into the prompts, there's plenty of room to tell the story of a sword wielded, sundered, and reforged many times over within. The focus on the toll that the cycle of war and prophecy has taken on the weapon, and how that can lean on the wielder, is a fantastic point to lean on, especially given the tendency for Wretched and Alones to lean dark and heavy. Long story short? If you're curious about how say, Fi from The Legend of Zelda feels by the time of Breath of the Wild, this game could give you some insight!

I'd love to purchase a physical copy of it but money is too short right now. Sadly the community copies are all claimed already but maybe there will some be added in the future? :)
Looks really cool!

I've restocked the community copies, thanks for letting me know

Thank you so so much!!!

Super cool game! I just purchased a physical copy. Looked through the PDF real quick, and this is definitely right up my alley. I'll post a review (and possibly the whole journal) on my blog after having played through it.


Thanks!

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Go Alone is an interesting game. At first I ignored this, but ever since I have an idea for its general setting, bearer, and feel, I actually could not wait to play it.

A thing though: I think that it would be a good idea to let the player choose/create their own weapon and setting. I just want this game to spur different adventures and stories, and even though you could expand upon the prompts provided here, I appreciate it if the choices would be deliberately vague.

Nevertheless, I like this. It is full of potential. 4/5.