TEXT: Rulebook
  Alice is Missing
  A Silent Role Playing Game
  
  ALICE IS MISSING
  By Spenser Starke
  Edited by Lauren McManamon
  Cover Art by Julianne Grepp
  Art by Caleb Cleveland, Julianne Grepp and Christopher J. De La Rosa
  Graphic Design by Christopher J. De La Rosa and Spenser Starke
  Layout by Stephanie Gottesman
  Special thanks to the first playtesting pioneers:
  Hannah Reed, Brandon Winfrey, Aabria Iyengar, Mika Midgett, and Christian Yetter.
  www.renegadegames.com
  facebook.com/PlayRGS 
  @PlayRenegade 
  @renegade_game_studios
  Printed in Jiaxing City, China
  Lot No. 071720-1
  10 9 8 7 6 5 4 3 2 1
  © 2020 Hunters Entertainment LLC, All Rights Reserved.  
  © 2020 Renegade Game Studios, All Rights Reserved.
  CONTENT & TRIGGER WARNINGS
  ALICE IS MISSING inherently deals with topics of lack of agency, death, grief, 
  helplessness, loss, tense family dynamics, and violence. Player discretion is advised.
  This is a work of fiction. Any resemblance to real life events is purely coincidental.
  www.huntersentertainment.com
  facebook.com/HuntersEntertainment
  @Hunters_Ent
  @huntersentertainment
  
  OVERVIEW ....................................................4
  MATERIALS .................................................5
  FACILITATING THE GAME ..........................7
  INTRODUCTIONS & CHARACTERS ...........13
  RELATIONSHIPS, VOICEMAILS, & CHAT 
  SETUP ...........................................................15
  TABLE, TIMER, & MUSIC ...........................16
  CLUE CARDS & STARTING HUNCHES ......16
  GAME GUIDE ................................................19
  PLAYING THE GAME ...................................21
  ENDING THE GAME .....................................22
  FACILITATOR GUIDE ....................................23
  INTRODUCTION ...........................................24
  CONTENT WARNINGS ................................24
  SETTING UP THE GAME .............................25
  KEEPING THINGS ON TRACK ....................42
  DEBRIEF WITH YOUR PLAYERS ................44
  PLAYING ONLINE ........................................45
  INSPIRATION & ACKNOWLEDGMENTS ...48
  Contents
  Alice is Missing
  A Silent Role Playing Game
  
  OVERVIEW
  ALICE IS MISSING is a silent role playing game about the disappearance 
  of Alice Briarwood, a high school junior in the sleepy Northern California 
  town of Silent Falls. During the game, players use their phones to 
  send text messages to each other as they unearth clues about what 
  happened to Alice.
  The game runs over a single session of two to three hours. There is no 
  formal game master, but one player will need to explain and facilitate 
  the rules. In the first 45 minutes, players create their characters, 
  their relationships to Alice, and their ties with each other. The next 90 
  minutes follow the characters’ text message conversations as they 
  uncover Alice’s fate.
  4 • Alice is Missing
  
  MATERIALS
  Some of these supplies are included in the game, 
  while others you will need to provide yourself.
  TOP:  
  Introduction, Suspect,  
  X Card, Character, Motive
  BOTTOM:  
  Searching, Location,  
  Clue, Debrief
  Make sure to have 
  phone chargers on 
  hand during the game 
  in case any player’s 
  battery runs dry.
  YOU’LL NEED TO GATHER...
  • 3-5 Players
  • A Quiet, Dimly Lit Room
  • Cellphones (each player should have 
  their own)
  • A Computer
  • ALICE IS MISSING Cards  
  (separated by type)
  AND PRINT OUT…
  • Character Sheets
  • Missing Person Posters
  • A Game Guide
  Print-outs available for download at 
  www.aliceismissingrpg.com
  Alice is Missing • 5
  
  6 • Alice is Missing
  
  FACILITATING THE GAME
  Though the game does not have a game master, one player should 
  have a thorough understanding of the rules in this book. This person, 
  called the facilitator, should refer to the Facilitator Guide (page 23)  
  when explaining the game to the other players. The facilitator 
  also takes on the role of Charlie Barnes and knows the following 
  background information about them before play begins.
  CHARLIE BARNES moved away from Silent Falls 
  with their mom at the end of the last school year 
  after their parents divorced. They just arrived in 
  town to stay with their dad for winter break, and 
  hope to see Alice and the others while they’re here.  
  A few days ago, Alice stopped responding.  
  They haven’t heard from her since.
  Alice is Missing • 7
  
  Game Style
  Excluding the game setup, ALICE IS MISSING is played live without verbal 
  communication. Players inhabit their character for the entirety of the 90 minute 
  play session. Instead of speaking out loud to one another, you’ll send text 
  messages back and forth to the other characters in a group chat, as well as 
  individually, as though they aren’t in the same place as you. 
  ALICE IS MISSING is a one-shot, event-style game. You won’t get together every 
  week to play out a continuation of the story you told the week before. Instead, 
  you’ll sit down with the other players for about three hours and explore this story 
  together from beginning to end. After that, your group will say goodbye to these 
  particular characters forever. Though you may certainly swap roles, shuffle cards, 
  and play again with the same set of players, it’s not the recommended way to 
  play. The same group will see opportunities where they didn’t before, but getting 
  together a new group to play is likely to take the story in directions you didn’t 
  previously explore.
  The game is fully cooperative and encourages sharing information between 
  characters. This will sometimes put characters at odds with each other, but 
  exploring the tension between characters is an important part of the game. 
  Finding Alice will always be the thing that brings you together at the end.
  Players should be ready to make things up on the fly, lean hard into their drives, 
  and look for ways to make the narrative more interesting for everyone.
  8 • Alice is Missing
  
  Safety Tools
  Because of its immersive nature and dark theme, games of ALICE IS MISSING 
  can sometimes get into heavy or difficult content. The following safety tools are 
  recommended, but you may use others if they better suit your group. 
  X-card: You may use the X-card to remove any piece of content from the game. 
  Since Alice Is Missing plays over text messages, you may send an (X) to the chat 
  to signify you want something removed from the game, or (X: content) to specify 
  what it is you need removed. The player who introduced the content should delete 
  their message (if possible), and the game may continue. No one may challenge 
  a decision to (X) a piece of content. If someone uses an (X) and it isn’t clear 
  what needs to be removed, the 
  facilitator should ask them 
  to specify out of character (in 
  parentheses).
  It’s possible someone may 
  be unable to type (X), or the 
  chat moves so fast an (X) is 
  overlooked. You may also X-card 
  verbally (by saying “X-card: 
  content”) to remove content. 
  Although it’s preferable that 
  players do not speak, their well-
  being always comes before the 
  game. 
  Alice is Missing • 9
  
  Lines and Veils: You are also encouraged to use a safety tool called Lines and 
  Veils. Before the game starts, ask players if there is content they would like to 
  Line (meaning it will not come up at all in the game). Next, ask them if there 
  is content they would like to Veil (meaning it may come up, but it will never be 
  in focus)—ostensibly veiling it from play. As an example, a player might have 
  a phobia of spiders and call for a Line or a Veil on them in the game. A Line on 
  spiders would mean we should see no spiders, cobwebs, or anything with a 
  spidery appearance. A Veil on spiders would mean we might stumble through 
  cobwebs, but we shouldn’t describe the legs, many eyes, or fangs of the spider 
  living in there.
  Open door policy: Remind players that they may leave the game at any time. 
  Ideally, they should tell the facilitator if they decide to leave, but it’s okay if they 
  cannot. If a player leaves the game, the facilitator should privately message 
  them to see if they are okay. Usually, the game can continue if a player departs—
  distribute their Clue Cards, keep playing, and invite that player to debrief when 
  the game ends. Sometimes, the game needs to stop, and that’s okay. People are 
  more important than the game.
  10 • Alice is Missing
  
  Gender and Sexuality
  ALICE IS MISSING deals with very real-world scenarios, even though it’s a game of 
  fiction. The circumstances around missing women often involve violence, sexual 
  violence, date rape, teenager-adult relationships, partner abuse, problems at 
  home, victim blaming, and death. Some of these topics may touch upon players’ 
  lived experiences, so setting expectations and boundaries is perhaps the most 
  important part of game setup.
  Lines and Veils can help establish players’ comfort levels around these topics 
  before the game begins. The following Veils are suggested as a starting point, but 
  you may Line or adjust them to suit your group.
  • Veil gore and violence: Avoid describing in detail any harm done to Alice. 
  • Veil sexual non-consent: If it is not lined completely, veil sexual non-
  consent. This includes drugging, coercion, physical force, and threats.
  • Veil victim blaming: Characters may express upset toward Alice and her 
  actions. However, her actions do not mean she deserves anything that 
  happened to her.
  In fiction, stories of missing women often reduce a vulnerable person to a 
  two-dimensional tool that explores the hurt felt by those who know her. ALICE 
  IS MISSING uses character creation and its mechanics to mitigate the tropes 
  that would reduce Alice to a plot tool. It focuses on the network of relationships 
  around Alice and the impact of her disappearance on the wider community—
  investigating the realities of a missing person in a small town. However, your 
  group may change Alice’s name and pronouns if you wish.  
  Alice is Missing • 11
  
  Player Privacy
  ALICE IS MISSING uses text messaging on 
  phones as its primary tool for communicating 
  during the game. The game therefore requires 
  players to exchange phone numbers so they 
  can engage in group chats and private chats. 
  If your players are friends in the same area, 
  this shouldn’t be a problem (as it’s likely you 
  all have each other’s numbers already).
  However, if you are playing at a con or with a 
  friend from overseas, text messaging may be 
  unsafe or impractical. If text messaging would 
  cause your group problems, you can refer to 
  the guide for online games. You’ll still play 
  on your phones in the same room, just with a 
  different messaging platform.
  Finally, this game includes queer characters connected to Alice who may or 
  may not be out. Players can discuss and decide their character’s sexuality and 
  openness during character creation. However, you should also discuss the group’s 
  comfort around homophobia and outing other people without their consent. 
  12 • Alice is Missing
  
  INTRODUCTIONS & CHARACTERS
  When everyone is at the table, the facilitator should go 
  over the content warnings and walk the players through 
  your safety tools. Once everyone is on the same page, 
  the facilitator then reads the Introduction Card aloud 
  and randomly chooses one of the Missing Person posters. 
  They then place the Character Cards on the table, and 
  take Charlie Barnes for themselves. Each other player 
  picks the character they want to play and places 
  that Character Card in front of them. Put any leftover 
  characters back in the box (they won’t be used in this 
  game). Players can start thinking about the Background 
  and Secret on their card (but should not share their 
  answers with the table yet).
   
  Next, randomly pass Drive Cards out to each player. Place 
  any leftover cards back in the box (they won’t be used in 
  this game). Everyone then takes a moment to think about 
  how their Motive impacts their character. 
   
  Starting with Charlie Barnes and moving clockwise, 
  players then introduce their character’s name and 
  pronouns, their relationship to Alice, a physical description 
  of their character, and their character’s Background 
  prompt. Do not share the other prompts yet.
  The next four 
  sections go 
  through each 
  step of setting 
  up the game. 
  The facilitator 
  should read 
  these sections 
  to prepare 
  for the game. 
  However, when 
  everyone is 
  seated at the 
  table, they 
  should use the 
  Facilitator Guide 
  starting on page 
  23 to introduce 
  the rules and 
  game pieces.
  Alice is Missing • 13
  
  How secret should I keep hidden information? 
  Try to hold onto your Secrets so you can reveal them during play. However, 
  some hidden information may need to come out during character creation. 
  Assume that characters know no hidden information unless otherwise 
  agreed with other players. For example, Julia’s (the Secret Girlfriend) 
  relationship is likely to come up during character creation. By default, 
  no characters should know about her and Alice being together, but when 
  assigning relationships to each other, that knowledge can change based 
  on the prompts you choose to assign. Players may also discuss who may 
  or may not know about the relationship outside of these established 
  relationships as well. Once play begins, put aside the things you know as a 
  player and focus on the character and their perspective.
  14 • Alice is Missing
  
  RELATIONSHIPS, VOICEMAILS, & CHAT SETUP
  Next, players discuss their relationship prompts and assign those relationships 
  to the other characters at the table. The basic relationships are open knowledge, 
  but players are free to discuss further information in private if they prefer. 
  After assigning relationships, players exchange phone numbers (if they don’t 
  have them already). Everyone must change the other players’ names in their 
  contacts to the name of that player’s character instead. Using the character 
  name provides a more immersive experience and makes it easier to follow the 
  text conversations. Though it may be tempting to not re-name your contacts, do 
  it. This aspect is vital to the game’s experience and should not be skipped.  
   
  The facilitator should now open a voice recording app on their phone. Each 
  player, beginning with Charlie Barnes, records the last voicemail they left Alice 
  before they knew she was missing on the facilitator’s phone. The person playing 
  Charlie Barnes should step into somewhere private, record a voicemail to Alice 
  based on their character prompts, and then return to the room where they pass 
  the phone on to another player, and so on. This message should refer or allude to 
  their character’s secret. Save these voicemails, as they will be played out loud to 
  the group at the end of the game.
  Alice is Missing • 15
  
  TABLE, TIMER, & MUSIC
  While players record their messages, everyone else should help set up the 
  remainder of the game. Someone needs to:
  • Shuffle all of the Suspect Cards and Location Cards separately, and place 
  them face down in their respective piles within reach of all players.
  • Set up a computer or television where everyone can see it, and pull up the 
  ALICE IS MISSING playlist at www.aliceismissingrpg.com. 
  • Pause the playlist once it loads—this is your soundtrack and game timer 
  that tells people when to flip their Clue Cards.  
  Check that the computer is plugged in, set the screensaver timer for a couple 
  of hours (so the computer does not go to sleep during the game), and make the 
  video full screen. 
  CLUE CARDS & STARTING HUNCHES
  Holding all of the Clue Cards face down, hand the 90 minute Clue Card to the 
  person playing Charlie Barnes, and randomly place a 10 minute Clue Card face 
  down in the middle of the table. Randomly take one of each Clue Card between 
  80 and 20—these cards form the Clue deck for your game (you should have nine 
  cards total). Then, pass these out clockwise around the table until they’re all 
  distributed. All players now have between two and four Clue Cards in front of 
  them (it’s okay if some players have more cards than others). These should stay 
  face down until the table timer reaches the number on the back of the card. Do 
  not flip them over before this. 
  16 • Alice is Missing
  
  If a player ends up with two Clue Cards within 10 minutes of each other (such as 
  the 40 and 50 Clue Cards), they should switch clues with someone else until they 
  don’t. 
   
  Then, lay out one copy of each of the five different Suspect and Location Cards 
  on the table. The suspect row should contain Bria Brown, CJ Wallace, Mr. Halvert, 
  Ryan Groggins, and David Nelson, and the location row should contain Kalisto 
  Rivers State Park, The Dripping Dagger Nightclub, The Old Barn on Cambridge 
  Street, The Lighthouse on The Howling Sea Cliffs, and the Silent Falls Train 
  Station.
  Clue cards
  Suspect Cards
  Location Cards
  Alice is Missing • 17
  
  Take turns choosing a card from these groups and describing why that suspect or 
  location is suspicious in relation to Alice’s disappearance. Once all of these cards 
  have been taken, the facilitator collects them and shuffles them back into their 
  respective decks and places them in the middle of the table. When players draw 
  Suspect or Location Cards during the game, they’ll lay them out face up in a row 
  in front of these decks.
   
  Place the Searching Cards on the table within easy reach of all players. If a 
  player decides to investigate one of the locations without being prompted by a 
  Clue Card, they may draw a Searching Card to discover the interesting thing they 
  find when they get there.
   
  Players will now take a short break, get some water, and finish any last minute 
  character work they want to do before things get started. 
  When everyone is ready to begin, read the Game Guide aloud. The Game Guide 
  provides a summary of what players ought to keep in mind while in character. 
  Leave the Game Guide on the table in case players need to review it during play. 
  Draw particular attention to the notes about characters not going to the same 
  place together and the day that Alice went missing.
  The Suspect and Location decks should contain a copy of each 
  card. Make sure each deck has a total of 10 cards, and that 
  each card has a duplicate.
  18 • Alice is Missing
  
  GAME GUIDE
  Today is Saturday, the first day of winter break.  
  Everybody except for Charlie starts the game knowing 
  Alice was last seen on Wednesday, 3 days ago.
  Players may use parentheses (like this) to communicate 
  anything out of character during the game.
  If somebody says something you want removed from the 
  game, you can reply with an (X) or (X: content) to signify it 
  has been X-carded.
  It’s okay to have moments where nothing happens. Silence 
  can and will occur during the game. When the group chat 
  goes quiet, consider initiating private conversations with 
  other characters.
  Two characters can never be in the same place at once. If 
  they would be, create a reason in the narrative for them to 
  never meet. 
  It’s okay if it takes you several minutes to answer your Clue 
  Card. Try to share it before the next Clue Card is turned over. 
  If you can’t, just convey it at the next opportune moment. 
  The Game Guide 
  is a summary 
  text read to the 
  players before 
  the game begins. 
  It contains 
  important points 
  players need 
  to know when 
  playing the 
  game. However, 
  it doesn’t contain 
  every rule. The 
  Facilitator Guide 
  on page 23 
  provides a full 
  rules explanation, 
  along with a 
  script you can 
  read to the 
  players.
  Alice is Missing • 19
  
  Make sure you tell everyone the information from your Clue 
  Card. The answer to your Clue Card question will determine 
  how the game’s narrative evolves.
  After these 90 minutes, we’ll be leaving our characters 
  behind forever. Because of this, you’ll want to find a way to 
  reveal your secret to at least one other person, if not to the 
  whole group, by the end of the game.
  You should investigate and speculate based on the clues you 
  receive, but you will not find the information that actually 
  leads you to Alice until you hit a certain Clue Card trigger.
  You won’t find Alice’s cell phone or car unless you draw a 
  card stating that you found it.
  Leave the Suspect and Location Cards you reveal face up by 
  their respective decks.
  If for any reason your character is hurt or killed and can’t 
  text for the rest of the game, you can give anyone heading 
  to your location information about what state they find you 
  in using a direct private message. If this comes up in play, 
  the card that triggered it will tell you what to do. 
  When the timer hits 0, players may write one last in-
  character message before the game ends.
  20 • Alice is Missing
  
  PLAYING THE GAME
  When everybody is ready for the game to begin, the facilitator starts the ALICE 
  IS MISSING playlist and sets the sound to an appropriate level. There will be a 
  few minutes before anything happens for most players, so they should feel free 
  to review their notes or close their eyes and relax. During this time, players may 
  also grab their cards and find a place to get comfortable. Just make sure you’re 
  at the table when it’s time to flip your Clue Card. Once the timer begins, players 
  should not verbally talk until the end of the game, unless absolutely necessary.
  When the timer starts, Charlie Barnes turns over their Clue Card immediately 
  and follows the prompt. Shortly after, Charlie begins the game with a group text 
  message to everyone.  
  After Charlie sends the first text message of the game, everyone else may join 
  the conversation. There may be flurries of texting during the game, and things 
  might get confusing as to who is responding to what. Other times, there may be 
  a lull in the conversation where nothing happens. Embrace these moments as a 
  realistic part of the ebb and flow of group messages. 
   
  Players may communicate out of character by putting their message in 
  parentheses (like this). Players are encouraged to use both the main group chat 
  and individual text messages during the game.
  Time is also fluid in the game, so driving somewhere might take you 5 minutes 
  instead of 20, and that’s fine. Though you’re playing the game for 90 minutes, the 
  text messages could have been over the course of a day or more.
  Alice is Missing • 21
  
  Whenever the timer reaches the time indicated on the back of a Clue Card, it is 
  considered triggered. When a Clue Card is triggered, the player who controls that 
  card flips it over and follows its directions. Often this involves drawing a Suspect 
  or Location Card and incorporating it into the Clue Card prompt. The player 
  should organically work this new information into the group conversation. Once 
  that’s done, the player should place the Suspect or Location Card face up on the 
  table next to its deck. The 30 and 20 minute cards direct the player to shuffle the 
  revealed Location or Suspect Cards and draw one randomly. The 10 minute card 
  does not require a card pull, and instead determines how the players find Alice. 
  ENDING THE GAME
  When the timer goes off, players may send one last in-character text message. 
  The facilitator then flips over the Debrief Card and follows its directions to end 
  the game.  
  22 • Alice is Missing
  
  Alice is Missing • 23
  FACILITATOR 
  GUIDE
  
  Introduction
  Running ALICE IS MISSING as a facilitator isn’t much different from the regular 
  experience as a player, except that you will be the one to explain the rules, 
  prepare the cards, clarify any confusion during the game, and keep things 
  on track when necessary. The facilitator should therefore have a thorough 
  understanding of the game and its rules. 
  The Facilitator Guide provides practical steps for introducing the game and its 
  rules. It covers the same rules detailed up to this point, but in a way that makes 
  them easy to explain to your players. However, you may still hit some stumbling 
  blocks if this is your first time playing ALICE IS MISSING. That’s okay! Just make 
  your best judgment call and continue moving forward. 
  CONTENT WARNINGS
  ALICE IS MISSING provides players with an intense and emotionally immersive 
  experience, but it should not come at the cost of another player’s safety and well-
  being. Before organizing a game of ALICE IS MISSING, tell your potential players 
  about the content that may come up during the session. This game touches upon 
  difficult topics that can be triggering. You can use any variation on the message 
  below to give everyone an appropriate warning before they agree to play.
  Just a heads up, this game inherently deals with a missing teenage 
  girl in a small town, and all of the topics that can arise when that 
  happens. Our characters will be the people closest to her attempting 
  24 • Alice is Missing
  
  to unravel the mystery behind her disappearance. Because of this, 
  themes like tense family dynamics, grief, death, violence, jealousy, and 
  helplessness can and often do come up during the game. 
  If this sounds like something you might be sensitive to or triggered 
  by, please don’t hesitate to let me know—even if this is something you 
  only realize during play —your safety and well-being are always more 
  important than the game.
   
  If any of your players indicate that they may be affected by these themes, ask 
  them if there’s something specific that could be avoided or mitigated using safety 
  tools, or if it is best for them to sit this one out.
  Lastly, if you don’t want to include the “You Find Alice’s Body” card as a possible 
  ending to the game, you are encouraged to remove it from the 10 Minute Deck. 
  The game will still function perfectly well without it.
  SETTING UP THE GAME
  This section goes through how to explain the game to the other players once 
  you’re at the table. Any time you see text italicized like this, it means you should 
  read it to the other players. Let’s get started!
  Before the players arrive, grab a small flashlight or lamp and put this out of 
  sight from the others for now, if you can. If the lights go out during a game (which 
  can be triggered by one of the 45 minute cards), you’ll want to place this on the 
  Alice is Missing • 25
  
  table so that players can still see what they’re doing. Then place all of the cards 
  in their respective piles on the table and Character Records within easy reach. 
  Stack the Missing Person posters in a pile face down, and position the Game 
  Guide off to the side. Lastly, put the X-card in the middle of the table. You’re now 
  ready for your players to arrive.
  When everyone is seated at the table and ready to begin, read the following 
  paragraphs aloud.
  ALICE IS MISSING is a silent role playing game about the disappearance 
  of Alice Briarwood, a high school junior in the sleepy Northern 
  California town of Silent Falls. During the game, we’ll use  our phones 
  to send text messages to each other as we unearth clues in an attempt 
  to discover what happened to Alice.
  An important reminder before we begin. This game inherently deals 
  with topics like missing children, tense family dynamics, grief, death, 
  violence, and helplessness. If any of those things present a particular 
  trigger or difficulty with anyone and we haven’t spoken about it 
  already, please let me know either here or privately so we are mindful 
  of it during play.
  Otherwise, we will use a tool called the X-card as a safety mechanic 
  during play. If any content comes up that you aren’t comfortable 
  exploring as a player, you may send an (X) or (X: content) in the chat 
  to indicate what you’d like removed from the game. If you can’t send 
  a message or the conversation is moving too quickly, you may say 
  26 • Alice is Missing
  
  “X-card” and verbally name the thing you want changed. There should 
  be no explanation needed, we will just pivot away from that topic.
  We’re also going to use a safety mechanic called Lines and Veils. This 
  is a way for you to flag topics ahead of time that you’re uncomfortable 
  exploring to make sure we don’t stray into dangerous territory. Lines 
  are things you do not want to see in the game at all. Veils are things 
  you don’t mind seeing in the game, so long as we avoid exploring the 
  content in detail. The game suggests to Veil the following, although we 
  can Line or amend these Veils to suit our game:
  GORE AND VIOLENCE. Avoid describing in detail any harm done to Alice. 
  SEXUAL NON-CONSENT. If it is not lined completely, veil sexual non-
  consent. This includes drugging, coercion, physical force, and threats.
  VICTIM BLAMING. Characters may express upset toward Alice and her 
  actions. However, her actions do not mean she deserves anything that 
  happened to her.
  WOULD WE LIKE TO ADJUST THESE VEILS? Are there other situations or 
  topics we’d like to outright avoid? Are there things we’re okay including, 
  but want to keep veiled or off-screen if it occurs?
  Discuss any of these topics as necessary. Remind players that they may institute 
  a Line or Veil at any time during the game. All they need to do is write (Line: 
  content) or (Veil: content) in the chat—such as (Line: gore) if the conversation 
  feels like it’s heading in that direction. Once everyone has had a chance to add 
  something if they wish, continue.
  Alice is Missing • 27
  
  Silent Falls is a small, coastal forest town in the heart of 
  Northern California. It’s quiet here, and since the recession a few 
  years ago, people are not as friendly as they used to be. It’s been 
  a rough few years for everyone.
  The major high school in town, Franklin Academy, lies nestled in 
  the wooded hills on the east side. It’s the last day before winter 
  break, and students shuffle down the hallways, dusting off a 
  light powder of snow from their jackets. It’s cold today.
  Down the main corridor, past the barren trophy case and peeling 
  Franklin Academy decal plastered on the wall, hangs a bulletin 
  board. A cluster of students are gathered at it, and around the 
  edges we see old posters for student body elections, sign ups for 
  football next year, and reminders about the upcoming senior ball 
  littered about like mousetraps. But as the students part, we land 
  on the flyer they were all huddling around.
  During the next 45 minutes, we will set up our fictional world; 
  who we are, our relationships to Alice and each other, and our 
  town. Then, we’re going to spend 90 minutes inhabiting those 
  characters, gathering clues, and texting one another as the story 
  unfolds. I will explain everything as we go, but first I’m going to 
  read the Introduction Card to set the scene for the game.
  Now grab the Introduction Card and read the text aloud. That 
  card’s information is included below as well.
  28 • Alice is Missing
  
  Grab the Missing Person posters and spread them out face down. Have another 
  player choose one of the flyers and turn it over. Put the others away—you won’t 
  need them for the rest of the game. Then say the following:
  This is our Alice. We will learn more about her shortly. But first, let’s 
  choose our characters.
  Grab the Character Cards and spread them out on the table for everyone to see.
  The available characters are Jack Briarwood, the older brother; Dakota 
  Travis, the best friend; Julia North, the secret girlfriend; Evan Holwell, 
  the one with the crush; and Charlie Barnes, the one who moved away. 
  As the facilitator, I will be playing Charlie.
  Grab the CHARLIE BARNES card and put it in front of you.
  Now it’s your turn to choose! Which characters stand out as someone 
  you’re interested in playing, and are there any characters you would 
  prefer not to play? 
  Put away the unused Character Cards after everyone has chosen a character. 
  Next, break down the parts of the Character Card, as below.
  You’ll notice there are a few sections on the Character Cards—I’m going 
  to go over each one. 
  Alice is Missing • 29
  
  The first is the Background question. 
  You’ll share that answer with the group 
  during character creation. But we’ll get 
  to that in a minute.
  Third is the voicemail prompt. We will all record the last 
  voicemail we left Alice before we knew she was missing. 
  I will play these voicemails at the end of the game as a 
  reminder of where we came from. This prompt provides a 
  jumping off point for that voicemail. If you can work your 
  If you can work your 
  secret into this recording, all the better.
  secret into this recording, all the better. It can make for a 
  more impactful ending for the game. However, don’t worry 
  about this now, we’ll record our voicemails later in the setup.
  The next is the Secret. 
  Keep this to yourself for 
  now. However, this secret 
  should be revealed to at 
  least one other person 
  (if not the whole group) 
  during the game. 
  30 • Alice is Missing
  
  Then grab the stack of Drive Cards and pass them out randomly to each player 
  face up. Discard any leftovers; you won’t need them for the rest of the game.
  These cards give us our drive and establish our relationships with one 
  another. You’ll combine the drive on this card with the information 
  on your Character Card to create the person you’ll inhabit during the 
  game. Take a minute to write down any initial thoughts about your 
  character in the space below their name on your Character Record—
  their physical description, their favorite class, their home life, etc. 
  You may also start brainstorming ideas for your Background question 
  and Secret. However, your answer may be influenced by other people’s 
  responses, so don’t get too attached to any idea quite yet. When you’re 
  done, could you put your pencil in the middle of the table? That will let 
  us know that we can move on.
  Once all pencils are put in the center, begin character introductions and 
  Background questions.
  Alright, let’s share our characters, including their pronouns, their 
  relationship to Alice, and the answer to our Background question. Do 
  not share your Secret—it should come out in play. Remember to listen 
  to other people’s answers, and adjust yours as necessary to fit the 
  fiction they’ve established. Feel free to ask players additional questions 
  about their character. Make sure to take down any notes you’d like in 
  their section on your Character Record. I’ll start with the information 
  specifically about Charlie. 
  Alice is Missing • 31
  
  Charlie Barnes moved away from Silent Falls with their mom at the 
  end of the last school year after their parents divorced. They’re now 
  returning to stay with their dad for winter break, and are hoping to see 
  Alice and the others while they’re here. A few days ago, Alice stopped 
  responding. They haven’t heard from her since.
  The facilitator should introduce Charlie’s pronouns, physical description, 
  relationship with Alice, and any other important information. Then, read the 
  Background question and give your answer. Moving clockwise, each other player 
  should similarly introduce their character.
  Great, now that everyone has an idea of who one another is, we’re going 
  to assign relationships. Note that all of our characters are friends, or 
  at least were at one time. Nobody should be excluded or feel shut out 
  because they’re not “in the group.” The game is more engaging if 
  everybody knows each other well, even if you don’t necessarily get along. 
  Look at the two relationships you’ve been given. You’ll assign each of 
  these relationships to another character here. These relationships are 
  usually one sided, meaning that just because you feel that way about 
  a person doesn’t mean they necessarily feel that same way back. 
  Sometimes assigning each other dissonant relationships can result in 
  more interesting characters. Who has a relationship that they’d like to 
  start with?
  32 • Alice is Missing
  
  After assigning relationships, you will exchange phone numbers and create your 
  group chat. Pull out your phone and open up a blank text message where people 
  can type their numbers into the “To” line. Then, pass your phone clockwise to the 
  other players.
  Alright, let’s create our group chat. Once everyone has entered their 
  phone number, I will send out the first message to everyone with my 
  character name. You should all respond on your phones with your 
  character name. You should change those contacts to these character 
  names, so we know who is talking during the game. Don’t worry, we will 
  change these back before we leave.
  When everyone has added their phone number in the “To” line, type “Charlie 
  Barnes” in the message and send it. Everyone should respond with their 
  character names. Take a minute to change all of their contact names to those 
  character names.
  Once this is done, pull up a voice recording app on your phone and make sure 
  all other messages are labeled or deleted (so as not to confuse them with the 
  voicemails you’re about to record).
  We are going to take a small break. During this break, we will take 
  turns going into another room to record the last voicemail we left Alice 
  before we knew she was missing. Remember to use the prompt on your 
  Character Card and work in any information about your Secret that 
  you can. When you’re done, pass the phone off to someone who hasn’t 
  Alice is Missing • 33
  
  recorded yet. Now is also a good opportunity to grab water or run to the 
  restroom. When you’re refreshed and ready to begin the game, come 
  back to the table so we can get started. If you return to the table early, 
  I can use your help setting up the game pieces.
  After recording your voicemail, you’ll want to set up the remainder of the cards 
  and the game timer. Do so by following the instructions below.
  Grab the Location and Suspect decks, pull out one copy of each kind of card, and 
  lay them out on the table in two rows. You should have one row that contains Bria 
  Brown, CJ Wallace, Mr. Halvert, Ryan Groggins, and David Nelson, and another that 
  contains Kalisto Rivers State Park, The Dripping Dagger Nightclub, The Old Barn 
  on Cambridge Street, The Lighthouse on The Howling Sea Cliffs, and the Silent 
  Falls Train Station.
  34 • Alice is Missing
  
  Next, set up your laptop or television with the ALICE IS MISSING playlist, pausing 
  it at 90:00.
  Then take the Clue Cards and randomly draw one of each number without looking 
  at them: 90, 80, 70, 60, 50, 45, 40, 35, 30, 20, and 10. Take the 90 minute card 
  for yourself, then pass out the rest of them clockwise around the table until 
  you reach the 10 minute card. Put the 10 minute card in the center of the table. 
  Everyone should now have between two and four Clue Cards, depending on the 
  number of players. Some people may have more than others—that’s okay.
  Alice is Missing • 35
  
  When players return from the break, tell them not to turn over their Clue Cards. 
  You will explain how they work soon. Once everyone is back, continue with the 
  following paragraphs.
  You’ll see you now have cards with numbers on the back of them. These 
  are your Clue Cards; make sure to leave them face down—don’t worry, 
  we will talk about them soon. But first, we’re going to establish our 
  Starting Hunches.
  Point to the Location Cards.
  These are the Location Cards. They represent the places that Alice 
  could possibly be in our game. We will discover her location by the end 
  of the 90 minutes.
  Point to the Suspect Cards.
  These are the Suspect Cards. They represent the people we suspect 
  had something to do with Alice’s disappearance. By the end of the 90 
  minutes, we will discover which one of them is the culprit.
  You can see all five of each type of card laid out here. The rest of the 
  deck is made up of duplicates of these cards. We’re each going to 
  choose from these cards in front of us until they are all gone, and as 
  we do, describe what about them makes us suspicious that they might 
  be involved in Alice’s disappearance. You can use the appropriate 
  36 • Alice is Missing
  
  spaces on your Character Record to take down notes, if you wish. Does 
  anyone have a person or place that jumps out at them?
  As players start taking cards, be sure to follow up with any questions that 
  will help them hone in on a very specific answer. Sometimes players will 
  talk about why it’s a suspicious place, but not necessarily tie it back to Alice’s 
  disappearance. If this happens, you’ll want to ask them how it relates to Alice 
  and why she’s missing. Players may also swing the opposite direction, talking 
  about why that place is important to Alice, but not why it’s actually suspicious. 
  You’ll want to ask probing questions to get them there. Most importantly, don’t tie 
  any of these locations or suspects together during this phase, since any suspect 
  and location combination could be the cause of Alice’s disappearance 
  Once all the cards have been taken, collect them again and shuffle them into 
  their respective decks. Once these decks have been shuffled, place them in an 
  area within easy reach of everyone at the table.
  Finally, let’s talk about your Clue Cards. They move the plot along 
  and are the main mechanic in the game, so it’s really important to 
  understand how they work. You’ll see I have a timer set up. It’s going to 
  count down from 90 minutes to 0. The Clue Cards should remain face 
  down until the timer hits the number on the Clue Card. 
  Let’s do an example to see how Clue Cards work. Say I have the 80 
  minute card. When the timer hits 80, I will flip this over and read it to 
  myself.
  Alice is Missing • 37
  
  Grab one of the spare 80 minute cards you didn’t
  didn’t 
  deal out and turn it over, reading the full prompt 
  aloud. Then, continue.
  It tells me to flip a Suspect Card, so I’ll 
  draw one from the Suspect deck and 
  flip it over onto the table. 
  Name the suspect it reveals.
  I’ll now use this suspect to answer the 
  Clue Card’s prompt. I’ll take a minute to 
  process the information and generate 
  an answer to the question in the blue 
  box. I’ll then find a way to organically 
  communicate this information in 
  character to the group chat.
  Give an example of this depending on the 
  prompt. If the Suspect Card is Ryan Groggins 
  and the Clue Card is the person who posted 
  something suspicious to social media, it could 
  be: “Guys, did you see Ryan Groggin’s instagram? 
  He’s been posting pictures of him and Alice every 
  day since Tuesday. But she wasn’t missing yet on 
  Tuesday…”
  38 • Alice is Missing
  
  Shuffle this Suspect Card back into the deck.
  Location Cards work the same way. You’ll reveal the location and use it 
  as the inspiration for the prompt on your Clue Card. Once you’ve done 
  this, leave the Suspect or Location Card near the deck—don’t take it 
  back to your seat with you. 
  At some point in the session, and this is critical to the way the game 
  plays out, one of you will get a Clue Card that tells you to shuffle the 
  face-up Suspect or Location Cards on the table and reveal one. This 
  will be the place Alice is found or the suspect who is responsible. 
  One of the Clue Cards will also tell you to give the 10 minute card to 
  someone here. Follow those instructions, and you can always send me 
  a message if you have questions. If you receive the 10 minute card, do 
  not flip it over until the timer hits 10. 
  Using the Clue, Suspect, and Location Cards is the most mechanically 
  intricate piece of the game, so are there any questions before we 
  continue?
  Answer any questions and review any mechanics again if needed. This is 
  sometimes a lot of information at once to process, so don’t be afraid to walk 
  through the whole thing again if necessary.
  Alice is Missing • 39
  
  Finally, point to the Searching Cards.
  The last deck we’re going to talk about are the Searching Cards. 
  Sometimes your Clue Card will tell you to go to a specific location to do 
  or find something. If it does, you should do that. But if you want to go 
  somewhere on your own without a card prompting you to do it, you may 
  travel there and draw a Searching Card. The contents of these cards 
  can really impact the game, so only use them if you feel stuck—like 
  you’ll get there and there’s nothing for you to do or find without making 
  something up. 
  So that’s where these cards come in. At any time, you may inform the 
  group that you’re heading to a location and draw from the Searching 
  Deck to see what you find there. As a reminder, use these opportunities 
  sparingly when things slow down or you want to throw a wrench in the 
  plot. Any questions?
  Set the Searching Cards next to the 10 minute card in the center of the table, 
  then grab the Game Guide.
  Lastly, we’re going to go over the Game Guide, which will sit here at the 
  table in case you ever need to refer to it. Some of these things we’ve 
  already gone over, but they’re on here as a friendly reminder if you 
  forget during the game.
  Review the Game Guide with your players line by line, answering any questions 
  40 • Alice is Missing
  
  they may have. Once this is done, continue to the paragraph below before getting 
  started.
  I know that’s a lot of information at once. But the Game Guide will stay 
  on the table for reference at all times, and if you have any questions or 
  confusion, you can always text me out of character. 
  We are just about ready to start. I’ll flip my 90 minute Clue Card as 
  soon as the timer begins, which will have me send the first group text 
  message of the game. You’ll have a few minutes before you get that text 
  from me, so feel free to find a space in the room to relax, review your 
  Character Record, and mentally prepare. You might also want to think 
  about what relationships you’re most interested in exploring during the 
  game, and who you might want to send your first private message to 
  once play begins.
  As a reminder, you only need to be near the table when flipping your 
  Clue Card over, so feel free to spread out. As soon as the music starts, 
  no one should speak for the entire 90 minute period, but you can 
  always message me with anything as it comes up. Does anyone have 
  any last questions before we begin?
  When you’re ready, begin the timer, set the music to an appropriate level, and flip 
  over your 90 minute card. The game is afoot.
  Alice is Missing • 41
  
  KEEPING THINGS ON TRACK
  On top of playing Charlie during the game, the facilitator has the added 
  responsibility of keeping the game on track. The game usually runs itself 
  once the timer begins. But every so often, you’ll need to intervene so the game 
  functions as intended. We’ll cover a few of the most common things to look out 
  for, and how to best remedy them.
  Players miss their Clue Cards. This happens more often than you’d imagine, as 
  players can get into multiple intense conversations and forget to look at the 
  timer. A private message their way with a gentle reminder to flip their Clue Card 
  is usually the best way to handle this
  Players do not convey the appropriate information from their Clue Cards. Each 
  Clue Card should point to either a location or suspect alongside some revealing 
  information about Alice’s disappearance. If someone flips their Clue Card but 
  doesn’t introduce a location or suspect, check in with them out of character to 
  make sure they’re working on it. The player might simply be working up to an 
  opportunity to reveal the information, since it can be a lot of pressure to do so 
  organically. This check in should be a gentle reminder so you don’t put more 
  pressure on them—assure them they don’t need to rush, and that you’re just 
  checking if they’re working toward incorporating that information into the story.
  Players say two things that seem contradictory to one another. In ALICE IS 
  MISSING, players are often asked to create information quickly and with limited 
  guidance. Under these conditions, they may say something that contradicts a 
  42 • Alice is Missing
  
  previous discovery about Alice’s disappearance. The most appropriate recourse is 
  to figure out, in character, how both statements have truth to them, or how those 
  characters could believe they are both right. If two characters said they were 
  alone with Alice on Wednesday night, perhaps Alice left one character to be with 
  the other and didn’t tell either of them about her movements. Memory is fallible, 
  especially under stress, and our perspective is almost always an incomplete 
  picture of reality. If the contradictory statements cannot exist together, you can 
  always reconcile the two in an out-of-character chat, though this should be a 
  last resort.
  Players take their Location and Suspect Cards with them when they leave the 
  table. Sometimes players will accidentally bring a Location or Suspect Card 
  back to where they are sitting instead of placing it with the others below their 
  respective decks. If this happens, just ensure they are put back in their proper 
  place before the 30 minute card is flipped and they are due to be shuffled.
  The 10 minute card may end up with someone who isn’t actually headed to find 
  Alice. This situation occurs rarely, but sometimes a character may make it sound 
  like they are on their way to Alice’s location (revealed by the 20 minute card), 
  receive the 10 minute card that tells them how they find Alice when they get 
  there, and then (for whatever reason) decide they actually are not the one who is 
  going to go—that can cause problems for the end of the game. When a character 
  steps forward to actually go find her at the revealed location, make sure the 10 
  minute card goes to them instead—that way they have the information they need 
  about Alice when they arrive.
  Alice is Missing • 43
  
  DEBRIEF WITH YOUR PLAYERS
  When the timer goes off, turn the music down a little bit and play the voicemails 
  on your phone over the top of the final song. If the song ends before the 
  voicemails are done, that’s okay. Continue listening to the rest of the voicemails. 
  Once this is done, turn over the Debrief Card on the table and follow its 
  instructions. It will guide you on how to end the game.
  Check in with the group to make sure they’re feeling okay—regardless of how 
  the game ended.  This game can bring about unexpected or difficult feelings, so 
  be mindful of that as you go through the debrief process. Spend as much time as 
  necessary talking about the game, those feelings, and what transpired over the 
  last 90 minutes to help players ground themselves in reality. 
  44 • Alice is Missing
  
  PLAYING ONLINE
  Playing ALICE IS MISSING virtually over the internet can present its own set 
  of logistical challenges, but the trade-off can result in an even more unique, 
  immersive experience. There are specific walkthroughs for online games of ALICE 
  IS MISSING available at www.aliceismissingrpg.com, but below are some general 
  guidelines to help things move along smoothly.
  Most changes to the online format occur before the 90 minutes begins—once the 
  timer starts, the game plays similar to the way it does in-person. The biggest 
  danger you’ll run into here is time. Online games can often take a little longer to 
  set up, and because this game requires a significant amount of emotional labor 
  during play, adjusting your setup time can mean the difference between players 
  staying emotionally connected at the climax of the story and them checking 
  out just as the most demanding part of the game ramps up. To help mitigate 
  this problem, you’ll want to do the bulk of your character creation before you 
  get together to play. All of the materials needed for this pre-game setup can be 
  found at www.aliceismissingrpg.com. 
  The first thing you will do is randomly choose a Missing Person poster and send 
  it to the group, letting them know that this is the Alice you will be looking for 
  during your game. You’ll then give them their available options for characters 
  using the downloadable Character Cards. As the facilitator, keep the Charlie 
  Barnes card for yourself and only send the other four to them. You may use a 
  variation on the message below when sending, if you’d like.
  Alice is Missing • 45
  
  Once you’ve chosen a character, let me know who it is, and I’ll send you 
  a random Drive to pair with that character to create your personality. 
  You may start brainstorming the answer to your Background prompt 
  (you will share this information with all of us soon) and Secret (this will 
  be private, for now). Your answers might change once you hear others’ 
  responses, and that’s perfectly okay. Ignore the voicemail prompt for 
  the moment, we’ll get to it soon.
  When a player claims a Character Card, send them a random Drive Card fairly 
  quickly so they can get into character. After distributing all the Drive Cards, you 
  may use any variation on the message below to continue.
  Alright, everyone has received their Drive Card! You can ignore the 
  Relationships area on the card for now. Start creating your character 
  in your head based on the cards you have— personality, physical 
  description, etc. If you would all share the answer to your Background 
  question here at least a few hours before we begin, that will help us 
  keep on track. I’ll begin…
  You will then provide the answer to your Background question with some level of 
  detail to help set the tone for everyone. 
  After everyone has shared theirs as well, create the group text (if you aren’t 
  using one already), and collect the voicemails. You can use the message below as 
  guidance on what to tell your players.
  46 • Alice is Missing
  
  We are really close to being ready! The last thing we should do before 
  we jump on together is record our voicemails. These are the last 
  voice messages we left Alice before we knew she was missing. Use 
  the voicemail prompt on your Character Card for inspiration, but 
  also incorporate your Secret in some way. It can be direct, subtle, or 
  anywhere in-between. These voicemails will play at the end of the 
  game as the closing moment of our story. Don’t worry about changing 
  your voice or doing too much to make you sound different, these 
  messages should be as sincere and grounded as we can make them. 
  Try to keep them under a minute, and send them to me privately when 
  you’re done.
  I’m also going to create the group text message chain for our game. 
  Please send me your phone number if I don’t have it already. Once I 
  have everyone’s number, I’ll send my character’s name to the chain, 
  and all of you should respond with your character’s name. Make sure to 
  change your contacts to these names before we begin. After that, we’ll 
  be ready to go!
  Once you have established your characters and received all of the voicemails 
  (yours included!), you are ready to set up the online platform you’re using to play. 
  Make sure to follow the specific instructions for that platform to ensure the best 
  experience for your players.
  Alice is Missing • 47
  
  INSPIRATION & ACKNOWLEDGMENTS
  ALICE IS MISSING’s theme and tone is heavily inspired by the video games  
  Life Is Strange, Gone Home, and Oxenfree, as well as the movies and TV shows 
  Searching, Riverdale, and Winter’s Bone.
  It also draws on many existing role-playing and live-action game systems, 
  including Fiasco and Out of Dodge by Jason Morningstar, Unheroes by Joanna 
  Piancastelli, and Kids on Bikes by Doug Levandowski and Jonathan Gilmour.
  If you’d like to contact me about the game to share your stories or give me 
  feedback, you can find me @spenserstarke on Twitter. I’d love to hear from you.
  
SOURCE: textdata/thevault/Alice is Missing/Alice Is Missing - A Silent Role Playing Game - Rulebook_DIGITAL.pdf