Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
As a successful Magician, you have been able to fund a lifetime of research by delivering to the petty demands of liars, philanderers, gluttons and the least of Humanity.
Core mechanisms
Key systems that shape the decisions players make.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Physical Removal
Permanently remove components from the current game or campaign.
Variable Player Powers
Each player has different abilities, restrictions, or strategic advantages.
Once-Per-Game Abilities
Each powerful ability may be used only once during the entire game.
Solo / Solitaire Game
Provide rules and objectives designed for a single player.
Sudden Death Ending
End the game when a specific timing or state condition is reached.
Read the full game description
As a successful Magician, you have been able to fund a lifetime of research by delivering to the petty demands of liars, philanderers, gluttons and the least of Humanity. How refreshing, then, when a client should emerge with a commission of horrifying simplicity that has the potential for acquiring a vast amount of knowledge - perhaps the ultimate knowledge - albeit at the expense of many millions. "Release the denizens of Hell into the Earth, with Baphomet - The Sabbath Goat - at their Head, for one night only and let them run amok. Let us see the consequences - for aesthetic reasons only, of course." However, do not expect this matter to proceed without interference from the Church and/or from Hell itself: the best-laid plans do not always go the way expected. Inspired by the Black Easter novellas by James Blish, the aim of Aleph Null is to successfully summon the demonic Prince Baphomet who, when he appears, expects there to be no cards in your hand, the main deck and the discard pile; if there are any cards remaining in these ‘zones’, you lose. However, ‘not losing’ in this way doesn’t mean that you have won: any cards still in play also count against you – too many and you shall lose also. The sooner you ‘win’, the better your chance of surviving any due punishment. —description from the designer