Alice Is Missing vs Delta Green
Compare Alice Is Missing and Delta Green side by side. See differences in complexity, dice, genre, cost, and more.
| Alice Is Missing | Delta Green | |
|---|---|---|
| Genre | Modern | Horror, Modern |
| Play Style | GM-Less, Diceless, Mystery, One-Shot Friendly, Experimental, Drama, Investigation | Investigation, Deadly, Roleplay-Heavy, Character-Driven, Gritty |
| Core Mechanic | No dice, no GM. One player facilitates setup, then all communication happens via text messages on players' phones for 90 minutes. A timed playlist sets pacing: when the timer hits the number on the back of a face-down Clue Card, that player flips it and follows the prompt, drawing a Suspect or Location Card and weaving the new information into the group text conversation. Characters exchange messages in a group chat and in private, building the story of what happened to Alice Briarwood. The 10-minute card determines the ending. | Roll d100 under your skill percentage to succeed. Matched doubles (11, 22, etc.) are critical successes or failures. Six stats (STR, CON, DEX, INT, POW, CHA) derived from percentile rolls. Bonds represent personal relationships and can be damaged as agents lose SAN. Sanity tracks Breaking Points: cross enough and you develop disorders. |
| Dice | Diceless | d100 |
| Complexity | Very Low | Medium |
| Accessibility | Medium | High |
| Runnability | Low | Very High |
| License | Proprietary | All Rights Reserved |
| Cost | $ | Free (Need to Know) / $$ |
| Publisher | Hunters Entertainment / Renegade Game Studios | Arc Dream Publishing |
| Year | 2020 | 2016 |
| Best For | Groups looking for a unique, emotionally intense one-shot experience played in complete silence through real text messages on their phones. | Groups who want modern-day investigative horror where federal agents sacrifice everything (careers, relationships, sanity) to protect humanity from threats that should not exist. |
| Highlights | Played entirely in silence through real phone text messages: no speaking after the game begins, timed playlist structures 90 minutes of play with Clue Cards triggered at specific intervals, voicemails recorded during setup are played at the end as a group debrief, won three Gold ENnie Awards in 2021 including Product of the Year | Bonds and sanity mechanics create personal drama, Need to Know quickstart is free and complete, strong atmospheric design, profession-based characters feel grounded, well-regarded published scenarios |
| Considerations | Requires all players to have phones and each other's numbers, designed as a single-session experience with no continuation: replaying with the same group revisits familiar territory, emotionally heavy content including themes of loss and violence requires safety tools and player buy-in, facilitator must thoroughly understand the rules beforehand even though the role is lighter than a traditional GM | Dense investigative scenarios require significant GM prep, limited character advancement between operations, bond deterioration can feel mechanically punishing, SAN loss mechanics can remove player agency |