Every session of Alien: Invasion Risk (AIR) tells a story, has its share of tight scrapes and surprises, and successfully evokes the game's theme. While this is not a game filled with deep decisions, success definitely requires some strategic thought.
Remember those fifties movies where the Alien invaders would plod along while we always had time to assemble military forces for a big confrontation ahead of the arrival of the super-advanced Aliens? That's kind of how I see this game. Early Alien victories will lead to stiffer and stiffer resistance by the Earthlings who, as in the movies, will ultimately tend to drive the Aliens off the planet before the Earth is totally conquered. Added to the mix are issues of Alien inter-service rivalry, meddling by political leaders on the Homeworld, and desperate Earthlings willing to unleash a nuclear holocaust to stop the Alien invaders.
A new fully-revised print-and-play version of "AIR" was released in NOV 2012. AIR can also be played using the board and pieces from a traditional Risk set -- see the forums for more info on this.