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Escape from the Aliens in Outer Space» Forums » Variants

Subject: Aliens II rss

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Christian
Germany
Kassel
Deutschland/UK
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Every player puts a d6 in front of him with the "4" showing up. Humans can attack aliens but everytime they shoot they have to decrease the number on the dice by one (in other words they have four bullets). Aliens have unlimited biting power, the dice in front of them is just decoy (They are also not allowed to decrease its number!).

Humans cannot escape. The escape hatches are ammo-stores instead. Everytime a human moves on an ammostore he has to draw a escapehatch-card. If it shows "blocked" the store is empty for all the other players from now on. Worse, his desperate rumaging and whining make so much noise that everyone knows which ammo store has just run dry.

Play with all other optional rules. Humans win if all the aliens are dead and vice versa.

Enjoy.
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Sean Tompkins
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San Antonio
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Never go in against a Sicilian when DEATH is on the line!
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I like it. I've toyed with the idea of making my own deck with Aliens themed artwork... will definitely have to try this variant. What has your experience been with it so far?
 
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Sean Tompkins
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In addition - I've thought about making some maps with the optional rule that only aliens can move into "secured spaces", to simulate the "Oh God, they're in the ducts" aspect of the movie.
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Silva Lorenzo
Italy
Milano
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Cool! I like the ideas! We will try very soon.
 
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Milwaukee
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seanp wrote:
In addition - I've thought about making some maps with the optional rule that only aliens can move into "secured spaces", to simulate the "Oh God, they're in the ducts" aspect of the movie.

This would be a great addition.
This element would add so much more tension and difficulty to game play.
Image all the clever maps one could create!
Awesome.
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andrea bortolotti
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noceto
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I'm an ALIENS fan, then i have other ideas:
- Every alien and the USCM (human) are group for aliens and squads for USCM;
- The "firepower" of every USCM is 6 (use the die); when they attacks do not loose the firepower (good shots/coordinated attacks...), but when they defend they loose 1 FP (ammo expended, bad shots, casualties in the squad). At 0 the squad is dead and the player become alien (1 more group of aliens against the surviving other USCM players!);
- Aliens and USCM are knowed at the start;
- the Alien player killed respawn at some sectors;
- The USCM players win if they accomplished the missions (scout the ship; retrieve data from computers; escape; destroy the room of the alien's eggs...)
- the aliens choose few sectors (dangerous) and mark with an "ambush":
if USCM is there a fight occurs and they loose 1 FP.
Bye
Totola
 
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