Be a Supporter!

ALIENS the Board Game

rated 4.27 / 5 stars
Share Links:
Strategy - Other

Credits & Info

Nov 4, 2007 | 10:41 AM EST

If you liked this, check these out!

Author Comments

This is an adaptation of the ALIENS board game made by Leading Edge Games into Flash.

It is a hard game, but there are only 3 missions. Enjoy the difficulty.

Good luck.

"One express elevator to hell, going down"

Flamer kills don't have acid spray. Use them on aliens up close, but when the alien is on a marine, it's too late for flamers. Use melee (fist icon) to try to throw the alien off.

Pistols are almost useless. These marines should just move or help melee an alien off one of his buddies.

Grenades kill aliens 1 square away from the blast square, but injure marines up to 6 squares away. Plus, there is a chance the grenade will miss the target square by one, so plan carefully if you want to use grenades.

NOTE: It was designed for 1024x786, so I'm sorry if it's hard to make out some details in 800x600.

07/25 2008 - uploaded V1.2
Fixed many bugs.
Added ammo restrictions.
Added the ability to flame the ground.
Added the Apone rule into the Reactor mission.
Improved the Alien AI.
Added a score system (Thanks to DMC for the idea).
Added a brightness control.
Fit the preloader music in.

12/04 - uploaded V1.1
Fixed some bugs.
Added some features to help first time players.
Mission summary now tracks total and individual kills, just for fun.

11/06 - uploaded a new version.
Fixed a sound bug.
Juggled the sound to include music at the menu.
Added an indicator that an alien target has a marine.



Rated 5 / 5 stars

Awesome job!

I think you should add the battle aboard the Sulaco. Then the game would be complete.

People find this review helpful!


Rated 5 / 5 stars


you should have the other movies like the first movie wen thy first sow them. please tell me this is a good idea if you like it.


Rated 5 / 5 stars

very good

the only game on newgrounds that I keep comming back to, i have yet to make it all the way through, very fun


Rated 5 / 5 stars

Awesome work

I had this board game as a youth and it was awesome, played it all the time. You did a great job replicating it. Here are my only suggestions/wishlists:

1. "A marine has a 00 chance of hitting a target." That was on a 10-sided die in the board game, so you actually had a 1 in 10 chance of hitting with 00 (on a 10-sided die 10 is indicated by 0). As far as I can tell, a marine in your version cannot hit a target when 00 is indicated. So I think your aiming system is off by one unit. For example, in the board game, Hicks needed a 7 or lower to hit an alien with his shotgun at one space, but "10" equaled zero, so he'll hit that alien 8 out of 10 times. If I'm wrong, I apologize, but I think I may be correct.

2. In the board game, there were optional rules that you should definitely integrate: The Apone rule, Frost rule, and Dietrich rule. There was also a stairway rule. As I recall, the board game starts out with the requirement that the team cannot move past the right edge of the center stairwell for 5 rounds. Additionally, at any time a marine in a square adjacent to the stairway is grabbed, then freed by his comrades, there was a chance he might stumble and fall over the railing and plummet to his doom. Aliens that were melee'd off the stairwell were also considered killed (though I always thought they'd probably survive the fall)

Apone rule: If Apone is captured, no one can move for 3-4 turns (not sure if I remember that right).

Dietrich rule: If a marine with a flame unit is grabbed by an alien, there is a chance they will accidently trigger their flame unit. If the flame unit was accidently triggered, one square surrounding the grabbed marine was be flamed. Aliens or marines in adjacent squares could be hit and would be killed accidently.

Frost Rule: Obviously, if Frost is accidently (or purposely) flamed, an explosion equal to a grenade detonates from his space in 2-3 turns.

3. It would be cool if you gave the option to not surrender the ammo in the reactor (just for fun, the game would not continue on if that option is chosen).

4. Put Ferro and Spunkmeyer in there as options, why not? I know you said in a previous post that you didn't want to mess with the integrity of the original game, but I must mention that the board game didn't have an ammo counter. If you want to take it a bit further, I always though Hudson should have been a 3-action character or at least have Vasquez's accuracy with the pulse rifle.

5. Picking up weapons. One of the coolest parts of your game is that you see the captured marines rifle/flame unit on the ground after they're carried off. Why not give a marine walking through that square the option to pick up the weapon (except the smart guns). Drake actually does this in the reactor in the movie (I believe he picks up Apone's flame unit, and uses it at the end of the retreat).

That's all I've got. I'd love to hear your thoughts on these. Again awesome job!

People find this review helpful!
homedrone responds:

Your enthusiasm for the game, like many who have posted here, is really great to me. Thanks for posting.

1. You were thinking well, But alas, I have the odds correct. You did make me double check my math though ;) In my game, a 00% chance is the equivalent of a blank space on the range card. A 10% chance in my game is the same as a 0 on the range card.

2. I put in a variation of the Apone rule. Instead of everyone not moving if he is killed, I made it, he can't move for the first 3 turns. ( you can optionally choose to go that path by using the helmet icon during Apone's turn. It gives you more points if you do so). I liked the idea of making this rule a choice by the player instead or random bad luck.

The other rules are cool, but they just make it harder. And since it's already pretty hard, I haven't had the drive to put them in. They might make it in some version.

3. Actually, there's no reason the game would have to end. The heat exchanger was ruptured by Vasquez and Drakes machine gun fire in the end anyway. So, you get the same result. I could put that option in with a big hit to your points. Again, maybe some version.

4. The ammo is a rule in the expansion set. So it's cannon to the board game. Putting Ferro and Spunkmeyer in wouldn't be messing with the game, it would be messing with the movie plot! ;)

5. I dropped the ball on that one. I just didn't design the game well. To put in the feature to pick up weapons would be a huge job. It would be better to just remake the whole thing with hindsight and fix all my previous mistakes. Which I might do one day.


Rated 5 / 5 stars

True Homage To The Original Board Game Version.

I saw the prototype for this game in a gaming magazine called Galaxy (if I remember correctly). They had a hex-based reactor room map with rules and charts with marine names, aim times, weapons, etc... all based on the Leading Edge (out of print) combat system. I seem to recall it went by the name Phoenix or something of that sort. After the magazine version, someone decided to make a board game version. I purchased it at a comic book shop at Charlotte, North Carolina back around 1990 or so. I was in college at the time and my buddies and I played it so much that I still cannot believe we all graduated. This flash version is an excellent rendition of a classic board game. Thank you so much for taking the time to make it. This is a part of the natural evolution of this game from a magazine article, to an actual board game, to the contemporary internet version. I am truly beside myself. How do you guys make your money? Do you take donations? I am truly that grateful.

The Map;
The black sections of the map (solid obstructions) are a little hard to figure out at times. You may consider a white trim (or other color) around the perimeter of a solid area to help it stand out. Also, the grated floor is a little too real. You may consider superimposing a faint white grid (I think the board game used light blue) to help individual squares stand out a little better.
The Marines;
It is a little hard at a quick glance to tell the marines apart. Vasquez and Drake with the two smart-guns are easy to make out, however, no one else is. The board game version had color bars with the names superimposed on them. You may consider giving the Marines a "base" below the figure. What I mean is give assign a color to each Marine and fill the square they occupy with that color surrounding their overhead view body (but not overlapping the body). Now match that color with the character's weapon silhouette above, surrounding their weapon icon with the color that makes up the base of the marine on the map.
The Aliens;
The Aliens are a little hard to see on the map. Sure, that mirrors the plight of the marines in the movie, but I want to win! You may consider adding a thin white outline around the alien figures to help them stand out or maybe use the motion tracker concept. What you could try is this:
1. The Aliens move.
2. As soon as the marine turn begins, send out a sonar-like pulse from the center-most marine (or Hudson in particular). Make the pulse look the same color as the one from the movie (light blue or white?) with that popping/crackling sound effect. When the pulse (eminating from the marine in a sonar fashion) hits an Alien, cause the Alien to flash a solid white/light blue or even cause an oval blob to flash in his space like the tracker in the movie.

Robert Moore
Elementary Art Teacher of 15 Years in South Carolina.

People find this review helpful!
homedrone responds:

I'm always glad to hear someone who was a fan of the original board game is enjoying my version. I make my money as a teacher as well.. nothing to do with this. I'm not associated with the original creators of the board game at all. I could probably get in trouble if I accepted money. As for your improvement comments, they are good. Some of which I have been thinking about ways to improve already. Unfortunately, I've now started on a new project, so it may be a while before I get back to updating Aliens the Board Game again. Someday.