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Reviews for "ALIENS the Board Game"

good work

i have never played the board game before but this game is 1337 !!!!

AWESOME, HERE'S A TRICK TO LEVEL 2

GREAT GAME. I LOVE THE ALIENS FRANCHISE. HERE'S A CHEAT TO LEVEL 2. THE MORE OF YOUR MARINES SURVIVE IN THE RECTOR, THE EASIER IT WILL BE TO GET THROUGH THE DOOR ON LEVEL 2. GO ALIENS!!!

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!

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.

"Marines, we are leaving!!!"

So well done, but the Power Loader vs. Alien Queen scenario really needs to be created, I mean everything else is here, why not that too?

But anyways this really is first class. I did a pretty good playthrough of the Reactor Mission and uploaded it to youtube, check it out for anyone that wants to know how to play this correctly.

http://www.youtube.com/watch?v=oPCXOS 9Pv0I

Please please please, Powerloader vs Alien Queen, make it happen!

Great game !

Very orginal take and much improved!
all i can say is its very hard a difficulty level would be nice for noobs like me ! Great game !