Aliens: Another Glorious Day In The Corps
You may also like…
Meeple on Board Rating
Be the first to review this product.Board Game Geek Reviews
Be the first to review “Aliens: Another Glorious Day In The Corps”
You must be logged in to post a review.
Aliens: Another Glorious Day in the Corps! is a co‑operative survival board game in which you and your team of specialist Colonial Marines will gear up with serious firepower and head into Hadley’s Hope to find survivors and answers. But you’re not alone. To survive, you’ll need to work together, keep your cool, and stay frosty to fight off relentless Xenomorph ambushes and get out of there alive.
Players can play up to six different missions, taking them into different areas from the Hadley’s Hope terraforming facility to the deep, dark recesses of an xenomorph nest. Aliens also offers an exciting campaign mode to play four of the missions linked together, so players will need to fight relentless xenomorph attacks and keep each other alive all the way to the end of the campaign. The remaining two missions are purely about survival, it’s kill or be killed. The players are dropped into the game with nothing more than a pistol. They will need to scavenge weapons and gear while hordes of Xenomorph aliens are trying to get at them. How long can you survive against the odds?
—description from the publisher
Ages | 14+ |
---|---|
Players | Solo, 2 Players, 3 Players, 4 Players, 5 Players, 6 Players |
Play Time | 60m – 120m |
Designer | Andrew Haught |
Mechanics | Cooperative Game |
Theme | Miniatures, Science Fiction, Movies / TV / Radio theme |
Publisher | Gale Force Nine, LLC |
cwjedi
One of the best dungeon crawlers out there--intense enough to make your hair stand on end, but not so hard that you never win. I love this game, especially as a solo player!
Deadlybeans
Mixed bag. Game was how many years delayed, and this is the rule book they came up with? Hero & Grunt cards, plus all their equipment, weapons (and new skill “Experience” cards in the “Badasses” expansion) take up way too much table space. For the price, this should have come with character card holders to organize and display their stats and cards assigned, but GF9 misses that opportunity and now Etsy is littered with “solutions” for this game. Complaints about assembling and painting the minis are a moot point in my book, as someone who saved up for early edition Games Workshop games that included game pieces you assemble and paint. This is a selling point for me. Sure,this could have been made more clear to prospective buyers, but come on, assembly is easy, just give yourself a day or so to build and paint later at your leisure, if you opt to. Most marine minis are a good likeness of the character (Hicks, Ripley, Newt, Vasquez) while others are inexplicably poor sculpts (Crowe, who barely appears in the film, is basically a block of plastic hiding his face behind his firearm... a joke, a d sticks out like a sore thumb. Gorman is only vaguely recognizable by his uniform, but is made to look like he’s cuddling a pistol or using an ‘80s-eta “brick” cel phone. Why ? Any number of trademark poses would have worked.). The aliens have a deceptive and limited range of poses (your choice of arm poses, glued on to one if 4 body options). Their tales are ridiculously overlong (tip: snap a segment at the base off and glue away. The tails interfere with storage abs game play out of the box. Print quality often looks muddy, washed out when text should pop. Graphic design needs an overhaul, as card game text is actually painful to read unless you’re holding cards in direct light. The fonts and choice of text and background colours produces a soggy, queasy effect that should never have gone to print. Plus, numerous event and hazard cards are cursed with imagery that would make zero sense if it wasn’t recognized from within the movie. Some of the tokens are screaming for artwork upgrades or outright 3D parts like their Assets and Hazards box set and its computer terminals, eggs, sentry guns, etc. But no tunnel token replacements? Tunnel tokens are meant to represent breaches where aliens come thru the floors, but the tokens are so abstract, muddy, or just nondescript black-on-black S shapes when they could have been evocative of, you know, tunnels, holes in the floor, or something a vicious alien would do to tear into your space Players of Decipher’s Star Wars Customizable Card Game (1995-2002) will recognize the Endurance>Exhaust>Discard card circulating that uses cards as currency and number generators, but Decipher’s version was actually intuitive and even elegant. This is genuinely unwieldy table clutter. Keeping track of various dials each round gets tedious. Complaints about lack of acid splash: this is covered in the 2nd expansion. Gale Force Nine should really be releasing a new, comprehensive rulebook, even if it’s just in PDF form. There’s no justifiable excuse for the widespread confusion over rules that should have been presentable upon release. So much potential squandered in the basic game and expansions. If GF9 won’t hurry up with a coherent rulebook, hopefully players will compile a better one of their own. Developers: merely obtaining a license for an exciting IP does not guarantee a good game of longevity. GF9 had time to tune this game into something great, but they clearly got bored of working on this one or ran low on funds. It’s so close. The models are mostly really good. The game map boards look cartoony. The cards, from a graphic design standpoint... are an act of fontcrime.
Bockyralls
Edit: After a bunch of plays this is my favorite dungeon crawler of all time. As a bonus it also captures the setting of Aliens the movie perfectly in the theme and campaign missions. It fixes a lot of the problems with dungeon crawlers; by having a built in timer, multitude of options on what to do, no need to chase down “treasures”, freedom to customize your teams, skills, and equipment before every mission, a good, solid campaign, mitigating dice rolls and luck somewhat by employing risk management and tactical placement (which is crucial), player elimination during game doesn’t exist (unless you loose all your grunts), eliminating the classic move/hit or hit/move drag that Descent JITD and many others seems to suffer from, it isn’t super heavy and with a few plays the rules will all flow good. It gets some extra kudos for being easy to set up (unless you have two pounds of extra resin terrain like me) and an awesome mechanic for playing co op. Like it a lot. My scoring is for base game plus all the expansions.