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Ages: 12+
Number of players: 3 to 8
Playing time: 30-45 minutes
Components: 8 map books, 8 dry-wipe pens, 102 cards, and rulebook
For the last four years a medical consignment led by doctor Antonio Merz has been working on spaceship SELVA to find the cure for a degenerative brain disease, which has been killing people on Earth by the millions. On the 28th of July all communication with SELVA ceased.
Escape from the Aliens in Outer Space is a game of strategy and bluff set on a badly-damaged deep space research ship. Each player assumes the role of either a Human or an Alien. The Humans are trying to save themselves by reaching the Escape Hatches. The Aliens seek to hunt down all the Humans. Each player's identity and position is kept secret: you will need to interpret the movements and behaviors of the other players to learn who and where they really are.
The Ultimate Edition of this critically acclaimed game will feature entirely new components and game mechanisms, including eight unique map books, reusable markers, and over 100 cards.
- Sales Rank: #11771 in Books
- Brand: Osprey
- Published on: 2016-05-24
- Released on: 2016-05-24
- Original language: English
- Number of items: 1
- Dimensions: 11.20" h x 2.13" w x 8.52" l,
- Binding: Game
Review
"From out of these simple rules comes a tangible, choking, paralysing terror. This game is a diamond. Pure, hard and glorious . . . a triumph of design." ―Shut Up and Sit Down
"Absolutely, fantastically fun to play." ―Tom Vasel, The Dice Tower
About the Author
Founded in 2010 by longtime friends Pietro Righi Riva and Nicol� Tedeschi, Santa Ragione is a design studio dedicated to developing games and video games. In 2010, Santa Ragione developed and published the board game Escape from The Aliens in Outer Space in over fifteen countries. The game was nominated for the prestigious Diana Jones Award for Excellence in Gaming.
Most helpful customer reviews
8 of 8 people found the following review helpful.
Excellent Tense Two-Sided Hidden Role/Deduction Game
By Just Someone
As a hidden role/deduction board-gamer enthusiast, this is a great game. Here are my thoughts:
* THEME: Excellent. You really feel as though you are in a zone on a spaceship trying to either escape from aliens or that you are a flesh-eating alien hunting your human prey...all in the dark. Makes for very intense gaming, keeping you on the edge of your seat like a horror movie...just awesome.
* BALANCE: Sometimes in two-sided games the sides are not balanced. Not so here. I feel there is a great balance between the aliens and the humans. The card selection sometimes favors the humans, sometimes not, sometimes the aliens, sometimes not. Additionally, in even-numbered games, there is an equal amount of aliens and humans (3 to 8 players). If there is an odd number, you have one more alien than humans. This makes for an even-tensioned game throughout.
* REPLAYABILITY: Excellent. There are 8 "zones" that you can play in on the spaceship, which is chosen by the group before play begins. Some of the zones have an open floor plan, some are more linear, some are bigger, some are smaller, etc. The instruction manual includes a description of each zone and a suggested amount of players for each zone. NOTE: The instruction MANUAL incorrectly matched a couple of the zone names with the wrong picture of the zone (specifically, I'm guessing that the pictures for the Fermi and Galvani zones in the instructional booklet should be reversed). It appears that the dry-erase BOOKLET has the CORRECT name and picture combination. Also, my copy came with only 7 books (there should be 8)...so check to see that you received all 8 books. I contacted Osprey and they are sending me the additional book...very good and quick customer service from England.
Another bit to add here: You can play a "basic" game or an "advanced" game. The basic game disregards (i) items that are found on the spaceship and (ii) disregards character abilities for both humans and aliens. Of course, you can "house rule" this game and play with items, but not character abilities, or character abilities and not items, for an "intermediate" game. This adds another whole couple of layers of re-playabiltiy. Since there are more characters than players, and since character roles are drawn randomly, this also adds more excitement to each game.
* COMPONENT QUALITY: In this "ultimate" edition, you have a book that works with dry-erase markers...much better then the prior version that included paper versions of the zones. The cards are just "ok." This is the one item where I feel there should be better quality. I sleeved my cards with the GREEN Fantasy Flight card sleeves for additional protection. After doing so, all fits in the box still, but snugly. After I receive my 8th dry-eras booklet (see above), I may need more room to fit my sleeved cards, at which point I'll tear down the cardboard compartments. I suppose this could be another small gripe (for all board game publishers)...please make your game boxes/containers large enough to accommodate sleeved cards. I'd rather not tear out the box's innards, but I'll do it to fit my sleeved cards.
* FUN FACTOR: Very high. In the beginning, no one knows who is who. For those of you that get jazzed about hidden roles, this creates so much fun and laughter...trying to guess who is who.
While I would describe this game as "2-sided," it is not necessarily "2-teamed," particularly for the humans. Here is why: There are 4 escape pods in the zone you are playing. There are 5 "escape pod cards" that are shuffled and placed face down on the table. When a human lands on an escape pod, which are numbered 1-4, that human announces that he has landed on "pod #___," then he draws an escape pod card. Four of these cards are green (you escape in that pod)...one is red (the pod malfunctioned). If a pod is used, now the other remaining humans have one less pod to use to escape (tons of fun, particularly when you escape as the first human and then other humans are like "Dang, only 3 pods left where 1 could be damaged.") All of the humans don't need to escape for the other escaped humans to win.
Escape pods are unusable when (i) a human uses one to escape or (ii) a human draws the one red escape pod card. As a human, you already feel a huge amount of tension as you try to escape the zone in the dark. However, this tension increases as escape pods become unusable. If you play with 2 or 3 people (this game plays 2 to 8), there is only one human. Therefore, once you escape as a human, it's game over. While this is still a huge amount of fun, I really like the "extra" tension that humans feel when there are 2 or more humans (need 4 to 8 players) and another human successfully escapes the zone, leaving less pods available. Tons of fun.
Additionally, aliens can kill each other (usually by accident). Therefore, humans and aliens are "kind of" on the same team, but "kind of not." This is a very interesting dynamic.
* CONS: I already alluded to them above, but here they are at quick glance: Would have liked better card quality and a larger box to more comfortably fit sleeved cards.
This game is full of tension, full of fun, and full of laughs.
All in all, this is great game of hidden deduction and role-playing with strong edge-of-your-seat tension throughout. I recommend for family and game groups, particularly if you like hidden role/deduction games.
PS: As of this review, there is one 3-star review for a "dirty" instructional book and a scuffed box. I would not let this review dissuade you from buying this game. First, the scuffed up box sounds like a shipping problem, which would not relate to the publisher of the game if not purchased through Osprey, and even if it was, a scuffed up box should not be, in my opinion, related to the game itself. At least rate the game on Amazon with the "stars" and have a separate star rating in the body of the review if the shipping negatively impacts you. Second, I saw that Joseph from Osprey responded to this reviewer and said he would gladly ship out a new instructional booklet. I happened to notice that this is the same fellow that helped me and he did so within 12 hours of being emailed. I also don't feel that dirty instructions should be combined in a few of the actual gameplay.
P.S.S. Since I'm seeing an explosion of reviews wrought with a conflict of interest and bias: I paid full price for this product. This is a REAL review, not a "Vine" review and I was NOT given this product at a discount "in exchange for an honest review" (really wish Amazon would prohibit such reviews).
4 of 4 people found the following review helpful.
LOVE THIS. My copy was perfectly clean when it ...
By Jocelyn T.
LOVE THIS. My copy was perfectly clean when it arrived, unlike the other reviewer's copy. I took it straight to a game night where I taught seven others and we all had a fantastic time. I really like the little dry erase notebooks, the tense giggles around the table, and how easy it was for everyone to pick it up since they have all played Battleship before. I am incredibly happy that I purchased this.
1 of 1 people found the following review helpful.
Cool idea but will most likely just devolve into arguments.
By E.M. McGrath
I really wanted to love this game, but it didn't quite live up to my own hype. I was so excited when it came and then I played a couple games with my husband before taking it to the in-laws to play with the whole family. Essentially everyone has a dry-erase booklet with 8 different maps. You all decide which map to play on before the game starts. Half the people are aliens, the other half are humans. The humans are trying to make it to one of the escape pods located a good distance away from their starting point. The aliens start from another point and their purpose is to hunt down the humans. At the beginning, no one knows who is an alien or a human. You make moves secretly by writing the hexagon you have moved to in the space provided above the map. You announce to everyone if you moved to a light or dark hex (silent or dangerous sector, respectively). This is how others track your movements. If you moved to a silent sector but that wouldn't make sense for a human to go towards from their starting point, you might suspect they are an alien. If you move to a silent sector, you say so, and your turn ends. If you move to a dangerous sector, you draw a card. There are red, green, and white cards. White cards mean you announce "silence in all sectors" and keep the card face down in front of you, as some of these contain items. Red means you have to announce your current location with the phrase, "noise in sector-" (i.e. noise in sector k10). Green means you do the exact same thing, but instead of your current location, you can announce any location. If you are human, you use these lies to make it seem as if you are an alien, making reasonable moves from the alien starting point. If you are an alien, you use these lies to disguise your location while you close in on your prey. Aliens then have the ability to attack a hex they've just moved to and anyone in that hex must announce themselves and they are dead (aliens get eliminated from the game, humans start over as aliens). There are items and abilities, and other little rules about movements, escaping, upgrading, etc.
Overall it was enjoyable. A 2-player game can last 30 seconds-10 minutes whereas a 5-player game might take up a half hour or more. The problem is, it's not fun to lose. Like, at all. If you are an alien and get killed by a fellow alien you will probably rage quite (luckily that never happened for us, but people got mad even at close calls). Likewise, getting killed as a human isn't much fun either. And starting over as an alien is even less fun, because what's the fun in switching teams halfway through a game? I also tried very hard to keep the theme alive. I turned on the Alien soundtrack in the background, and got very into character when I announced noises or silence. But the theme still lost itself at times. Regardless, the cat and mouse game does add a lot of suspense, and that part of it was a lot of fun. There also seems to be no reason for the aliens to conceal their identity. The rules mention motivation for as why you would want to hide the fact that you're an alien, but there's really no reason. Knowing who the other aliens are just helps you hunt down the humans faster.
The production quality is top-notch on this. It's really a work of art on its own. And the games were fun, especially the post-game "where were you when I was here?!", but it's overwhelming to figure out where every single player is, their role, and to figure out your own movements and what your lie will be if you draw green. It's a great concept but falls a little short of what I feel like it could be.
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