Grab your pulse rifles and maybe a spare pair of pants—this is my review of Aliens, the board game that swears it’s here to test your nerves and your friendships. I wrangled up my usual group (yes, the same ones who still blame me for that Betrayal at House on the Hill loss), and together we faced the iconic xenomorphs in all their cardboard glory. Is this game full of clever strategy, or will it leave you feeling like you just rolled snake eyes for three hours? I’ll tell you what worked, what exploded in our faces, and whether Aliens is worth letting loose on your game night table.
How It Plays
Setting up
Dump that board on the table and give everyone a role (you’ll want to argue over whether you’re Ripley or Hicks). Place the aliens where the rules say—usually in places you wish they weren’t. Share out weapons, a couple of random items, and a first aid kit for whoever swears most.
Gameplay
On your turn, you move, search for gear, check for noise, and pray nothing jumps out at you. When it’s the aliens’ turn, expect panic. They swarm, chase, and generally ruin your plans. You must work together, share items (or fight over who gets the big gun), and make tough choices—like rescuing a friend or leaving them for bait.
Winning the game
Win by meeting your group’s mission—usually escaping with as many survivors as possible. If you get eaten, well, you lose. If everyone escapes, brag about your tactical skills. If only the cat survives, at least you didn’t lose to Monopoly again.
Want to know more? Read our extensive strategy guide for Aliens.
Alien Encounters and Out-Of-This-World Immersion
If you’ve ever wanted to face off against slimy, bug-eyed aliens from the safety of your kitchen table, ‘Aliens’ has you covered. I remember the first game night we played, my pal Dave wore a tinfoil hat and started speaking in what he claimed was Martian. The game’s theme is everywhere: alien slime tokens, spaceship corridors, mission cards with ominous warning messages. My friend Sarah even refused to sit near the hatch card because she said it gave her the creeps. So, hats off to the designer for going all in on theme.
The art on the board and cards packs a big punch. There’s this one illustration of a tentacled monster creeping through the ventilation shaft that honestly made me clutch my nacho bowl tighter. The flavor text on almost every card keeps you giggling, or in my case, making bad alien impressions (I still can’t live down my attempt at the classic ‘Take me to your leader’ voice). Even the rulebook gets in on the action. Instead of bland instructions, you get little reports from panicked crew members (which helped ease the pain of reading rules, trust me).
All of this stuff works together to suck you right into the chaos of an alien invasion. But it’s not just flashy art and flavor text—the way you use your gear, sneak around dark corridors, and never quite trust your fellow players fits the alien movie vibe just right. You’re always on edge, scanning the board for signs of a lurking xenomorph. The only time I broke character was when someone spilled soda on the galactic map.
Next up, I’ll probe deep into whether ‘Aliens’ keeps things fair, or if the little green men are stacking the deck.

Game Balance and Fairness in Aliens: Who Gets Eaten First?
Alright, let’s talk about the big one—balance. I played Aliens with my usual group (we’re like the Breakfast Club but with more dice and fewer heartfelt confessions). We noticed right from the first round that the game does a solid job at keeping everyone on their toes. No one gets to coast; even the guy who always snacks instead of strategizing had to focus or risk getting gobbled up by the next alien lurking round the corner.
There’s a real sense that the game designer cared about giving each player a fair shot. Every role feels useful. Sometimes a game lets one player steamroll everyone else—looking at you, Monopoly. In Aliens, the balance between aliens and human players keeps the tension high. The aliens don’t feel overpowered; they need teamwork and a bit of cunning. Humans can fight back with decent weapons or try sneaky moves. There’s plenty of back-and-forth, and no one gets eliminated too early, which I always appreciate because watching from the sidelines eats at my soul faster than the aliens eat space marines.
However, it’s not perfect. Sometimes a player can get stuck with a dud position—like being the decoy with no decent upgrades. It doesn’t happen often, but it’s a mood killer when it does. Still, the game is mostly fair and doesn’t make you want to flip the table (unless you’re losing, then it’s totally the game’s fault). Next up, let’s see if luck or strategy is the real boss monster in Aliens…

Luck vs. Strategy: Who’s Really in Charge in Aliens?
Let me tell you straight away: the dice in Aliens don’t care about your plans. I have seen tactical masterminds—people who play chess for fun—reduced to muttering, “Just one more six…” as they try to outrun a xenomorph. Yes, luck swings hard in this game, sometimes giving you hero moments and other times feeding you to the alien queen faster than you can say, “Game over, man!”
Now, before you think it’s just a dice-fest, I’ll stop you there. Aliens gives you real strategic choices. Deciding when to use your ammo, who to split off from the group, and how to block off a corridor keeps your brain busy. The tension is real. But at the end of the day, all the planning in the world can’t save you from a string of bad rolls. I once saw my friend Jill, normally cool as Ripley under pressure, melt down after rolling three consecutive ‘fail’ results. Other times, sheer luck saves the day, and people who never plan anything find themselves as the last living marine, looking as confused as I did during my first game.
The mixed bag of luck and strategy in Aliens leads to hilarious moments and groans of disbelief. It can frustrate some folks but keeps things unpredictable and fresh. If you want a pure strategy game, this isn’t it—but if you love drama, you’ll have a blast.
Next, I’ll tell you if playing with different groups makes Aliens a bug hunt worth repeating or a one-way ticket to boredom.

Replay Value: Is Aliens Worth Bringing Back to the Table?
If there’s one thing that keeps a board game alive longer than my houseplant collection, it’s replay value. With Aliens, I’m happy to say that this game’s replay chops are strong. I’ve now played it with my regular crew, my weird cousin’s DnD group, and even my board game-hating neighbor (who, to be fair, hates everything). Every time, the game felt fresh, and that’s not just because I kept being the first one eaten by a facehugger.
Aliens throws curveballs by randomizing objectives and the way the Xenomorphs move. Last weekend, we had a round where we all worked together so well, we actually began to trust each other—until Tim betrayed us at the airlock and let the aliens win. It was hilarious, brutal, and totally different from my previous plays.
The game is flexible for groups too. My tactical friends get a kick out of squeezing every last drop of teamwork, while the more chaotic folks just want to see who can escape with the cat. Both types come away with wild stories. Aliens also has enough meat on its bones to make every play feel meaningful—even if you play with the same people, no two games are copies. But, and it’s a big but, the experience can fizzle if you play with people who don’t buy into the tension. If your group is more into casual laughs than creeping dread, Aliens may not land quite as well—but a few fake screams always helped my games.
So, do I recommend Aliens? Absolutely. As long as you have the right group, it’s a blast. Just don’t blame me if you dream about chestbursters after game night.

Conclusion
Aliens blasts its way onto my shelf with a big, slimy grin. The theme drips from every card, and every session has us howling and sweating—sometimes at the same time. The game mixes strategy and luck, so even your most clever friend will have to dodge some dicey moments. It’s tense, exciting, and keeps coming out on game night. Still, if you hate games where luck can ruin your careful plans, consider this a warning! For everyone else, Aliens is a fun and frantic romp that’s worth crawling through the vents for. That concludes my review—now, if you’ll excuse me, I have to rescue my cat from the airlock… again.







