Table feel
Moderate interaction with a good balance between direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but there is limited emphasis on cooperation.
Getting ahead in life often means learning new things and taking on new projects, the Fearless Alien Recruits in Training Program is just what you need. You go head-to-head against another eager recruit and work hard to earn Merit Awards in what might determine who the next Invas...
Players
2
Time
?-?
Age
10+
Weight
1.47
Rating
7.48
Should this hit the table?
Moderate interaction with a good balance between direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but there is limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate interaction with a good balance between direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but there is limited emphasis on cooperation.
The game offers a high degree of variability and strategic depth, with good scalability and expansions available. It may take some time to learn, but once mastered, it provides a fresh and engaging experience each time it is played.
Mint Tin Aliens has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy.
Overview
Getting ahead in life often means learning new things and taking on new projects, the Fearless Alien Recruits in Training Program is just what you need. You go head-to-head against another eager recruit and work hard to earn Merit Awards in what might determine who the next Invasion Leader is. And where does this program take place? Earth, of course! Show your proficiency with map reading and get to Earth, demonstrate your maneuvering skills by creating crop circles, prove your mastery of advance technology with the abduct-o-tron, and show that you can bend humans to your will with remote mind control! Don’t miss an assignment or you’ll lose points. But you can make up points by doing extra credit. Even get a bonus for completing one of each Merit Award first! Game Rules: Fearless Aliens Recruits in Training! Earn merit awards on Earth! Gameplay Shuffle playing cards and deal, face-down, 4 to the first player and 5 to the second. Each player takes a dice with 9 facing up. Place 5 playing cards face-up in a row and place remaining cards face-down in a pile. 1. First player starts with a card draw. Players have 3 choices for drawing cards: a. 2 face-down cards b. 2 face-up cards c. 1 face-up and 1 face-down card Face-down moolti-pass cards count as one draw, BUT, face-up moolti-pass counts as BOTH draws. Moolti-pass are wild and can be used as any card(s). Immediately replace drawn face-up card with a card from the face-down pile. 2. Complete an award, if possible, using cards in hand. Only 1 award per turn: 2 UFO cards for sightings 2 crop circle cards for we're here 3 cows for abduction 4 brains for mind control any matching pair for extra credit Discard played cards into a face-up pile. 3. If completed, take and flip merit award card and place on your side. If you can't complete a merit award, turn your dice down one number (9 to 8 to 7...). 4. Next player’s turn. First to complete 1 each of "sightings", "we're here", "abduction", and "mind control" gets 2 meeples. Second to complete gets 1 meeple. If needed, reshuffle discarded face-up cards to continue until all merit awards and extra-credit are completed. If ALL face-up cards relate to awards that have all been claimed, discard ALL face-up cards and replace from face-down cards. Scoring Count your award points, add to that the number of award/extra-credit cards you have, plus 1 point per meeple, plus number on your saucer dice. Highest points win!
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