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Greetings Fellow Humans Kickstarter Preview


Quick Look: Greetings Fellow Humans

Designer: Daryl Fearon
Artist: Rachel Anderson
Publisher: Fellow Human Games
Year Published:  2019
No. of Players: 2-5
Ages: 7+
Playing Time: 30 min.

From the publisher:

A game of extra-terrestrial antagonism for 2–5 players!

You are an alien! Your objective is to steal the Earth’s defense codes and conquer the planet.

In this fast paced party game, you must collect Intel cards from several search piles each with its own risks and rewards, the higher the risk the more likely you will gain the precious Intel but, try to avoid the Accident cards as they call attention to you and your plans.

Each player has access to a variety of Gadget and Sabotage cards to help them, or to hinder other players.

Collect the Intel, escape the secret compound and win the game, before you are discovered!

Find more info on BoardGameGeek.com

WARNING: This is a preview of Greetings Fellow Humans. All components and rules are prototype and subject to change; though the design and art is considered finalized by the publisher at this time.

Review:

Overview and Theme:
Greetings Fellow Humans is a light-hearted card game where you--the green-faced aliens--are trying to gain intel on the defenses of Earth in order to conquer the planet--and you're wearing human disguises to try to infiltrate. Gadgets help you with your mission, and it's standard operating procedure to try to sabotage all the other aliens along the way. Try to avoid accidents that will make your disguise less successful, and gather your intel quickly in order to escape the planet and set your plan for domination into motion!

The theme is fun and unique--usually we play alien conquest games from the perspective of humans trying to defend our planet, so turning that on its head and being able to act as the detached aliens is a refreshing change and one that our sci-fi loving friends and family dove right into.


Components and Setup:
Greetings Fellow Humans is an easy-to-learn game with a small footprint. Inside the diminutive box, you'll find a pile of cards (Gadgets, Sabotage, Accidents, and Intel), some Disguise Point Boards and Tokens to track the success of your disguise, some Placement Cards to mark the five draw piles, and a Danger Die, along with the rulebook. (My prototype rulebook didn't quite fit in the box, but that has been changed for the final printing.)

The art for Greetings Fellow Humans is cartoon-style and very evocative of the story you've walked into--it really helps add to the theme of the game!


Setup for the first game was just the tiniest bit confusing, but when I reread the rules in that section out loud to my first table of players, we were able to figure out the way cards should be split into draw piles, and once you've tried it, it's quick and easy to remember and teach.
  • First, the Gadget and Sabotage cards are shuffled together and each player gets a hand of 5.  
  • Next, the Placement Cards are spread out on the table in a tableau.
  • 4 Accident Cards are placed, face down, on each Placement Card.  
  • Intel Cards are dealt out, also face down, according to the color of the Placement Card--greens get 1 each, yellows get 2 each, and the red Placement Card gets 3 Intel Cards.  
  • Deal out the remaining deck of Gadget and Sabotage cards as evenly as possible onto the 5 Placement Cards.  
  • Separately shuffle each of these piles to create a draw deck on each Placement Card.
Each player gets a Disguise Point Board and a Point Token on number 4 on the Board, and you're ready to begin.


Game Play and Mechanics:
The most unique mechanics of Greetings Fellow Humans are the separate draw decks formed on the Placement Cards and the use of the Danger Die when you draw an Accident Card. 

In Greetings Fellow Humans, you're trying to collect 3 Intel Cards while maintaining your human disguise. More intel can be found in the red zone (that pile has 3 Intel Cards in it) but that zone also brings the most risk: each time you draw an Accident Card, you need to roll the Danger Die a number of times equal to the number on the Placement Card (Green = 3, Yellow = 4, and Red = 5). The sides on the Danger Die are also Green, Yellow, and Red. If at any time you roll the color that matches the pile you drew from, you lose a Disguise Point. Lose all 4 and you are eliminated from the game!


There's a little press-your-luck and card-counting type strategy here, as you know how many Accident and Intel Cards were in each pile at the beginning of the game, and you're trying to find Intel while avoiding Accidents. There's luck and probability involved in risking the die rolls, too, and plenty of table talk as you try to convince your fellow aliens that it's safe to draw from the red pile right now, completely safe.

In each turn, you can play one Gadget Card face down in front of you. Gadgets will activate (you can flip them over) at a certain point later in the game, like when another player plays a Sabotage Card on you, when you're drawing a card, when you're rolling the die, etc.


You can also play one Sabotage Card on another player--these do things like force the other player to draw a card or alter the number of times they have to roll the die.

After you have played your card(s), it's time to press your luck and choose a pile to draw from, hoping that you don't encounter an Accident!

Play moves quickly, with lots of player interaction and risk assessment as you carefully choose your draw pile, often accompanied by the taunting of other Aliens hoping you'll encounter an Accident. If you're unlucky enough to be eliminated (losing all 4 of your Disguise Points), your cards will be randomly dealt onto the Placement Cards and those piles each shuffled to create new draw decks with an unknown mix of cards.


In order to win, you need to collect 3 Intel Cards, then (on your next turn), declare that you're trying to Escape. Roll the Danger Die 3 times without rolling green, and you've escaped Earth with their plans and defense codes safely clutched in your clever little tentacles!

(It's also possible that you could win by being the last player left with a disguise, but that only happened once so far in our games.)

The Good:
My family loved the turned-around theme of Greetings Fellow Humans, and thoroughly enjoyed becoming tentacled green creatures trying to invade the Earth. The art helped draw us into the theme of the game and made for a fun sci-fi experience each time we played.

Greetings Fellow Humans is easy to teach and learn (once you can visualize the set-up of the initial draw piles). It's quick to play and although it does sometimes involve player elimination, that's not often or doesn't last for long.


The Bad:
Greetings Fellow Humans could be a frustrating for families or groups that struggle with player elimination, so if that's something that could be a problem at your game table, this might not be the game for you. 

We have some players who really didn't enjoy that aspect of the game, so we came up with a house rule to use when players didn't want to face elimination: instead of being eliminated, you lose a turn to create a new disguise. You also lose all the Intel you had collected (because you were found out) and you lose all your Gadgets and opportunities to Sabotage. (These cards are shuffled in to the draw piles at random, as they would be if you were eliminated.) You come back into the game after that turn with no cards but a fresh disguise and the chance to worm your way back to the top. It worked to keep our elimination-wary players involved and engaged.

The game is easy to learn in part because there's a relatively small number of unique cards (only five different Gadgets, for example) but we'd love to see an expansion or a bigger box version that included more of each type of card and more of the engaging artwork, too.


Players Who Like:
Greetings Fellow Humans will appeal to players who like sci-fi themes and lighter games like Star Munchkin, Star Fluxx, Grave Robbers from Outer Space, or Alienation.

Final Thoughts:
Greetings Fellow Humans packs a quirky sci-fi theme and a couple of unusual mechanics into a small box and short gameplay with plenty of player interaction and charmingly funny tentacled artwork.  Although I'll avoid pulling it out with players who don't enjoy elimination games, it is definitely a keeper and will stay in my rotation of lighter games.



Check out Greetings Fellow Humans on:

            

Coming to KICKSTARTER March 2019.

About the Author:


My name is Alexa: I'm a life-long game player and homeschooling mom to two awesome kids. I've loved board games since my early days playing Scrabble and Gin Rummy with my grandmother, and life only got more interesting when I married a Battletech enthusiast and fellow game lover. We've played games with our kids since they were small, and I helped start a thriving homeschool co-op where we have weekly sessions of board games with kids.  In a family with kids raised on Catan and Pandemic, life is sure to be fun! You may run into me on Twitter, BoardGameGeek, and other social media as MamaGames. Be sure to say hi!
Greetings Fellow Humans Kickstarter Preview Greetings Fellow Humans Kickstarter Preview Reviewed by MamaGames - Alexa C. on November 15, 2018 Rating: 5

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