Alien as a party game.
As David St. Hubbins epitaph reads, “…and why not?”
Arriving at a perfect time alongside the excellent Alien: Romulus, designer Ivan Turner’s This Game Is KILLER presents a brutal and humorous take on Ridley Scott’s classic science fiction film. It does so in a violent 15 minutes while supporting up to 10 participants. That deafening sound you hear is the syncopation of klaxons and human wailing.

This is indeed a party game. It’s not social deduction. You’re all crew members of the NSS Ganymede fighting for your lives amid the turmoil of an aggressive foreign lifeform. Players die, often, and those with playful spirits respond with laughter. It’s mirthful with an edge, the kind of game that elicits devious grins but also admirable loyalty.
Part of the charm is that the structure is simple. Each round the surviving players are dealt two cards. Each card has two possible purposes: to either be played for the listed room or for the text effect. As play goes ’round, you must slap one of the two down on the table and either declare the location where you are hiding this turn, or you must announce the action you are triggering and its associated effect. You then play your other card for the opposite purpose when you take your second turn in the round.
This is simple and your agency is limited. You have up to two possible effects and two locations to choose from. Sometimes your decision space is even more cramped, as you may receive two cards with the same location or ability. From this extremely pared down space beauty emerges.
Firstly, your location is of importance because the alien will randomly appear in one of the ship’s rooms and eviscerate a player there. The dangerous spaces are not entirely unknown, as the locations the predator has previously stalked are no longer on the table, at least not until it’s checked off the other locales on its bucket list and the alien cards are reshuffled.
So, there’s this narrowing down of deadly scope. It offers the tease that elicits hunches and inspired predictions of where the alien will strike next. This is important because you want to blow the mother out the airlock.
The bite resides in the card actions. Turner doesn’t hold back, offering wild options such as sealing off the bridge and jettisoning the xenomorph into the vacuum of space. You can open fire with a machinegun and blast apart a room. Or perhaps you take an alternative route and crawl into a cryo-tank trying to wait out the storm. There are many options, often heinous.
Here’s the perhaps obvious twist: this isn’t a cooperative game. At best, it’s a semi-coop, and I’m not even sure that’s accurate. Some of the cards that fell the alien result in the remaining crew winning. Others point to a solo victory for the player that executed the action. The game’s incentives and agency hang together with the flayed sinew of a dozen corpses.
The best bit is that many cards have a last remaining player option, effectively offering an easier path to victory if you are the only one left alive. This is great, it offers the dramatic ability to come back from the brink and set the menacing terror aflame. There’s a subtlety here that players pick up on rather quickly. The game is much easier to win if you’re that lone survivor sneaking about the freighter.
Naturally, this leads to wanton destruction. Maybe punching the red button and suffocating everyone in the shuttle bay is alright. Yeah, the xenomorph didn’t end up there this turn, but now you’re that much closer to being the lone survivor. Butch just lit up the med lab and gunned down Meyer anyway, so who’s going to cast the first stone.
It’s a race to the bottom. Hazards of the job.
Once this aggressive philosophy emerges, the game evolves and offers new angles. You start to really consider whether you want to reveal your room first or your action. It can be beneficial to delay your action until you’ve seen others play some cards, but committing to a room early can put you at risk. Maybe you even try to speak up and bargain with the others. It gets twitchy and you start watching your back as well as your front.

It’s such a clean design that there’s not much here to criticize from a technical perspective. By its very nature, it’s a fleeting game. While I do recall several moments that occurred in recent plays, it’s not the type of thing that builds legend. It’s a very quick jab in the chin. It’s something that captures attention and offers venom without the lasting scars. But it’s also tremendous fun with the right group. Like a jolt of sugar to the bloodstream, it fabricates moments of tension and delight, even if the rush is short-lived.
I’m also surprised how impervious it is to player count. Many games of this ilk don’t stand up to smaller group-sizes. While this one certainly delivers with a full house, I have enjoyed it substantially in the lowers as well. The design is forced to function at a high degree with a reduced number of players, as bodies drop so fast that it can winnow the group down to a minute number rather quickly. Thus, it’s a robust design by necessity.
While I’m pleased with this game and the cutting experience it offers, it’s obvious there are whole segments of the hobby that will find this thing absolutely dreadful. Agency is limited and respite is brief. Another player can off you in the first turn. If you don’t find humor or tension there, it could feel like a complete waste of a quarter-hour.
This game is indeed, killer. It echoes the themes found in the alien franchise, highlighting that the humans are just as vacuous and self-serving as the creatures that torment them. This is a fun, sort of freewheeling experience that operates in the same universe as the beloved Hellapagos – a party game about starving, shooting, and eating fellow survivors on a desert island. This Game is KILLER doesn’t quite offer the same dramatic turns and variety of outcomes as that title, but it does capture the same sense of desperation, betrayal, and triumph.
I don’t expect this one to electrify anyone’s spine or to emerge as an all-timer. It just doesn’t have the footprint or momentum to capture widespread attention. That’s perfectly fine. I have found and will continue to find this little despoiler thrilling. It’s a clever game that hits vindictively.
A review copy of the game was provided by the publisher.
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Great review! There need to be way more breezy group games than play well at smaller group sizes and under 25 minutes.
Recently, we played Scream a few times with ~7 ppl, fun for a few rounds, but loses steam quickly.
We couldn’t get a big enough group and a dark enough space for Werewolf in the Dark.
Texas Chainsaw was fun but slightly too long and involved to be considered easy breezy.
Happy Salmon came out for a few quick rounds with little ones joining in.
Tried Oink’s Deep Sea Dive push-your-luck, but got a key rule wrong (removing tiles), and so it fell super flat.
Secret Hitler was great, but social deduction and lying stresses out 30% of the group.
Incan Gold just a bit too random, but can be fun.
Werewords is great, although the app’s word library and difficulty scaling is simply atrocious.
Great but overplayed by now: Codenames, Resistance, Coup, Love Letter, Decrypto, The Mind, One Night. Skull is the shining historical gem, but also have had enough for a while.
Wavelength was fun but group didn’t really go for it.
Strike! the Dice Game another good quick one.
Fairy good for kids to join in, a game or two tops.
Anyone else have some gems I might have overlooked?
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Lots of great games there, Mat.
Large groups can be difficult.
Green Team Wins is an enjoyable party game that works well with a group size as small as four but also with a much larger amount. I believe there are two printings of this game, one only has enough components for 6 while the other 12. You could combine two sets of the smaller one though.
I like World Championship Russian Roulette quite a bit, but the theme is very macabre. I e enjoyed it with as few as three players.
No Thanks and For Sale are not quite party games but adjacent maybe
Cockroach Poker is worth a look. As is That’s Not a Hat.
Can’t Stop is a classic and a ton of fun. I like it a little more than I can Gold.
The Crew could maybe work.
The Mind is a peculiar game I was into back when it came out. Weird one though and may not appeal.
Lucha Wars, the sequel to Luchador Mexican Wrestling dice is also great if you’re into that type of game.
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You could try 6 Nimmt, plays up to ten (not sure what the best count is, maybe 5-7?), simple rules, breezy, and funny with the right group.
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6 Nimmt is a good suggestion
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I also love party games!
Werewords is one of my favorite, but we never go above ‘easy’ difficulty, which we feel is always hard enough.
Here are a few great ones you haven’t mentioned: Monikers, Sushi Go Party, Camel Up, Zoo Vadis, Challengers, Just One, Ito, Long Shot, Hellapagos!
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This looks great! Social deduction games aren’t may favorite and this game sounds good at the N+1 player count.
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There are not too many games in this category, dynamic and wild but not being social deduction. I hope it proves enjoyable if you get to try it
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