| Download
a pdf version of these rules |
Note:
This pdf fits on 8.5x14" paper if the following
boxes are checked: "Shrink oversized pages
to paper size", and "Auto-rotate and center
pages. |
|
| Updated 12/29/03 |
| Note: The rules on this
page reflect the most current version available,
and may differ slightly from previously printed rules. |
|
| Balancing
Aliens - The alien spaceship has developed a wobble
and the aliens must go out to fix it. Don't you be the
one to send them crashing! |
| The Alien's
Dance - The aliens are dancing rings around the
ship, and the ship is starting to sway. They're going
to dance until they drop. See how long you can keep them
going! |
| |
| Playing Equipment |
- 1 reversible alien spaceship board with 2 great
games.
- 1 orange 'alien boss' with rocker base, that serves
as an adjustable support for the ship.
- 10 wooden aliens
- 1 canvas pouch
- 1 standard dice
- rules for both games
|
| Setting Up |
| 1. |
Write the players' names on a piece of paper for scoring. |
| 2. |
Decide which game you wish to play, Balancing
Aliens or The Alien's Dance. |
| 3. |
Use a smooth, hard surface, such as a table, for setting
up the spaceship. |
| 4. |
Insert the orange alien rocker into the black spaceship
disc so that the alien is "looking" at the game
you selected and the rounded rocker is resting on the
table. |
| |
There is a rubber ring on the rocker shaft
that can rolled up or down to adjust the height at which
the ship rests. This height affects how hard it is to
keep the ship in balance during play. The lower the ship
(and the more the alien shows through the top), the easier
the game will be. |
| |
To adjust the level for your first game,
place the rocker on the table where you wish to play so
that the rocker fully supports the ship. Tilt the edge
down to the table. Adjust the height of the ship up or
down, until the ship will just barely stand up by itself. |
| |
When you have found the height you like
best, you might want to make a note of how far out you
can place one or more aliens on the empty board. Then
you can adjust the board to approximately the same height
the next time you play. |
| 5. |
Remove all aliens from the board, and make sure that
the area under the ship is clear. |
| 6. |
Roll the single dice to determine the order of play.
Highest goes first, lowest goes last. |
| 7. |
Refer to the rules for the game you have chosen to play. |
|
| Balancing Aliens |
| The alien boss is sending
the aliens out to work on the spaceship. |
| |
| The Game Board |
 |
| For Balancing
Aliens, the ship is divided into four sectors.
Sectors are identified by pictures of four different
dice. The rings are numbered for scoring. |
| |
| RULES |
| (See also Setting
Up) |
| |
| The Object of Balancing Aliens |
| Earn points by placing aliens on the
outermost rings of the spaceship, without crashing
the ship. The player with the most points wins! |
| |
|
| How to Play |
| There are two phases of play.
Keep score during both phases. |
| |
| Phase 1: Sending the Aliens
to Work |
| Players take turn rolling the
single dice and getting instructions from the alien boss: |
| Roll 1 – Send an
alien to work in sector 1. |
| Roll 2 – Send an
alien to work in sector 2. |
| Roll 3 – Send an
alien to work in sector 3. |
| Roll 4 – Send an
alien to work in sector 4. |
| Roll 5 – Just pass
the dice to the next player. |
| Roll 6 – Place
an alien in any sector, and then roll again for new instructions. |
| The instructions ONLY apply
to the sectors, not to the rings on the spaceship. The
numbers on the rings indicate the number of points players
earn for placing an alien on that ring. The farther out
you play, the more points you get. |
| Aliens may not touch the numbers
that divide the sectors. An alien can touch the white
lines but if it is placed across a line, it scores for
the smaller of the two rings that it stands on. |
| After each alien is played,
record the number of points earned. |
| |
| Phase 2: Returning the Aliens
to headquarters |
| When all the aliens have been
placed on the ship, it's time for the aliens to return
to the 'headquarters' bag. |
| Now each time you roll a 1,
2, 3 or 4, you remove an alien from that sector. Put the
alien you have removed into the bag, and record points
for the ring where the alien was located. |
| If the sector is empty, you
cannot remove an alien from there. You must, instead,
add an alien from 'headquarters' to do overtime in any
sector that still has aliens. In this case, record your
score for the ring where the alien is placed. (If all
the aliens are at work, just pass) |
| When you roll a 5, you still
pass. When you roll a 6, you must remove an alien and
then take your extra turn. You cannot use the 6 to add
an alien during phase 2. |
| |
| Crashing |
| You lose 2 points for each alien
that falls off the ship on your turn. If you have no points,
your score remains at zero. |
| |
| Winning |
| The game ends when all the loose
aliens have been removed, or when they've all fallen off,
or when all 10 aliens are on one sector. The player with
the highest score wins. |
| To make the next game harder
or faster, raise the ship by rolling the rubber ring up
the rocker shaft. To make a game easier, lower the ship. |
| |
| Enjoy Your Game! |
|
| The Alien's Dance |
| The aliens are having a party.
The six rings of the spaceship have been divided into
four sectors to make areas for dancing. |
| |
| The Game Board |
 |
| For The Alien's
Dance the ship is divided into four unmarked
sectors. The six rings are identified by dice, 1-6. |
| |
| RULES |
| (See also Setting
Up) |
| |
| The Object of The Alien's dance |
| Score the most points by moving as
many Aliens as you can without crashing the ship. |
| |
|
| How to Play |
| Players take turns bringing
their alien friends to join the dance. |
| On your turn, roll the single
dice once to find out which ring (1 - 6) the aliens must
join. You then choose one of the 4 sectors for your alien
friends to dance in. |
| You get one point for each alien
you bring to dance on your turn. They must all fit within
the same black area, in the ring and sector that you chose.
Add as many as you dare. |
- You must place at least one alien.
- Aliens that are not yet on the ship must be placed
first.
- When all aliens are dancing, take aliens from anywhere
in the other sectors to place in your dance area.
- Aliens never leave a party. If you take aliens
from another area of the dance, you must place them
in your area, even if they will tilt the ship.
|
| After each turn, record the
number of points earned. |
| |
| Crashing |
| With so many aliens dancing,
the ship may start to sway. You lose two points for every
alien that rolls off during your turn. |
| |
| Winning |
| The dance goes on until every
alien falls down, or when one player has scored 100 points.
The player with the most points wins. |
| To make the next game harder
or faster, raise the ship by rolling the rubber ring up
the rocker shaft. To make a game easier, adjust the ship
down. |
 |