OUT OF THE BOX PUBLISHING Find a Retail Store Near You!
Home Product Showcase Awards and Reviews Classroom Games Fun! About Out Of The Box Publishing News Download Resources Order
Free Catalog Join Our Email List Retailer Locator


Product Showcase
Home
BALANCING ALIENS™ / THE ALIENS DANCE™
Stock #706

OUT OF PRINT
Product Overview
Awards and Reviews
Educational
Official Rules
Rules Variations
Frequently Asked Questions
Detailed Information
OFFICIAL RULES
Download a pdf version of these rules
Get Adobe Acrobat ReaderNote: 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.