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After Us box art

After Us

Game ID: GID0017123
Collection Status
Description

2083. Humankind died out decades ago, leaving behind mere vestiges of its time on Earth. As time went by, nature reclaimed land all over. In this resurgent world, apes have kept evolving. They've been gathering in tribes, growing, mastering human items, and advancing in their quest for knowledge. As the leader of such a tribe, you need to guide it towards collective intelligence.

After Us is a deck-building and resource management game featuring an original and intuitive combo system in which players are each leading a tribe of apes. Starting only with tamarins, they combine their cards each turn to collect resources and gather victory points, attracting new apes into their tribe along the way: powerful gorillas, resourceful orangutans, versatile chimpanzees, and wise mandrills. The first player to obtain 80 points prevails in the race to collective intelligence — and wins the game.

— description from the designer

Year Published
2023
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment: pos 1 · mix 0 · neu 0 · neg 2
Mentions per page
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Showing 1–3 of 3
Video k6hoJmOGIU0 All You Can Board game_review at 1:03 sentiment: negative
video_pk 62500 · mention_pk 155118
All You Can Board - After Us video thumbnail
Click to watch at 1:03 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Innovative rectangle-assembly mechanism for resource generation.
  • The power-card system introduces interesting optimization choices.
Cons
  • Limited direct player interaction; some sections feel tacked-on.
  • Theme feels underwhelmingly integrated; artwork is strong but identity is vague.
  • Can feel lengthy and fatiguing if overextended.
Thematic elements
  • tribal leadership, resource gathering, and race to points
  • 2083 and beyond; humanity extinct, primates evolve to rebuild civilization
  • competitive, engine-building with a shifting power curve
Comparison games
  • Tainted Grail
Mechanics (from transcript analysis)
  • Card layout to form rectangles — Draw four cards with boxes; align them to complete a rectangle to gain resources, else you get fewer resources.
  • Deck building — Players start with a deck and acquire new cards to improve their capabilities.
  • deck-building — Players start with a deck and acquire new cards to improve their capabilities.
  • Power cards and Rage — Power cards provide bonuses; every four Rage tokens allows an action to trash a card and thin the deck.
  • Resource-to-card economy — Gaining resources from layout allows purchasing new level-1 or level-2 monkey-type cards to add to discard/engine.
  • Simultaneous first phase (Mumble phase) — First phase is largely simultaneous with limited interaction; players announce resources and plans together.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is a mumble game
  • top shelf billing was a coined a while ago and this is going to be called Mumble games
  • I would skip it
  • I really really like Earth
  • Earth I'm going to keep playing it for a while
  • it's an own it for me
  • this is a play it for me
  • the quality of cards is among the best I've ever seen in any game
  • the artwork is great
References (from this video)
No references stored for this video.
Video NitC6ukS1GU The Broken Meeple general_discussion at 14:10 sentiment: negative
video_pk 7507 · mention_pk 22301
The Broken Meeple - After Us video thumbnail
Click to watch at 14:10 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Limited edition exposition cover art
  • Colorful artwork
  • Interesting card-linking mechanic as core feature
Cons
  • Theme is purely aesthetic with no mechanical integration
  • Card linking mechanic is sole source of gameplay depth
  • Solo mode feels tacked on and underdeveloped
  • Solo AI gains points too quickly to be beatable
  • No difficulty levels for solo mode
  • Essentially solitaire game with weak multiplayer
  • Minimal player interaction
  • No reason to play with more than 2-3 players
  • Players ape over card choices slowing gameplay
  • Impulse purchase the host regrets
Thematic elements
  • Ape society and resource gathering
  • Post-apocalyptic Planet of the Apes universe
  • Card combos in post-apocalyptic world
Comparison games
  • Planet Unknown
Mechanics (from transcript analysis)
  • Ape specialization — Four ape types with different mechanics (Rage, Batteries, Victory Points)
  • Card lineup — Players arrange four cards each round to create linked combos
  • card linking — Create complete chains by linking card edges
  • Resource conversion — Cards have resource costs and bonuses with banners
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I really enjoyed it clean you just take the cards you move up the prices
  • I didn't really know much about this game because I missed a Kickstarter
  • I am hyped for this game hegemony has probably been my best game I've played of the year so far
  • You need to temper your expectations a bit for this game
  • trade show it's just it's kind of irresponsible really
  • I'm getting sick of it
References (from this video)
No references stored for this video.
Video 6EgFDes75L4 Chairman of the Board game_review at 4:43 sentiment: positive
video_pk 5229 · mention_pk 107862
Chairman of the Board - After Us video thumbnail
Click to watch at 4:43 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • surprisingly deep for a tiny-box dexterity game
  • great portability and shelf-friendly size
  • engaging weight-balancing challenge
  • strong payoff in group play and repeat sessions
Cons
  • can be tense or punishing if you drop pieces
  • some players may prefer less variability in setup
Thematic elements
  • Stability, weight distribution, and risk on a scaled raft
  • Ocean/raft-building scenario with wooden rafters and chests
  • Playful, physical, tactile with strategic placement
Comparison games
  • Drop It
  • Dro Palter
Mechanics (from transcript analysis)
  • balancing and removing components — Choose a rafter, flip a panel to reveal a raft pattern, and remove a rafter to place on your board, balancing weight to avoid collapse.
  • optional variants — Nails and wood pattern variants can alter difficulty and visual flair, though base rules are simple.
  • placement strategy and weight distribution — Different weights and shapes influence how much stress a raft can bear; players must distribute weight carefully to avoid toppling.
  • risk management — Players accumulate mistakes by dropping rafters; five mistakes by any player ends the game, and the rest win.
  • risk management and mistake-based loss — Players accumulate mistakes by dropping rafters; five mistakes by any player ends the game, and the rest win.
  • Stacking and Balancing — Choose a rafter, flip a panel to reveal a raft pattern, and remove a rafter to place on your board, balancing weight to avoid collapse.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a hell of a lot of fun
  • the catch-up mechanism I think it's genius
  • it's an absolute blast to play
  • in such a small box this is going to fit that niche perfectly
  • it's not going to take up much room on your space at all
References (from this video)
No references stored for this video.
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