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
- Innovative rectangle-assembly mechanism for resource generation.
- The power-card system introduces interesting optimization choices.
- 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.
- 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
- 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
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)
- Limited edition exposition cover art
- Colorful artwork
- Interesting card-linking mechanic as core feature
- 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
- Ape society and resource gathering
- Post-apocalyptic Planet of the Apes universe
- Card combos in post-apocalyptic world
- 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
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)
- 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
- can be tense or punishing if you drop pieces
- some players may prefer less variability in setup
- Stability, weight distribution, and risk on a scaled raft
- Ocean/raft-building scenario with wooden rafters and chests
- Playful, physical, tactile with strategic placement
- 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
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