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After Us box art

After Us

Game ID: GID0017123
Game Info
Year
2023
Collection
Rating
Mechanic profile
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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

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

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 6
This page: 6
Sentiment: pos 3 · mix 0 · neu 1 · neg 2
Mentions per page
Showing 1–6 of 6
Video krfa3KCVOQ4 Meeple University Review at 4:30 sentiment: positive
video_pk 64801 · mention_pk 158304
Meeple University - After Us video thumbnail
Click to watch at 4:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Great deck builder
  • Satisfying combos
  • Good progression
  • Fancy artwork
  • Works well for multiplayer solitaire
Cons
  • Trivial player interaction
  • Might be better on digital platforms
Thematic elements
  • Apes in a society beyond humans
  • A society beyond humans
Comparison games
  • Ecos
Mechanics (from transcript analysis)
  • action selection — Simultaneous action selection is the one that gives you extra resources.
  • card drafting — You could pay two different resources or two batteries or whatever to copy these actions on top of it of other players.
  • Deck building — This is a little deck building race in effect with a whole lot of Icon and pattern matching.
  • engine building — Makes you choose that time when you're going to swing from engine building to chasing for points.
  • hand management — You'll draw four of your cards and rearrange them then you'll resolve only the icons which are in a completed box.
  • Icon/Pattern matching — A whole lot of Icon and pattern matching.
  • set collection — Recruit new Apes if you have resources.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • five games in 30 minutes is back we got very exciting games today from after us so brother Addison's a great legacy and we've got herd mentality woolies and Beacon Patrol yes so we're going to take you quickly through them all and give you a review
  • It's clever simple rule set the on the downside potentially if you have an alpha player that would want to control no I want that tiles give me that tiles or I don't know no you have to put it here you have to put it here you know but that is true all the information is public so you just have to make sure that you're playing that appropriately
  • I love tech building and this one is such a great one now this is a bit of multiplayer Solitaire where everyone has got their own puzzle but everyone also trying to work out what's the optimum strategy
  • It is a very very solitary game the really the interaction between players is pretty trivial in this game
  • if however you are the only person who has an odd out answer so if you stand apart from the crowd and no other player stands apart from the crowd you get the pink cow
  • I personally don't feel this Stacks up very well as a party game because I always I think for me the fun in a party game is trying to be creative and trying to find something obscure I understand that tarent so for me a game like this where I'm trying to get the most common answer it's actually quite dull for me.
  • This is so bad what is this anyways
  • Turning it into a rolling right that's that's a big step back for me.
  • I found that the time I spent coloring things in between my turns there was just a lot of it's not downtime per se but it's just upkeep time so I you know so rather was a game that for me it was always just fine I never loved it I didn't dislike it it was just kind of an average game and then this introduces a number of things that just slows it down and boils it down for me so I didn't really didn't really enjoy it
  • I do like also the first player marker it is a pencil sharpener the shape of the grudder.
References (from this video)
No references stored for this video.
Video rj1_ZovReZw Meeple University Rules Teach at 0:14 sentiment: neutral
video_pk 64159 · mention_pk 157643
Meeple University - After Us video thumbnail
Click to watch at 0:14 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • No turn order and three simultaneous phases streamline play
  • Unlimited basic resources offering flexibility
  • Three ape types with distinct flavors and card layouts
  • Rage/deck-thinning options add strategic depth
  • Diversification benefits and multiple scoring paths
  • End-game trigger at 80 points creates a clear goal
Cons
  • Complex to track interactions may be dense (frame interactions, etc.)
  • End-game triggers based on remaining cards can create abrupt round endings
Thematic elements
  • survival, resource management, and ape evolution
  • post-human world
  • card-driven tableau-building with framing mechanics; players assemble tribes of apes and build completed frames that resolve
Comparison games
none
Mechanics (from transcript analysis)
  • activate objects — Energy can be spent to activate objects, up to once per round, offering various helpful abilities.
  • ape attraction phase — In phase two, players reveal tokens to gain a bonus and recruit an ape of a chosen type by paying the required resources and choosing level one or level two cards.
  • attraction restrictions — When attracting, players pay from a limited column matching their token; optional to attract; look at the new card then place it face down on top of the deck.
  • deck-building / drafting — Each round you draw four cards from your eight-card deck and arrange them in front of you to form frames that will resolve.
  • frame-based resolution — Frames are laid out and resolved left-to-right, top-to-bottom; only completed frames (surrounded by a black outline) count toward scoring.
  • Once-Per-Game Abilities — Energy can be spent to activate objects, up to once per round, offering various helpful abilities.
  • rage track and deck trashing — Players accumulate rage to trash cards from their tribe; removing cards may give a scoring bonus and impacts frame resolution.
  • Reclaim as Action — During resting, players discard cards from their tribe and return their chosen token to their supply, preparing for the next round.
  • Resource management — Four basic resources (energy, fruit, flowers, grain) are used to recruit apes and activate abilities; energy activates objects.
  • resting phase — During resting, players discard cards from their tribe and return their chosen token to their supply, preparing for the next round.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the essence of the game is in creating strong combinations of the different ape cards
  • there is no turn order
  • each round is played in three simultaneous phases
  • the game end is triggered when one player reaches 80 or more points
References (from this video)
No references stored for this video.
Video 9gmMXy_XWig Meeple University Playthrough at 0:53 sentiment: positive
video_pk 64069 · mention_pk 157558
Meeple University - After Us video thumbnail
Click to watch at 0:53 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • fast, simultaneous play with approachable rules
  • light deck-building combined with strategic upgrade choices
  • thematic primate setting and varied card flavors
  • flexible resource economy and end-game tension
Cons
  • some players may find the interaction chaotic or chaotic-in-a-good-way
  • resource availability can stall certain rounds depending on draws
Thematic elements
  • tribal primate competition with resource-based scoring
  • primates form tribes, competing to gather resources and score points
  • simultaneous resource gathering and deck-building progression
Comparison games
none
Mechanics (from transcript analysis)
  • Card tiering — cards come in level 1 and level 2 with escalating costs and effects
  • Deck building — players build and upgrade their decks to gain resources and points
  • deck-building — players build and upgrade their decks to gain resources and points
  • End-game race condition — the game ends when a player reaches a target (80) points, signaling the race to finish
  • Mimic/reactivation abilities — certain cards mimic others or reactivate previously used effects
  • Opponent-token interaction — spending resources to activate or modify an opponent's token effect
  • Rage and trashing — trash mechanics (rage) allow removing cards to thin the deck and influence point gain
  • Resource management — resources include energy, grain, fruit, flowers, etc., used to purchase cards and activate abilities
  • Simultaneous action selection — actions are chosen and resolved concurrently without a fixed turn order
  • Simultaneous Actions — actions are chosen and resolved concurrently without a fixed turn order
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this game is bananas
  • this is essentially a very light deck building
  • it's a race to 80 points
  • we are doing this simultaneously
  • the orangutans have more ways of gaining energy
  • the humans are gone and so the primates have survived
  • planet planet it's like planets of the apes
References (from this video)
No references stored for this video.
Video k6hoJmOGIU0 All You Can Board 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 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 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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