Below is a sample of the Alien rules:
The Alien Expansion adds in 8 alien meeples, 6 action tiles and 6 maze tiles
Aliens add a new element into No Escape. While players are still competing to be the first one off the board, Aliens are now invading the station and making it even harder. Avoid the Aliens, before there is No Escape!
Aliens do not start on the board. Whenever a Teleport tile is placed, an alien is placed onto the tile. Each time the dice are rolled, all the aliens are moved. Alien movement is the result of the red dice, and the current player moves each alien in whichever direction they choose. You may choose in what order to move your piece and the aliens.
When you come into contact with an alien, you have been captured and must escape. Remove your piece from the board (You do not count as being off the board). At the beginning of your next turn, place your piece onto any teleport receiver, then continue your turn as normal.
The board edge teleporters and control centers:
Aliens treat Teleports and Control Centers as dead ends, and do not interreact with them otherwise. Aliens interreact differently with the board edge however. When an alien leaves the board, it immediately re-enters the board from any open board edge.
Moving or Replacing a tile with an Alien:
Aliens are meeples, and as such any tile they are on cannot be moved or replaced.
Players may use their Jetpack to jump over aliens, just as they would for other players. When a player uses a jetpack, use the normal jetpack rules with aliens as if they were a player.