If you like It's Not My Fault (INMF), you'll like this sci-fi variant. The game lends itself well to a pick-up GMless improv game. It prints out as a single page.
Like INMF, each player pulls three cards to create a character. This variant uses an ordinary deck of playing cards (no jokers) instead of the custom cards used by INMF. That makes this even easier to use as a pick-up game.
In Fate Accelerated Edition (FAE) terminology, you wind up with the usual six approaches, rated 0-3 each, totaling 9 points. You also wind up with three aspects. The game avoids conflicting aspects by asking you to avoid using two cards of the same rank. Example character: a silver-tongued navy gunner with acrobatic running skills. Approaches: Careful +1, Clever +1, Flashy +2, Forceful +2, Quick +2, Sneaky +1.
Unlike INMF, this game doesn't give you any FAE stunts. If you understand the FAE system, you could make up FAE stunts on the spot. If not, it'll probably be enough to recognize that you can do what any silver-tongued navy gunner with acrobatic running skills can do. And you can do it well, because you're a hero in this story.
Like INMF, you draw cards to create the situation. Draw three times to answer three questions. You wind up with something like you'd find in a classic sci-fi action/adventure movie. There's nothing above a PG-13 rating. Example situation, generated by card draws: We're in what appears to be natural caverns. The alternative was getting recycled. It's about to get worse because the natives are restless.
Your job as players is to figure out what the initial situation means, and then you take it from there.
Perhaps a key difference between this game and INMF is that this doesn't tell you what to do or how to play after you've created the characters and the situation. Maybe they assume you already know how to play INMF and how to use the FAE system.
From my perspective, you don't have to know INMF or FAE. Just improv the story starting from the situation you generated, and have fun. Wrap up the story when it feels like it's time to wrap it up. If you don't know how to play FAE, at least come to an understanding of what the six appraoches mean. Make up some game mechanic for resolving situations using the approach you've chosen for handling it.
For our use, we decided it needed goals, so we created a table of 13 goals, and then we draw a card at the start to pick one.
It's been a fun game for our gamng circle.