Do you have what it takes to be a deep space colonist? An alien frontier awaits the brave and daring! This new planet will be harsh, but if you have the skills to manage your resources, build a fleet, research alien life, and settle colonies, the world can be yours.
Alien Frontiers is a game of resource management and planetary development for two to four players. During the game you will utilize orbital facilities and alien technology to build colony domes in strategic locations to control the newly discovered world.
The game board shows the planet, its moon, the stations in orbit around the planet, and the solar system’s star. The dice you are given at the start of the game represent the space ships in your fleet. You will assign these ships to the orbital facilities in order to earn resources, expand your fleet, and colonize the planet.
As the game progresses, you will place your colony tokens on the planet to represent the amount of control you have over each territory. Those territories exert influence over specific orbital facilities and, if you control a territory, you are able to utilize that sway to your advantage.
The planet was once the home of an alien race and they left behind a wondrous artifact in orbit. Using your fleet to explore the artifact, you will discover amazing alien technologies that you can use to advance your cause.
Winning the game will require careful consideration as you assign your fleet, integrate the alien technology and territory influences into your expansion plans, and block your opponents from building colonies of their own. Do you have what it takes to conquer an alien frontier?
Roll and place your dice to gain advantages over your opponent and block them out of useful areas of the board. Use Alien Tech cards to manipulate your dice rolls and territory bonuses to break the rules. Steal resources, overtake territories, and do whatever it takes to get your colonies on the map first! Don't dream it'll be easy, though, because the other players will be trying to do the same thing.
Fourth Edition, 1st Printing - Comes with a new double-sided board that supports both standard D6s and Alien Frontiers: Rocket Dice. The D6 side of the board has a minor misprint - the third Colonist Hub track is missing the arrows between spaces. It also includes the Alien Frontiers: Upgrade Pack plus dock covers for the Rocket Dice. The Fourth Edition also does away with baggies; it now uses various tuck boxes to store its components. Finally, the backing of the Alien Tech cards was slightly altered.
Fourth Edition, 2nd Printing - Same as 1st Printing, but with corrected board
Aurora - International edition in Czech, Dutch, French, German, Italian, Polish, Portuguese, and Spanish
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Many of you think the 2-player game is perfect as is, and that's great. Clearly, this variant is not for you.
On the other hand, many people think the 2-player game of Alien Frontiers is only so-so and suffers from a variety of problems:
-- Some think the game plays too fast (30-45 minutes) instead of, say 60-90 minutes (which would be more to my liking, at least).
-- Game can be extremely cutthroat since there's no 3rd or 4th player to help gang up on the leader.
-- The runaway leader/runaway dice problem.
-- The necessity for specific cards such as plasma cannon to help keep things in check.
Thus, here is my variant for a 2-player game that I think helps address all of these problems. I've played with it a half dozen times so far and, in all instances, it played quite...
Updated with the Outer Belt Expansion and Expansion Pack #7. The legend for the Asteroid cards are the little dots under the middle die legend. I only include 7, not the 15 dots that are on the cards - if they get that far with expansions, I suppose I'll update this sheet.