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Alien Frontiers is about to expand even further with the recently announced Kickstarter project, Alien Frontiers Factions. Following on the heels of the expansion will be a series of boosters to expand the expansion (hmm… that sounds strange) to greater expansiveness!

From the Clever Mojo Kickstarter page:

Over a year ago, Clever Mojo Games jumped on the Kickstarter train with our first major game release, Alien Frontiers. People just like you–maybe even you yourself–sent us soaring to nearly 300% of our funding goal and made our game a reality. Now we’re back with the first expansion to Alien Frontiers. It’s called FACTIONS.

Lots of gamers liked Alien Frontier right out of the box, but there were three major areas where some people thought it could use improvement: Variable Player Powers, Hidden Scoring, and More Players.  We’re happy to say that Tory Niemann, Alien Frontiers’ designer has addressed all three issues in the FACTIONS expansion.

One key thing to remember with the AF: Factions expansion is that it’s modular. You can add in the new Alien Tech and leave out the Agendas, or use the Faction boards and Agendas but leave out the Alien Tech.  You could even just add the new Alien Tech to your base game and have a blast.  Use it all or use just the elements you like most. You are in control of Planet Maxwell…make it your own.

Factions

Everyone wants to be special and do things that no one else can do and the Factions expansion lets you do just that. Each player is backed by one of eight corporate, political, scientific, criminal, or wacko fringe factions trying to take control of Planet Maxwell. These factions provide each player with a special benefit that only they can utilize and a unique orbital facility that can be rented out to the other players.

  • Corex Conglomerate are masters of resource extraction
  • Dark Space Explorers have tapped into the power of Alien Tech
  • Homesteader’s Union is maximizing immigration at the Colonist Hub
  • New Gaia Engineers are controlling and fine tuning the Terraforming Station
  • Proxima Centauri Scholars have discovered the secrets of the Field Generators
  • Scavenger Fleet has infiltrated the Shipyard
  • Smuggler’s Alliance is proving that there is no honor among thieves
  • Uranian Syndicate is sowing the seeds of discontent and reaping the rewards of conflict.

Every few days we’ll post a “Backers Only” update with details about each faction, explaining their unique abilities and their orbital facilities. You’ll be able to speculate about interesting ways to make use of these benefits and develop your plans to spread your faction’s influence throughout the territories of Planet Maxwell.

Agendas

The deck of Agenda cards bring in a new way to score victory points that are not directly tied to your colonies or the territories you control. Each card has two hidden scoring opportunities described on it: one that you can achieve during game play, and one you can earn at the end of the game and spring on your unsuspecting opponents…but you can only use ONE scoring opportunity per card. Extra Agendas can be obtained at the Orbital Market.

Will you go for the immediate gratification of scoring in-game Agendas, or will you cunningly manipulate events to earn surprise points at the end of the game and race ahead when no one is expecting it?

5th Player

Almost from day one, Alien Frontiers fans have been asking for the ability to add a fifth player. We listened and we are happy to grant your requests. Alien Frontiers: Factions will contain colonies, dice, and a scoring rocket for a PURPLE player. And, if you didn’t get scoring rockets in your base game then we’ve got you covered, because AF: Factions will also contain a set of red, blue, green, and yellow rockets. You’ll have scoring rockets for everyone!

There’s also an important rule adjustment to allow that fifth player access at the Colonist Hub along with the original four players. 

Adding a fifth player will lengthen the game, so it’s not something everyone will enjoy or want. If your gaming group has one or two players prone to analysis paralysis, we highly recommend that you avoid adding yet another player to bog things down. However, if your group is made up of quick rollers and speedy dockers then this will be a great way to pile on more fun.

Alien Tech

A previously unknown stasis locker was recently discovered deep in the heart of the Alien Artifact–inside were amazing new technologies. After a year of research the scientists are starting to release the adapted tech for real-world uses.

  • Astrogation Servo takes control of ships that are in for repairs or clears away the ships from any orbital facility.
  • Chameleon Cloak lets your ships slip into a crowded facility or triggers territory-scale colony moves.
  • Electrofabricator harnesses the power of the sun to build ore from star stuff.
  • Experimental FTL Drive provides unlimited control over one ship bit has a limited lifespan.
  • Lunar Tunneler can extract extra ore when you need it or clear out the Lunar Mine in a flash.
  • Multiverse Window expands your Agenda options or completes that hard-to-make Agenda goal.
  • Oscillation Capacitor allows you to reuse your Alien Tech or implode your opponent’s tech.
  • Solar Harvester earns you extra fuel or drains away the fuel of your opponents.

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