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Alienopoly

How it plays

Orbit. Besiege.
Own the system.

Alienopoly is a conquest board game for 3–6 commanders, ages 14 and up, played over 90–150 minutes on one board with no app in the loop. The rules fit on a card. The decisions do not.

A turn, end to end

Four beats, then it's the next commander

No phase tracker, no upkeep step, no reference sheet on the table.

  1. 01

    Move

    Roll the Warp Core and orbit the system. Where you land decides what happens next — a world, a rift, a salvage depot, a rival.

  2. 02

    Collect

    Every landing pays. Worlds you already hold pay you every time another commander passes through.

  3. 03

    Take or build

    Land on an unclaimed world and you can besiege it. Land on your own and you can develop it — Outpost, Outpost, Outpost, Citadel.

  4. 04

    Hold the line

    Rivals ambush. Pay the demand or fight a Salvage Run for it. Winning keeps your cargo and pays a bounty on top.

The Conquest Loop

Take a planet in three sieges

Every world defends itself the same way, and every world makes you earn it. Win all three and the flag goes in the ground.

  1. A defending colony gun emplacement
    1

    Colony Siege

    Establish a foothold

    The defending colony is dug in and shooting back. Break its surface batteries and hold ground long enough to land.

  2. A shield prism, one node of the planetary lattice
    2

    Prism Siege

    Breach the defences

    A lattice of prisms feeds the planetary shield. Every prism you shatter dims the core. Clear the lattice and the shield drops.

  3. An outpost dome holding the horizon
    3

    Horizon Siege

    Hold the planet

    Taking a world is not keeping it. The counter-attack comes over the horizon in waves — survive it and the planet stops fighting.

  4. The Conquest Badge, a gold flag medallion
    4

    Plant Your Flag

    Own the world

    Three sieges won, flag in the dirt. The world is yours, it pays you on every pass, and you can start building on it.

Each world is a challenge. Only the bold command an empire.

Development

Ground you hold
is ground that pays

Taking a world is the start. What you build on it decides whether it funds the rest of your conquest or just sits there.

  1. 1

    Claim

    The flag goes in. The world starts paying you.

  2. 2

    Outpost ×3

    Each one raises what every visitor owes.

  3. 3

    Citadel

    Triple tribute. The world is finished.

  4. 4

    Sector

    Hold every world in a sector and it all pays double.

An Outpost domeA Citadel spire, the final stage of development

The Board

Four sectors, one orbit

Zeta Minor is divided into four tribute sectors. Complete one and every world in it pays double for as long as you hold them all.

Inner Ring

Close orbits, thin defences. Where every commander starts.

Dust Belt

Debris fields and salvage. Cheap to reach, expensive to hold.

Fire Rim

Molten worlds with the tribute to match. Bring shields.

Void Reach

The outer dark. Highest tribute in the system, and it earns it.

Rivals

Someone is always coming for your cargo

Rival commanders show up as events, not as a second game. Pay their demand and move on, or fight a Salvage Run and take the bounty.

ZAX, a violet rival commander ship

ZAX

Runs the Dust Belt salvage lanes. Ambushes with a demand, and takes it out of your hold if you cannot pay.

VORN, an orange-lit rival commander ship

VORN

Fire Rim enforcer. Will not negotiate twice. Fight a Salvage Run and win, and the bounty is yours on top of your cargo.

What's in the Box

Everything you need to take a system

One box, one table, no app required. The component list below is the intended production build.

Everything in the box: the game board, six commander fleets, card decks, resource tokens, dice, flags and the rulebook
Product render — actual components may vary
The game board with all six commander fleets deployed

Zeta Minor Game Board

Modular orbital track, eight planet tiles, four tribute sectors.

A Scout commander ship token

6 Commander Fleets

One per commander, colour-keyed to the sector rings.

Photography pending

72 Flag Tokens

Twelve per commander. Planted on every world you take.

Sablo, an ash-desert world

8 Planet Cards

Tribute, claim cost, and development ladder for every world.

A Citadel spire

Outposts & Citadels

Three Outposts and one Citadel per world. Development you can see.

Photography pending

Conquest & Technology Cards

Two decks of events, hazards, and one-off advantages.

Photography pending

Resource Cores & Credit Chits

The Space Credit economy in physical form.

Photography pending

Warp Core Dice

What moves you around the system.

Photography pending

Rulebook & Quick Start

Full rules, plus a one-card start so the first game begins in minutes.

Renders shown are pre-production. Final components are confirmed with the manufacturer before orders open.

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