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.
- 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.
- 02
Collect
Every landing pays. Worlds you already hold pay you every time another commander passes through.
- 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.
- 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.
1Colony Siege
Establish a foothold
The defending colony is dug in and shooting back. Break its surface batteries and hold ground long enough to land.
2Prism 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.
3Horizon 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.
4Plant 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
Claim
The flag goes in. The world starts paying you.
- 2
Outpost ×3
Each one raises what every visitor owes.
- 3
Citadel
Triple tribute. The world is finished.
- 4
Sector
Hold every world in a sector and it all pays double.
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
Runs the Dust Belt salvage lanes. Ambushes with a demand, and takes it out of your hold if you cannot pay.
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.


Zeta Minor Game Board
Modular orbital track, eight planet tiles, four tribute sectors.
6 Commander Fleets
One per commander, colour-keyed to the sector rings.
72 Flag Tokens
Twelve per commander. Planted on every world you take.
8 Planet Cards
Tribute, claim cost, and development ladder for every world.
Outposts & Citadels
Three Outposts and one Citadel per world. Development you can see.
Conquest & Technology Cards
Two decks of events, hazards, and one-off advantages.
Resource Cores & Credit Chits
The Space Credit economy in physical form.
Warp Core Dice
What moves you around the system.
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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Launch dates, real pricing, new worlds, and expansion news — sent when there is something to say, and not otherwise.