
Alienopoly Core Game
Eight worlds, four sectors, three sieges per planet. The full tabletop conquest in one box.
Price TBA
Coming Soon
The sci-fi conquest board game
Land on distant worlds. Break their defences in three escalating sieges. Plant your flag, build on the ground you hold, and take the Zeta Minor system for yourself.

Product render — components subject to change
The Collection
The core game, the collector's build, and the pieces that go around them.

Eight worlds, four sectors, three sieges per planet. The full tabletop conquest in one box.
Price TBA
Coming Soon

The full game with metal commander ships, foil-etched planet cards, and a display-grade box.
Price TBA
Coming Soon
A second system of worlds, hazards, and rival commanders. Requires the Core Game.
Price TBA
Coming Soon
Upgrade the plastic commander ships to machined metal with weighted bases.
Price TBA
Coming Soon
Nothing is orderable yet — the physical game is in production planning. Pricing and the ordering window are published here first.
What is Alienopoly?
Alienopoly borrows the shape that makes a track-and-property game readable in thirty seconds — and replaces the buying with taking.
Board, cards, ships, flags, dice. Two to six commanders, forty-five to ninety minutes, no screen required.
Landing on a planet starts a siege, not a transaction. Three stages stand between you and the flag.
Claim it, raise Outposts, crown it with a Citadel. Hold a full sector and its tribute doubles.
A companion digital experience plays the sieges as arcade mini-games. It extends the world — it is never required.
The Conquest Loop
Every world defends itself the same way, and every world makes you earn it. Win all three and the flag goes in the ground.
Establish a foothold
The defending colony is dug in and shooting back. Break its surface batteries and hold ground long enough to land.
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.
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.
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.
Companion Experience
Alienopoly extends beyond the board into a companion digital experience, where each siege is playable as its own arcade mini-game. Supporting act, not the main event — the board game is complete on its own.
Defeat the invading colony guns.
A close-quarters firefight against a dug-in colony. Twenty-four seconds, three hits of tolerance, one foothold.
Deflect. Focus. Shatter.
Bank your beam off the deflector and break the prism lattice powering the planetary shield. Angles matter more than speed.
Protect. Survive. Hold the line.
Waves come over the curve of the planet and do not stop. Every kill pays. Every hit costs. Hold until the horizon is clear.
Ascend to the stratosphere.
A high-altitude siege fought above the cloud deck. In development — not in any released build yet.
Worlds to Conquer
Zeta Minor runs from the shallow Inner Ring to the outer dark of the Void Reach. The further out you push, the more the ground pays — and the harder it fights.
Crystalline ice
A shell of blue crystal over a frozen ocean. The cheapest claim in Zeta Minor and the one every commander fights over first.
Rust canyon
Iron canyons under a permanent dust haze. Salvage everywhere, cover nowhere.
Molten shelf
Open lava plate with a crust that moves. Tribute jumps here, and so does the defending fire.
Dark ocean
The last claim in Zeta Minor and the richest. Take Umbrix and the system is finished.
What's in the Box
One box, one table, no app required. The component list below is the intended production build.


Modular orbital track, eight planet tiles, four tribute sectors.
One per commander, colour-keyed to the sector rings.
Twelve per commander. Planted on every world you take.
Tribute, claim cost, and development ladder for every world.
Three Outposts and one Citadel per world. Development you can see.
Two decks of events, hazards, and one-off advantages.
The Space Credit economy in physical form.
What moves you around the system.
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.
Gear Up
Expansions, accessories, collectibles, and apparel. The catalogue grows as the universe does.
Follow the conquest
Launch dates, real pricing, new worlds, and expansion news — sent when there is something to say, and not otherwise.