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Alienopoly

The sci-fi conquest board game

Conquer
the Galaxy
One Planet
at a Time

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.

3–6
Players
14+
Ages
90–150
Minutes
The Alienopoly box beside the assembled board, commander ships and flags

Product render — components subject to change

The Collection

Own the System

The core game, the collector's build, and the pieces that go around them.

View All Products
Core Game

Alienopoly Core Game

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

Price TBA

Coming Soon

Core Game

Collector's Edition

The full game with metal commander ships, foil-etched planet cards, and a display-grade box.

Price TBA

Coming Soon

Expansion
Universe art

Planetfall Expansion

A second system of worlds, hazards, and rival commanders. Requires the Core Game.

Price TBA

Coming Soon

Accessory
Universe art

Deluxe Commander Tokens

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.

Vexil — a crystalline ice world in the Inner Ring sector

What is Alienopoly?

A conquest game
with teeth

Alienopoly borrows the shape that makes a track-and-property game readable in thirty seconds — and replaces the buying with taking.

  • A real game on a real table

    Board, cards, ships, flags, dice. Two to six commanders, forty-five to ninety minutes, no screen required.

  • You do not buy a world. You take it.

    Landing on a planet starts a siege, not a transaction. Three stages stand between you and the flag.

  • Everything you hold pays you

    Claim it, raise Outposts, crown it with a Citadel. Hold a full sector and its tribute doubles.

  • The universe keeps going

    A companion digital experience plays the sieges as arcade mini-games. It extends the world — it is never required.

How It Plays

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.

Companion Experience

The universe doesn’t stop at the table edge

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.

Colony Siege — a defending gun emplacement

Colony Siege

Defeat the invading colony guns.

A close-quarters firefight against a dug-in colony. Twenty-four seconds, three hits of tolerance, one foothold.

Prism Siege — a shield prism from the planetary lattice

Prism Siege

Deflect. Focus. Shatter.

Bank your beam off the deflector and break the prism lattice powering the planetary shield. Angles matter more than speed.

Horizon Siege — an outpost dome under attack

Horizon Siege

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.

Stratos Siege — a rival commander ship at altitudeIn Development

Stratos Siege

Ascend to the stratosphere.

A high-altitude siege fought above the cloud deck. In development — not in any released build yet.

Worlds to Conquer

Eight worlds.
Four sectors. One system.

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.

Vexil — Crystalline ice

Vexil

Inner Ring

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.

Tribute
40 cr
Claim
220 cr
Orrun — Rust canyon

Orrun

Dust Belt

Rust canyon

Iron canyons under a permanent dust haze. Salvage everywhere, cover nowhere.

Tribute
60 cr
Claim
320 cr
Kavarn — Molten shelf

Kavarn

Fire Rim

Molten shelf

Open lava plate with a crust that moves. Tribute jumps here, and so does the defending fire.

Tribute
90 cr
Claim
440 cr

Umbrix

Void Reach

Dark ocean

The last claim in Zeta Minor and the richest. Take Umbrix and the system is finished.

Tribute
116 cr
Claim
560 cr

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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