Science Fiction

Alien Frontiers: Outer Belt

The Outer Belt expansion to Alien Frontiers adds ships and colony tokens for an additional player and expands the playing board. This side-board expands the moon with a new territory, and introduces the nearby Asteroid Belt. Asteroid Counters move through the belt during the game, changing their docking requirements as they change their positions. Staking a claim to an Asteroid will give you resources, a derelict ship, or new alien devices. Outer Belt can accommodate 2 to 5 players (up to 6 players when combined with Alien Frontiers: Factions).

Stowaway 52

You have gotten yourself onboard an alien ship on its way to attack Earth. You need to sneak around the aliens, learn your way around the ship, and sabotage their evil plans. Can you sabotage the ship in time without getting caught?

Stowaway 52 is a choose your path gamebook in a deck of cards. You can start your adventure on any card, and on each card the choice you make tells you which card to go to next. The goal is to find the path through the adventure that visits all 52 cards.

There are five game modes:
Too Many Stowaways - 2-5 players are chasing each other around the ship, trying not to get caught!
Two Stowaways - A 2-player race through the ship to get the highest score.
One Stowaway - A solitaire adventure trying to get the high score(a perfect score is 52).
Stowaway Rummy - A rummy variant using story segments as melds for up to 4 players.
Alien Treasure Hunting - A 2 Player game where one player hides treasures and the other player one tries to find the best one.

Alien Frontiers

Do you have what it takes to be a deep space colonist? An alien frontier awaits the brave and daring! This new planet will be harsh, but if you have the skills to manage your resources, build a fleet, research alien life, and settle colonies, the world can be yours.

Alien Frontiers is a game of resource management and planetary development for two to four players. During the game you will utilize orbital facilities and alien technology to build colony domes in strategic locations to control the newly discovered world.

The game board shows the planet, its moon, the stations in orbit around the planet, and the solar system’s star. The dice you are given at the start of the game represent the space ships in your fleet. You will assign these ships to the orbital facilities in order to earn resources, expand your fleet, and colonize the planet.

As the game progresses, you will place your colony tokens on the planet to represent the amount of control you have over each territory. Those territories exert influence over specific orbital facilities and, if you control a territory, you are able to utilize that sway to your advantage.

The planet was once the home of an alien race and they left behind a wondrous artifact in orbit. Using your fleet to explore the artifact, you will discover amazing alien technologies that you can use to advance your cause.

Winning the game will require careful consideration as you assign your fleet, integrate the alien technology and territory influences into your expansion plans, and block your opponents from building colonies of their own. Do you have what it takes to conquer an alien frontier?

Roll and place your dice to gain advantages over your opponent and block them out of useful areas of the board. Use Alien Tech cards to manipulate your dice rolls and territory bonuses to break the rules. Steal resources, overtake territories, and do whatever it takes to get your colonies on the map first! Don't dream it'll be easy, though, because the other players will be trying to do the same thing.

Star Realms

Star Realms is a spaceship combat deck-building game by Magic Hall of Famers Darwin Kastle and Rob Dougherty (Ascension Co-founder).

Star Realms is a fast paced deck-building card game of outer space combat. It combines the fun of a deck-building game with the interactivity of Trading Card Game style combat. As you play, you make use of Trade to acquire new Ships and Bases from the cards being turned face up in the Trade Row from the Trade Deck. You use the Ships and Bases you acquire to either generate more Trade or to generate Combat to attack your opponent and their bases. When you reduce your opponent’s score (called Authority) to zero, you win!

The game consists of:

One 80 card Trade Deck
Two 10 card Personal Decks, consisting of two Vipers and eight Scouts each
10 Explorer cards
18 double-sided Authority cards for keeping score
Two Rules Sheets

Factions

Each of the cards in the 80 card Trade Deck is a Ship or a Base belonging to one of four factions: The Trade Federation, The Blobs, The Star Empire or The Machine Cult.

Trade Federation

In the far future, the more traditional governing bodies of the human race have been replaced with corporate leadership. The earth and its surrounding colonies are ruled by a group of corporations called the Trade Federation. The Federation’s policies are focused around trade and growth, but especially in profit and prosperity for those at the top of the corporate ladder. While they prefer to deal with other star realms using trade and diplomacy, they have a large defense branch dedicated to protecting the Federation’s trade and other interests.

The Blobs

These mysterious creatures are the first alien life forms encountered by the human race. Most of the initial encounters consisted of human colonies being completely obliterated. On the few occasions that a Blob ship has been recovered somewhat intact, the only biological remains found inside have consisted of a gelatinous mass, thus leading to the moniker, “The Blobs”. While for several years all encounters between humanity and the Blobs have been extremely violent, there is currently some limited trade between various Blob factions and some of the more daring human traders.The Blobs are best at generating massive amounts of Combat and at removing undesirable cards from the Trade Row.

Star Empire

The Star Empire consists primarily of former colonies of the Trade Federation. These colonies were on the outer edges of the Federation. Not only did they feel used by the corporations, but they felt the Federation failed to give them adequate protection from the Blobs. As a result, one ambitious colonial governor was able to unite several colonies into an independent empire under his control, one with a strong military, both for warding off the Blobs and for discouraging the Federation from trying to reclaim their lost colonies. The Star Empire is a combat oriented faction that draws lots of cards and makes the opponent discard cards.

Machine Cult

A cluster of industrial mining worlds were completely cut off from the Trade Federation by the Blobs. With the threat of annihilation by the Blobs always looming and no contact with the rest of human space, these worlds were forced to take drastic measures. Soon a cult of technology arose, focused on using advanced technology, robotics and computerization to create strong defenses and a powerful military that belied their relatively small population. Since their leaders believed their salvation lay in technology, technology soon became their god and their religion. The Machine Cult gains most of its power from being able to remove undesirable cards from your deck and from having a large number of Bases designed to defend your Authority from attack.

Playing Star Realms

​When you play Star Realms, you will be able to acquire and use Ships and Bases of any and all of the four factions. Many cards have powerful Ally abilities that reward you for using Ships and Bases of the same faction together, however.

As you acquire cards using Trade, you put them into your discard pile, to be later shuffled into your personal deck. When you draw Ships, you do what they say and they get placed into your discard pile at the end of your turn. When you draw a Base, you play it face up in front of you and may use its abilities once every turn. In addition to Combat being the way you reduce your opponent’s Authority to zero and win the game, it’s also useful for destroying your opponent’s Bases. Some Bases are designated as Outposts. Your opponent’s Outposts must be destroyed before you can use Combat to attack your opponent’s Authority directly.

Star Realms is easy to learn, especially if you’re familiar with deck-building games, but it’s a game that takes time to master. Each time you play, the game is filled with various strategic decision points. Should I take the best card for me or the best card for my opponent? Should I focus on taking cards of a particular faction or on taking the best card available? Should I be focusing on acquiring more Trade or more Combat? Should I attack my opponent’s Base or their Authority? These are just some of the many choices you’ll be faced with. New players needn’t agonize over these choices just to play, but as they become more advanced players, they will find this depth of strategy leads to great replayability.

Space Cadets: Resistance Is Mostly Futile

Space Cadets: Resistance Is Mostly Futile is the first expansion for the original Space Cadets game.

A variety of new missions, map obstacles, and enemies are included to challenge both novice and veteran crews. Even missions for just two players! Blast parasites, save a space station and stop the mighty Star Kraken, an enemy unlike any you have faced before.

Also Cadets, be sure to welcome your new crew mate, the Science Officer! Any difficulty can be bested with one of his helpful inventions... If only they weren't made of parts of the ship.

Survive lasers and tentacles and the well-meaning Science Officer tearing apart your ship and prove that you deserve the title of a true Space Cadet!