Off the Shelf #47: Alien Frontiers
Off the Shelf is back with another game off my shelf. This time, we’re looking at the first board game Kickstarter success story…

Alien Frontiers is a 2-4 player game first published in 2010 by Clever Mojo Games, designed by Tory Neimann. It’s a dice placement and resource management game about the colonization of a new planet, with zones named after different classic science fiction authors. When the game launched on Kickstarter in 2010, no other board games had really had any success on the platform. Alien Frontiers made over $14,000 on a goal of $5,000, which is wild by today’s standards. I did not get the game on Kickstarter, but I was aware of it shortly before it started delivering (it was the subject of my third post on this blog). The game has gone through a number of editions since its initial run, with a fifth edition and a big box released in 2017. I don’t know if there are rules changes from edition to edition, but I’ll be talking about my version.
The game is played on a board showing the surface of an alien planet, as seen here:

Each player starts the game with three dice, as well as one fuel token and one ore. On your turn, you’ll roll your dice and then distribute them to various spots around the board.
- You could place any die at the Solar Converter, which will turn a 1-2 into one fuel, a 3-4 into two fuel, and a 5-6 into three.
- You could place any die at the Lunar Mine to get one ore. However, the die you place must be greater than any other die there.
- You could place any die at the Alien Artifact to get rid of all the cards on display and see new ones. However, if the total of dice you place there equals or exceeds 8, you can take a card.
- You could place a pair of dice with the same value at the Orbital Market. This would allow you to convert fuel to ore at a rate of X:1, where X is the number on the dice you placed.
- You could place a pair of dice at the Shipyard, and spend fuel and ore to build a new ship. In other words, you’ll have another die to roll next turn.
- You could play a sequence of three dice (i.e. 1-2-3) at the Raiders’ Outpost. This would allow you to steal any combination of four resources from your opponents, or one card.
- You could place three identical dice at the Colony Constructor and spend three ore to place a colony directly on the planet.
- You could also just place a die at the Colonist Hub to advance a colony towards the end of its track. When it gets there, you can spend a fuel and an ore to place it.
- You could place a 6 at the Terraforming Station. This allows you to place a colony (at the cost of one fuel and one ore) on the planet immediately. However, that die is now lost to you – you’ll have one fewer to role next turn. You can always replace it at the Shipyard.
Each time you land a colony on the planet, you score a point, plus an additional point if you have control over the region you land in. If you ever lose that colony, or lose control, you lose the point. Control over a region gives you a special benefit, and that’s different from region to region.
The game continues until someone has placed all of their colonies. At that point, whoever has the highest score is the winner.

I got my copy of Alien Frontiers in 2011, so that’s the version I know. Future versions upgraded the colonies to be much fancier, but I like the little wooden lumps from the original (as seen in the picture above). The art has always had that retro pulp sci-fi look, and it’s cool that all the regions on the planet are named after influential sci-fi authors – Isaac Asimov, Ray Bradbury, AE van Vogt, and so on. And the components are quite nice – it’s a well produced game.
The theme of colonizing a planet is good. It probably easily could have been an Earth-based colonial theme, though that probably would have proved to be more problematic these days. Since the dice are your “ships”, the theme does fall apart a little bit, but the look of the game really helps sell the theme.
This is a dice placement game, which was a genre that didn’t have too many entries before it – Kingsburg and Alea Iacta Est are the only ones listed prior to 2010 on BGG, with Troyes coming out the same year. There have been a bunch since then, but the mechanism was fairly novel for the time. And it’s still good, though I think it suffers somewhat due to a lack of variety in gameplay. The board is always set, the places you can send your dice is always the same, the regions on the board is always the same. The most variety the game gives you is in the tech cards, but even those feel a little samey after a while.
There are several other mechanisms in play. Resource management is a big one. Area majority comes into play with the planetary regions. And there’s some ladder climbing involved, as you need to beat what another player has placed somewhere in order to claim things – the Lunar Mine and the Raiders’ Outpost, in particular.
The game also has a fairly significant take that factor to it, which tends to leave a little bit of a sour taste in my mouth. It’s not just blocking spots other players might want to go to – there are ways to steal from them and mess up their plans. The tech cards are a big offender here, especially because they come out randomly. But my biggest problem comes with the Outpost, which is a set spot and allows you to steal all kinds of stuff. You can clog it up with a high straight that other players can’t beat, and when you claim your dice on the next turn, you could potentially end up doing the same thing again.
The scoring system is a little funky, though not really if you think about it. The way it is described is that you’re basically looking at a snapshot of where people are when you look at the scoreboard. It’s a dynamic thing – just because you have points doesn’t mean you will always have those points. Losing colonies and control of regions will bump you back, so you have to keep an eye on things.
It’s probably pretty obvious that I’m not the biggest fan of this game. I really want to be, but this has been the most disappointing game I’ve ever pulled out with people. I think the lack of variety hurts it, and the fairly obvious strategies mixed with the randomness of the dice. It took several games before I found anyone who enjoyed it, and by that time, I wasn’t really feeling it any more.
I will say, however, that I played once with the Factions expansion, and that made a world of difference in the game. It added special player powers, hidden agendas, and new orbital facilities. It made the game a lot more fun. I never got it, however – instead, I just have the basic game, and it’s fine. It’s not one that I’m dying to play, but it’s not bad either. I’m ranking it currently at #40 on my Off the Shelf rankings list.
That’ll do it for today. Thanks for reading!



