
Alien Frontiers
- Players
- 2-4
- Best withThe player count this game plays best at.
- 3 players
- Play timeHow long a full game runs once everyone knows the rules.
- 90 min
- AgeThe minimum age printed by the publisher.
- 13+
- ComplexityHow demanding the rules are, from 1 (very light) to 5 (very heavy).
- 2.6 / 5
- Year
- 2010
About the game
Alien Frontiers challenges 2-4 players to colonize an alien world, using dice as spaceships assigned to orbital facilities to gather resources, research alien technology, and build colony domes. Territorial control grants influence over key facilities, while alien tech cards let you manipulate dice rolls and bend the rules in your favor. Combining dice drafting with area control and worker placement, it offers a clever sci-fi take on classic Euro mechanisms. Its tight, interactive design has earned it a devoted following since its 2010 release.
Hobbli's Notes
Alien Frontiers is a clever hybrid of dice drafting and worker placement that still feels fresh years after release, thanks to the alien tech cards letting you bend the normal rules. The tension of blocking opponents from key orbital facilities adds real interactivity to what could otherwise be a solitary resource-management game. It plays briskly for its strategic depth, making it easy to get repeat plays in an evening. A great pick for sci-fi fans who enjoy dice-based Euro games.
What we like
- Inventive use of dice as spaceships for worker placement and drafting.
- Alien tech cards add satisfying rule-bending strategy.
- Territorial control creates meaningful player interaction and blocking.
- Reasonably short 90-minute playtime for its strategic depth.
Keep in mind
- Dice-based resource generation introduces variance some players may dislike.
- Theme, while fun, is fairly light window-dressing over the Euro mechanics.
Who it's for
Great for ages 13 and up, appealing to Euro-game and sci-fi fans in groups of 2-4.











