2011 6
Expanding Space – An Alien Frontiers: Factions Preview
Another Fine Dice Hate Me Review. Check original posting here
When I first interviewed David MacKenzie of Clever Mojo Games back in July of last year, I wasn’t quite sure what to make of the Alien Frontiers and Kickstarter phenomenons. I knew that I was fascinated with how a small company could create such a big buzz in such a short time, and so down the rabbit hole I plummeted. After playing and loving Alien Frontiers, naming it the Dice Hate Me Game of the Year for 2010, and getting to know David, his brother Fred, and the amazing things that Clever Mojo Games has been up to in the past year, I can safely say that it has been a great trip… and it’s far from over. Clever Mojo – and Alien Frontiers – is now back on Kickstarter with Alien Frontiers: Factions, an expansion for the base game that introduces player agendas, factions with special powers, more Alien Tech, and extra bits that will allow an extra player to join the fray.
Of all the additions in the expansion, the Factions include the most varied subtleties for addition to gameplay. There are some Factions that provide an obvious boon to players; the Homesteader’s Union, for instance, allows the controlling player to launch a colony from the Colonist Hub when a colony reaches the 6th space on the hub track, instead of the 7th. This is great news for those who love to employ what I’ve come to call “the Grandma strategy” of only focusing on the Colonist Hub each turn. However, other Factions can be just as powerful, but require a little more finesse; the Smuggler’s Alliance may use any three-ship sequence to bump ships already docked at the Raider’s Outpost, regardless of the sequential value. This can be a boon to those who like to live the pirate’s life, but it often requires a good bit of luck, or at least control of a trusty Booster Pod in order to pull off on a regular basis.
One of the great features of the Factions boards is the ability of any player to use an aspect of that Faction’s powers if they dock a ship there and pay a Fuel. The Scavenger Fleet facility benefit is a great example of this usefulness – when a player docks a ship here and pays one Fuel, they may then dock two ships of any value (not just doubles) at the Shipyard in order to build a new ship. The use of these extra abilities often helps to offset the limits of the facility spaces in a five-player game, however, it’s important to note that each Faction only has one space allocated for a docking ship. If a player already has a ship docked there, you’re out of luck – unless you happen to possess my favorite Alien Tech, the Plasma Cannon!
Here’s the honest Dice Hate Me bottom line: Do you need Factions in order to get the most out of Alien Frontiers? Not unless you simply can’t play a game without purple player pieces (the color of the fifth player’s dice and colony tokens). But if you enjoy Alien Frontiers, you will want Factions in order to the get most out of the original. The purity and sanctity of the base game will always remain intact, whether you strip away Factions or add bits and pieces at a time. Alien Frontiers is a fantastic game and the systems and mechanics within can stand up to and complement many more additions in the years to come. Remember, when it comes to quality expansions and that big ol’ box that Alien Frontiers comes in, it’s best to remember what Carl Sagan once wrote: “The universe is a pretty big place. It’s bigger than anything anyone has ever dreamed of before. So if it’s just us… seems like an awful waste of space.”
Another Fine Dice Hate Me Review. Check original posting here

























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