# Alien Frontiers: Faction Pack #2 ## General Info - **Year Published**: 2014 - **BGG Rating**: 7.5 - **BGG Rank**: — - **Players**: 2-5 - **Duration**: 90-0 min - **Weight**: 3.00 / 5 - **Designers**: Tory Niemann, W. David MacKenzie - **Artists**: Mark Maxwell - **Publishers**: Clever Mojo Games, Game Salute - **Categories**: Dice, Expansion for Base-game, Science Fiction - **Mechanics**: Area Majority / Influence, Dice Rolling, Open Drafting, Worker Placement ## Verdict If you love Alien Frontiers, Sunrise Commune adds strategic depth without overcomplicating.Cheaper colony placementFlexible colony movementNew thematic cardsNeeds translated componentsPlaytime may stretchRECOMMENDED ## Description Alien Frontiers: Faction Pack #2 introduces the Sunrise Commune, nicknamed the "Sunnies", who fled Earth’s persecution in search of a quiet haven on Maxwell. The expansion adds a dedicated faction board, a new Alien Tech card, and two Agenda cards, giving the base game fresh strategic options. The "Owner" ability lets you pay one ore less when you establish a colony on a hex where you already have at least one presence, encouraging area consolidation. The "Facility" ability lets you relocate a colony to an empty hex for three fuel, providing tactical flexibility to respond to threats or seize opportunities. Core mechanics – area majority/influence, dice rolling, worker placement, and open drafting – stay the same, but the new faction reshapes territorial control and resource management dynamics. The Sunrise Commune board features vivid artwork and clear icons, making the special abilities easy to grasp. As with all Alien Frontiers expansions, the game focuses on tactical decisions and the race for alien technology, now with the added ability to reinforce existing zones or shift colonies more fluidly. Perfect for groups already fond of the base game who want extra strategic variety without a steep learning curve. Playtime hovers around 90 minutes or more, depending on player count (2‑5) and rule familiarity. In short, Pack #2 injects fresh flavor into the Maxwell showdown while preserving the series’ approachable feel. ## FAQ ### How many players can join? 2 to 5 players, same as the base game. ### What’s the typical playtime? About 90 minutes, though it can run longer with extensive drafting. ### Do I need to know the base game first? Yes, the expansion assumes you’re familiar with Alien Frontiers rules. ### What new components are included? A Sunrise Commune faction board, 1 Alien Tech card, and 2 Agenda cards. ### Does the expansion increase complexity? Slightly, but the new abilities are straightforward and don’t steepen the learning curve. ### Do I need translated cards? The original text is in English; a translation sheet or fan‑made cards are recommended for PT‑BR groups. ### Can I mix this faction with other expansions? Absolutely, Sunrise Commune works with all other Alien Frontiers factions and expansions. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 8.51 (https://boardgameprices.com/item/go?source=A&storeitemid=1656226&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 8.99 (https://boardgameprices.com/item/go?source=A&storeitemid=486322&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 11.11 (https://boardgameprices.com/item/go?source=A&storeitemid=2085299&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/14309/alien-frontiers-faction-pack-2?utm_source=boardgamesbot.com