What is your question about Alien Frontiers: Faction Pack #1?
Ask before downloading the manual: the assistant was trained on this file and answers instantly, citing the exact page.
Ask questions about the game
Ask anything about Alien Frontiers: Faction Pack #1: rules, setup, components, complexity, price, or whether it fits your group.
Write your question first. You will create your free account to see the answer — it takes 20 seconds.
Full rulebook
Browse the manual or download the original PDFFull manual text available to read Open text
1
RULEBOOK
by Brandon Freels
& Tory Niemann
Art by Mark Maxwell
Sculpt by Alex Garrett
---
Important Notes
Faction Pack #1 is not a stand alone game. It is assumed that you already
have a copy of the original Alien Frontiers board game and the Factions
expansion and that you are familiar with how to play.
Objective
The Faction Pack #1 Booster does not change the primary objective of Alien
Frontiers: to gain more influence over Planet Maxwell (measured in Victory
Points) than your opponents.
Components
1 Faction Board 2 Agenda Cards
1 Alien Tech Card 1 REV Figurine 1 Rule Book
Setup
If Xeno Explorations, Inc. has been chosen for your game of Alien Frontiers: Factions, place the Remote Exploration Vehicle (REV miniature) on Bur-
roughs Desert and shuffle the two new Agenda cards into the Agenda deck.
---
3
Credits
Game Design: Brandon Freels & Tory Niemann
Art: Mark Maxwell
Graphic Design: Karim Chakroun
Publisher: Clever Mojo Games
Play Testers: Brandon Freels ... And The UOPX Lunchtime Gamers
---
Faction Board
The faction owner may pay one fuel to move the REV to an adjacent territory
and may then use that territory’s bonus as if the faction owner controlled
the territory.
A player docked at Xeno Explorations, Inc. may move the REV to an adjacent
territory and may then use that territory’s bonus as if the player controlled
the territory.
If the faction owner is able to move the REV twice on the same turn, the
territory bonuses gained may only be used while the REV is located in each
specific territory.
REV Rules
The REV may only move into a territory that shares a border with the terri-
tory in which the REV is currently located.
The REV only activates a territory bonus when it first moves into a territory.
A REV that has not moved grants no bonus.
The REV cannot activate the Burroughs Desert territory bonus.
The Repulsor Field blocks the REV from entering or exiting that territory.
The Isolation Field blocks the REV from activating that
territory’s bonus.
Moving the REV into a territory you already control
grants you no additional benefit.
R.E.V. MINIATURE INCLUDED
---
Alien Tech Card
Seismic Detonator
The Seismic Detonator has no function other than its discard power and it is a one-use card. Once discarded, the Seismic Detonator is removed from the game.
You may discard the Seismic Detonator to move all colonies in one territory to adjacent territories of your choice. The Repulsor Field blocks the use of the Seismic Detonator in that territory. The Repulsor Field blocks colonies fleeing the Seismic Detonator’s use in an adjacent territory.
Example 1: Pohl Foothills has two blue colonies, 1 green colony, and 1 yellow colony. Red discards their Seismic Detonator and chooses Pohl Foothills as the epicenter. Red moves one blue colony to Heinlein Plains, moves the other blue colony to Van Vogt Mountains, and moves the green and yellow colonies to Burroughs Desert.
Example 2: Asimov Crater has two purple colonies and one red colony on it when Green discards the Seismic Detonator. One of the adjacent territories, Bradbury Plateau, has the Repulsor Field on it so Green may not relocate any of the fleeing colonies to that territory. Green moves one purple colony to Burroughs Desert and the two remaining colonies to Herbert Valley.
5
---
6
Agenda Cards
In-Game Agendas Endgame Agendas
Move the REV into a territory that already has the Isolation Field on it
The REV is located in a territory that you control
Place or Move the Repulsor Field onto the territory where the REV is located
The REV and the Relic Ship are both in Burroughs Desert
---
7
On the Move
A Retro-Future History of Xeno Explorations, Inc.
By Tory Niemann
❝
Not all factions began on Earth. Xeno Explorations Incorporated, the
youngest group vying for control of Maxwell, had its genesis on the surface of
the new planet itself.
The Seismic/Geologic Expedition was a branch of Corex Conglomerated
developed to reconnoiter the alien world, collect rock samples, and discover
whatever resources remained in the barren soil. Primarily composed of
prodigal scientists eager to earn more than the research grants of the Proxima
Centauri Scholars, this group was created to beat their opponents to the punch
on geological commercialization. However, other hands were already at work.
The Corex transport ship ferrying Dr. Fredell and his team to their first
expedition found their site occupied by Captain LaChance and the Dark
Space Explorers, deep into their own research using strange alien devices.
Despite their initial hostility to one another, the two team leaders realized
that it was in their best interests to work together, melding the equipment and
technical skill of the Corex expedition with the alien technology and ingenuity
of the Dark Space Explorers. LaChance and Fredell forged a partnership that
separated them from everything and everyone they knew and gave rise to Xeno
Explorations, Inc.
---
The first breakthrough for this fledgling faction was the Remote Exploration Vehicle, or REV. This hybrid craft of alien technology and human engineering could travel anywhere on the planet and tap into the inherent geological power of the region. The researchers realized that they had on their hands a device of phenomenal importance in the struggle for control of Planet Maxwell. The REV became their primary tool to beat Corex, the Dark Space Explorers, and all the other factions at their own game.
The secondary tool of Xeno Explorations, Inc. was more secret. Combining barely understood alien technology with the human propensity for destruction, they devised a weapon that LaChance called the Seismic Detonator. When activated, the device sent shockwaves of immense magnitude into the planet’s crust, causing the tectonic plates of a region to heave. Colonies caught in the radius of effect would be forced to flee or be destroyed. Soon after its final testing, however, the Seismic Detonator was lost to some shadowy outside interference. Any faction may yet recover it, and its use could shift the balance of power without warning.
8
---
Why ask BoardGamesBot
Instead of flipping through the whole manual- Accurate answers Based exactly on this manual, with the source page.
- Save time Find the rule in seconds, without flipping 8 pages.
- Anytime Settle rules mid-game, straight from your phone.
- 100% free Create your free account and start using it now.
How it works
Three steps to the answer- 1 Ask your question Type your question about this game's rules.
- 2 Create your free account Takes 20 seconds — it only saves your history.
- 3 Get the answer The AI finds the exact rule and cites the manual page.
Expansion for
Published additional content
Manual published by the publisher · for rules reference only. More about the game on BoardGameGeek and Ludopedia .