Alien Frontiers: Faction Pack #2
2014
Lead the Sunrise Commune, using ore-saving colony landings and fuel-powered relocation to shape your presence on Maxwell.
2 - 5
player(s)
13+
Medium Heavy
About this expansion
Alien Frontiers: Faction Pack #2 – Sunrise Commune is a faction pack for 2–5 players, introducing the Sunrise Commune faction, a new Alien Tech Card, and two new Agenda Cards.
Fleeing persecution on Earth, the “Sunnies” came to Maxwell hoping to find a place where humanity would leave them alone. Their faction abilities support a distinctive approach to establishing and repositioning colonies across the planet.
- Owner ability: Pay one less ore than usual for any colony you land on a territory where you already have at least one colony.
- Facility ability: Pay 3 fuel to move one of your colonies to a territory with no other colonies on it.
- Included components: One faction board, one new Alien Tech Card, and two new Agenda Cards.
The Owner ability rewards returning to territories where the Sunrise Commune already has a foothold, reducing the ore cost for each qualifying colony landing. Meanwhile, the Facility ability provides a way to relocate one colony by spending fuel, provided the destination territory is unoccupied by other colonies.
These abilities create clear choices around where to establish colonies and when to move them. You can develop an existing presence to benefit from reduced ore costs, or spend fuel to pursue an open territory with a colony of your own.
Released in 2014, Alien Frontiers: Faction Pack #2 – Sunrise Commune includes the faction board and cards needed to bring the “Sunnies” to Maxwell. It is a focused addition for players interested in the faction’s ore discount and colony relocation abilities.
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