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Sidereal Confluence: Remastered Edition
120m - 180m
2 - 5 Players
Ages 14+
This mechanic requires you to place a bid, usually monetary, on items in an auction of goods in order to enhance your position in the game. These goods allow players future actions or improve a position. The auction consists of taking turns placing bids on a given item until one winner is established, allowing the winner to take control of the item being bid on. Usually there is a game rule that helps drop the price of the items being bid on if no players are interested in the item at its current price.
Auction/Bidding
In games with a trading mechanic, the players can exchange game items between each other.
Trading
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
64.00
€
30 day low:
Out of stock
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ajie426
玩法: 以下几个阶段,逐一进行。 一、交易阶段,大家可以自由的交易,只要能谈妥,除了胜利分,什么都可以换,包括但不限于资源、殖民地星球、科技等,唯一的限制就是承诺的事情一定要做到,即使当前没有资源,下一个轮次也要给别人。此阶段可以使用所有紫色箭头的生产器。 二、经济阶段,此阶段可以使用所有白色箭头的生产器。 三、交汇阶段,此阶段会完成新的科技蓝图和殖民星球的竞拍,同时有新发明的科技也在这个阶段完成,发明者得到胜利点,别的玩家同时也可使用该科技。 超主观点评: 9个种族各有特色,能力的方差很大,茫茫多的文字描述看着就爽!整体的美术设计也很有科幻感。 虽然定位是嘴炮游戏,但是感觉可以嘴炮的地方也不多,大家就是把自己不需要的资源和别人进行互换,而且官方给了一个交换的建议比例,基本上大家都会按照这个比例来进行交换,没什么可吵的(4人局)。 而且规则书有一段话很迷,说是不建议在第1个交汇时期就发展新的科技,这样会让自己的压力很大,但是终局复盘来看,早期发展科技的收益还是很可观的,因为越早发展科技得的分数就越多,而这个游戏主要的分数来源就是发展科技。 体验一下还是不错的,但是要我再玩一局,可能是不会来了。
Alyiz
Same rating as 1E. The reason is despite the overall redesign, the game is exactly half better in component and visual appeal and half worse. The gameplay is exactly the same with seemingly no changes so this is just about components. For every step forward there was a step backward. The plastic pieces half look and feel better, half look and feel worse than the old wooden because Wizkids chose some awful colors and very rough squeaky cheap plastic. The UI design is more presentable to strangers but utterly lacking in any definition or personality as with 1E. Some of the design changes are baffling such as making VP chips circles instead of octagons when the game has a clear denotation that all octagons have value (3). That made it harder to immediately tell what converters were VP-valuable. The overall board presence is better and less eclectic, but also with less detail and less lore-friendlyness: the Caylion growth tokens are not lore friendly and while less ugly they are now just flat white earth leaves on a green back; The Zeth tokens are more immediately identifiable as safe or danger but lack any factional presence since the faction icons were ALL removed (instead of redesigned) and replaced with white text and a color you can't always see, plus their overall appearance is kinda garish with the thick solid green and red borders. Ship tokens are less ugly but now are generic and don't make bidding easy on you by having a research side and a colony side, you'll still need 2 free hands to bid in this game and try to keep the bids separate. The Faderan acknowledgements are frankly terrible, I'm sorry if the designer reads this try not to take it personally. A mostly gray square with a little golden chevron is not accurate at all. Faderan should have an art-deco golden fountain of wealth. And on that subject, the Relic Worlds are very bare compared to 1E and I won't be using these redesigned cards. They're hard to identify separately from other converters. The icons for resources are much prettier and better for identifying wilds (Unity/Zeth etc) but the old square style made it easier for people to feel the effect of the converter before they ran it by placing the cubes needed right on top of that square, which the hexagonal/cubelike icons deny. A lot of this is nitpicking but I don't feel the changes were significant enough for Wizkids to make this move unilaterally, so it's a nitpick action on their part thus a nitpick response. The cards aren't good quality stock even if they're above the usual for Wizkids. They still have to be sleeved, some even more so since my copy came with every planet, tech, donations, and faction starter card cut super rough—meaning they will cut you. The cards are also not all cut the same size (faction starters are bigger for some reason). The new research and colony bid tracks have trade-offs over the old ugly cards too; now they're chipboard which is nice but your cards sit diagonal due to the increased height and take up way more box space despite having the same size box. The insert is great for being organized. The problem is it cannot hold every card sleeved and I just said these need sleeves. So you'll have to find the randomized cards and only sleeve those. I wasn't able to sleeve more than the relic worlds and colonies, maybe half the research techs with it still fitting if you also want some cubes to fit. That's the other problem: the cubes are just dumped into a middle section all together which is eyebrow-raising. So you still have to bag those components separately and smash them in very particularly to make it all fit which is a super tight fit anyway. The chipboard faction mats are a big step up in quality and appearance over flat white posterboards. But again, tradeoffs: the Faderan waste table space with an entirely extra board just for describing relic worlds which is not at all worth the trouble. Plus all these boards are waste space with large text you read at the beginning of the game (background, confluence) and then leave out, not used during gameplay; so that real-estate needed to be used for a donations box instead of the useless and frankly backward donation card that is a step-down from 1E's. The box cover of 2E is absolutely better but I think the build quality may be worse on the folds since mine busted immediately but my thinner weaker 1E is going strong despite more plays. Some things are just worse. In the final print, the colors look very dark against that dark space background. I suspect it was created as RGB and printed without careful conversion. Regardless the reason, it is objectively harder to see and read. There are several blue/purple factions that now all mash together since those are tough print colors to pick even when they look right. Making matters worse, the info and industry cube icons over the super dark converter cards is nearly impossible to read. And it's an absolute step down to print yet another card for players to keep track of for the icon legend and trade equality when the same info was on the back of the hidden mats before! There's already a place for this information, it didn't need to take up even more space which is tight in this game. What's more, they still had to print that info 9 times so it just adds components, not consolidates. If there was an optional upgrade to change hidden dividers into themed bags to hide VP, I could understand the cards but that's not a thing. I am 100% against removing the background on donation converters. This makes it very hard to see what's donation and what's normal, even if they still have an outline per-object. That's a new problem that was already solved before. They also removed the icon over the commodity which shows its a donation individually, so that's even more confusing because you have 2 less glaring pieces of easy identifying info. Now you just have a thin purple outline that's hard to see. There are some unilateral improvements. It was correct to get Daniel Solis and Patricia Rodriguez to do the rules as they are much better than 1E. The teaching guide is great and gives good advice. SC has always been very good about bringing the players up to an even level by front-loading tips that are absolutely correct. The planet art is absolutely better and I like the backs having a highlight to show they're upgraded. The wild and cybernetic resource icons (and most icons in general) look much better and for those grey cubes are even more thematic. It's also nice having a bit more art on the Confluence cards, though I'm not entirely sure it was as necessary as art for relic worlds. The typeface is much easier to read and easier on the eyes now. All the positives are offset by a negative in almost every area of almost equal severity. And all the new negatives are offset by a trade-up in something positive. I can't say I would be particularly motivated to tell a new person to get 1E over 2E, or 2E over 1E. This is such a WEIRD remaster. I am genuinely curious what Wizkids asked Errick Dadisman to do, because he clearly knows what he's doing with design and yet the overall project feels mismanaged at a higher level.
angelkurisu
This is my favorite trading and negotiation game. It's fun, it's reasonable to teach given the amount of stuff going on, and it's completely unique!