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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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Kickstarter – Gamefound
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Agyar
It's just resource management and optimisation, but the ability to freely trade just about anything makes for a fun session.
andypro92
Very promising and exciting in early rounds, but taking a toll on you at later rounds, too many options, in a good way...
Alyiz
All from 1st Ed. * Component quality — The game has a mix of nice pieces and weird pieces. I wouldn't say the painted wooden tokens fit within the theme or tactile feel of the game. The character sheets are also a bit floppy for something players need to read intently for so long. These could've been upped to chipboard. The card quality services the gameplay though so those are fine. Honestly, better than I expected from a Wizkids published game. The general rule of Wizkids is Good Fun, Bad Quality. * UI/UX/Art — The game's art for me pretty much begins and ends with the depictions of the aliens folk themselves. Some are pretty great while others are cartoonish and detract from the more serious feel of the other design. The UI is fiddly, there's no need to sugarcoat it. The entire game is meant to be a cross between heavy admin (physically tracking quantity on many pieces) and heavy social (negotiation, trade, in elysian system etc). But what I hoped is that the actual experience of that tracking would be better—pleasantly, IT IS. And this is *so* crucial for a game whose primary focus is fiddling and tracking boring economic crap all the time. The fact that Deichmann sat down and somehow made the most boring concept possible (econ spreadsheets) into a fun *game* is nothing short of a miracle. It's a shame then for me that the actual UI design is kinda difficult to use in some places and looked dated even when it first released. But don't take my word for it, take Wizkids' since they thought it was a big enough problem they redesigned the game's UI in a new edition. I would say what's worse than "dated" is that it looks "lifeless". Because despite the vivid colors with lots of eye-drawing things to take, do, and place; the crowding and drab denseness of all those colorful numbers is really just colorful numbers when you get down to it. I just don't think there's an acceptable reason every card had to be some generic brushed metal textures with rudimentary gradients and some sort of symbol with glows and amateur photoshop user mistakes. Essentially the design itself lacks focus and polish but this could've been fixed either by improving the design principles or by adding art to each piece. I do have to say that despite the insane alien names being impossible to pronounce, they DO include pronunciation for each one and that's incredibly helpful. * Gameplay — I just wrote a lot about the UI and the gameplay has a lot more worth covering. But it's not the kind of "a lot more" that can actually be covered. This game is complex. It would take me multiple essays to cover all the points I'd want to, along with math proofs in some extreme cases. To put it simply: it is fun as heck and I can prove it with math. And the game actually changes entirely depending on the following factors: 1. How well players role-play their faction's history, personalities, and material productions. 2. What lens players approach trading/negotiation/production and economy in general. Individualists with heavy leanings toward Capitalism and "getting theirs" regardless of others will actually bring the entire game's scores down (and there's a faction for it). Cooperative people might take a personal score hit but crucially, improve the overall wealth for everyone (and there's a faction for it). Dialectical materialism is basically king here and will naturally lead to a kind of all-faction Socialism that improves all scores (and there's a faction for it). 3. How much understanding players have of #2, specifically some of the more revolutionary thinkers like Karl Marx and Hegel. With a proper understanding of wealth generation and dialectics, games will unfold on a vastly different level than naive do-gooders or exploitative assholes. It's a big ask, but if Sidereal Confluence flops in your group, consider the level of understanding your players have of the actual skills required by this game. 4. The goals of each player in the real world. If you're here to win/lose in a binary sense, I doubt you will get much from this game. It will play exactly like huffing glue and staring at stock tickers and spread sheets while trying to read chemical names off Wikipedia. If you're a bit more advanced and want to track high scores, I suggest giving the game a try, especially with experienced players just so you can learn from their moves. If you're here to learn and experiment in an economic and diplomatic sandbox, you're going to be able to try a lot of things and learn a lot about production, a worker's relation to production, markets, the role of Class in society, and many other real-life practical systems. * Conclusion — This is not a game you play once. You can but you shouldn't. When I bought this game, I played for 3 straight days doing as many combinations of factions as possible and trying several economic strategies and found so many interesting results. If length is a problem, I encourage players not to overthink moves or trades, just make what they feel and consider differently for the next game. You can get 2 fast games in the same time as one analysis-paralysis filled game and everyone will learn more and have a better time. I can say with certainty if the game feels "poor" or like there's not much to do, this problem can be alleviated if you can get your players to abandon fucking Capitalism. This is almost a toy model of how production and wealth are generated in societies and so the results will vary just like when companies and nations take the reigns of those systems and exploit people versus when the People (the Masses) take hold and do what's right. It's weird to say but I think Sidereal Confluence is a great game because it will demand more of you. And if you rise to the challenge by reading something like Marx's "Capital" and "Up and Out of Poverty" by Xi Jinping (yes the president of the Chinese Communist Party), you will understand this...board game...better. Whether that's worth it to you is something you'll have to decide.