AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Alien Frontiers is a dice-placement, worker-placement game where players colonize an alien planet. Players roll dice (representing ships) and assign them to orbital facilities to gather resources, build new ships, and establish colonies. Territory control bonuses come from placing colonies in regions on the planet. The first player to place all their colonies wins.
| Facility | Dice Required | Effect |
|---|---|---|
| Solar Converter | Any 1 die | Gain fuel equal to die value |
| Lunar Mine | Any 1 die | Gain ore equal to die value |
| Orbital Market | Any 2 dice | Trade fuel for ore or vice versa |
| Colonist Hub | Matching triple | Place 1 colony |
| Colony Ship | Straight (sequential) | Place 1 colony |
| Terraforming Station | Any die 6 | Place 1 colony |
| Shipyard | Matching pair | Build 1 new ship (die), pay fuel + ore |
| Raider’s Outpost | Matching pair | Steal resources or an Alien Tech card |
| Alien Artifact | Any 1 die | Draw Alien Tech card |
Provide ongoing bonuses, one-time effects, or special abilities that modify dice placement rules, resource generation, or colony placement. Only a limited number can be active at once.
When you place a colony, you choose which territory. The player with the most colonies in a territory controls it and gains that territory’s bonus (extra die manipulation, resource generation, etc.).
The first player to place all of their colonies (typically 8) onto the planet wins immediately. There is no point scoring – it is a race to place all colonies.
Turn Flow: Roll all ships → Place dice on facilities → Resolve actions → Check for victory
Colony Placement Methods: Colonist Hub (triple), Colony Ship (straight), Terraforming (6)
Resource Uses: Fuel + Ore to build ships; various costs for Alien Tech cards