A negotiation classic (1977) in which each player is an alien race with a unique power. Each turn a destiny card says who must be attacked; attacker and defender invite allies, and the rest decide whether to join, with whom and with how much strength.
The two rivals secretly choose to attack or negotiate. If both attack, the higher total strength wins; if one attacks and the other negotiates, the attacker wins. If both negotiate, they have one minute to strike a deal, and if there is no agreement both lose. The winner is the first to establish five colonies on other players’ planets, and several players can win at once.
Classroom value
- Shared positions and interests: temporary coalitions that form and dissolve every turn, depending on what each player gains by allying.
- Negotiating against the clock: in one minute, either a deal that benefits both sides is reached or both pay the consequences.
- Playable game theory: attacking is the safe move, but if both attack they end up worse off than by negotiating. An iterated prisoner's dilemma, with reputation and coalitions against the leader.
In the classroom
No. of players3–5
TeamsYes · 2 per team
People per gamemax. 10
Game MasterRecommended
SessionsLong session (120–150 min)
SpaceOne large table per group
MaterialPhysical game
Adaptation: fishbowl formatOne table plays and the rest observe with an analysis grid
Technical details
DesignPeter Olotka, Jack Kittredge, Bill Eberle and Bill Norton
PublisherFantasy Flight Games (2008; 42nd anniversary edition, 2018) · original by Eon (1977)
LanguagesEnglish · Spanish (Asmodee)