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Sidereal Confluence

Game ID: GID0286950
Collection Status
Description

Sidereal Confluence: Trading and Negotiation in the Elysian Quadrant is a singularly unique trading and negotiation game for 4-9 players. Over the course of the game, each race must trade and negotiate with the rest to acquire the resource cubes necessary to fund their economy and allow it to produce goods for the next turn. Scheming, dealing, and mutually beneficial agreements are key to success. While technically a competitive game, Sidereal Confluence has a cooperative feel during the trading phase as no race has the ability to thrive on its own. Trade well, and you'll develop technologies and colonize planets to form a civilization that is the envy of the galaxy.

Each player chooses one of the nine unique and asymmetrical alien races that have come together to form a trade federation in their quadrant. Each race has its own deck of cards representing all the existing and future technologies it might research. Some races also have other cards related to unique features of their culture. These cards represent portions of the culture's economy and require spending some number of cubes to use, resulting in an output of more cubes, ships, and possibly victory points. Since each culture's outputs rarely match their inputs, players need to trade goods with one another to run their converters to create the resources they truly need to run their society most efficiently and have an effective economy. Almost everything is negotiable, including colonies, ships, and all kinds of resources.

Each game round contains an open trading phase in which all players can negotiate and execute deals for cubes, ships, colonies, even the temporary use of technologies! Players with enough resources can also research technologies, upgrade colonies, and spend resources on their race's special cards during this phase. Once complete, all players simultaneously run their economies, spending resources to gain more resources. The Confluence follows, starting with players sharing newly researched technologies with all other races and following with bidding to acquire new colonies and research teams. Researching a new technology grants many victory points for the prestige of helping galactic society advance. When one race builds a new technology, it is shared with everyone else. Technologies can be upgraded when combined with other technologies.

The ultimate goal is victory points, which are acquired by researching technologies, using your economy to convert resources to goods, and converting your leftover goods into points at the end of the game.

The game is almost all simultaneous play.

Sidereal Confluence: Remastered Edition features the same gameplay as the first edition of the game from 2017, but features an updated card layout, a teaching guide, and an improved rulebook for easy set-up and learning with more visual examples and clear key terms.

Year Published
2017
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 6
This page: 6
Sentiment: pos 5 · mix 0 · neu 1 · neg 0
Mentions per page
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Showing 1–6 of 6
Video EfShkLczzmQ Sidereal Confluence game_review at 0:02 sentiment: positive
video_pk 13146 · mention_pk 38450
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Overall sentiment (raw)
positive
Pros
  • a highly engaging and hectic trading phase that drives the early game and forces continuous interaction
  • strong asymmetry between races that creates varied, divergent paths and strategic experimentation
  • a satisfying arc from negotiation and bargaining to building a scalable, expanding economy
  • clear thematic integration of trading, production, and technological advancement
Cons
  • the complexity can be overwhelming for first-time players and may require multiple sessions to fully grok
  • the absence of a solo mode is a barrier for players who prefer or require single-player experiences
  • the social intensity and noisy trading environment can be challenging for players with lower social comfort or etiquette concerns
Thematic elements
  • asymmetric race-based strategy centered on real time trading, conversion of resources, and a growing economy
  • In the dark reaches of space with nine alien races collaborating to trade and compete for wealth
  • informational, promotional, and reflective commentary that emphasizes systems, strategy, and social interaction
Comparison games
  • Twilight Imperium
  • Chinatown
Mechanics (from transcript analysis)
  • asymmetrical races — Players represent distinct alien races, each with unique strengths, weaknesses, and playstyle quirks. The asymmetry adds depth and complexity, requiring players to learn race-specific tactics, timing their actions around race bonuses, and exploiting opponents' vulnerabilities. The design encourages experimentation across multiple races to reveal diverse strategic options.
  • converters and resource transformation — Converters are cards that convert a palette of resources into new resources. They vary in input requirements and efficiency, so players must balance input costs against the outputs they need. Some converters require no inputs at all, while others turn two value points into benefits that may exceed their immediate cost. The converter network forms the core engine of the economy, enabling players to push toward victory points through iterative optimization.
  • industry phase and power utilization — After trading, players enter the industry phase where they can activate powers signaled by white arrows and run desired converters. This phase focuses on translating the traded and converted resources into actual production, reinforcing the link between early negotiations and late-round efficiency. It is the point where planning meets execution and where the economy becomes tangible.
  • planet bidding — At the end of each cycle, ships are used to bid on planets, with the highest bidder gaining first pick of new planets. This bidding creates a competitive layer that intertwines with resource generation and converter optimization, as owning certain planets can unlock free resources or powerful effects that tilt the economy in a player’s favor.
  • resource types and management — The game uses multiple resource types including three sizes of cubes, ultratech cylinders, victory points, ships, and other tokens. Resource values and conversions determine how efficiently players can operate converters and achieve scoring conditions. Managing a heterogeneous resource pool requires forward planning, contingency planning for contingencies, and adaptive strategies as the tech landscape shifts.
  • restricted self-use for certain races — Some races have unique constraints that shape how they can leverage their converters or technologies. For example certain races may be able to deploy high-value converters but must trade away or allocate them through negotiation, creating opportunities and tensions that players must navigate in collaboration and competition.
  • shared technology and conversion upgrades — Technologies discovered during play can be shared with all players and may provide converter enhancements for everyone or serve as conversion options for specific players. The social and strategic dimension of sharing tech introduces negotiation dynamics and long-term planning that extend beyond a single hand or turn.
  • technology and converter upgrades — Each new technology can unlock a new converter or modify existing converters to make them more efficient or versatile. Technologies are discovered and shared in a way that shapes the economy for all players. The dynamic of tech sharing creates long term strategic considerations, as players decide which technologies to pursue and which to leverage for immediate temporary gain versus enduring advantage.
  • trading phase — A central, frenetic trading phase where players haggle, bargain, and strike binding deals for resources, planets, and converters. The phase is described as real time and highly interactive, with players negotiating terms that shape the rest of the round and influence opponents' ability to optimize their economies. Deals are binding, which creates strategic pressure as players weigh opportunity costs and anticipate others' moves.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Kia Ora and welcome to sidereal confluence in about three minutes
  • this is a game for four to nine players
  • there's no solo mode
  • playing time is two hours or more
  • it's a pretty complex game
  • in the dark reaches of space, nine different alien races former Trade Federation
  • setting aside distrust and war they work together to create peace through prosperity
  • can you wheel or deal your way to financial security
  • or will you be left holding ten crates of self-sealing stem bolts
  • you win if at the end of six turns you have the most victory points
  • competitive: only one player can have the strongest economy
  • engine building: your economy will expand and get more efficient as the game goes on
  • trading: this game is all about trading
  • the core of this game is a real-time trading phase that is so frantic and chaotic I could never do it justice
  • this game has a lot of resources
  • three small cubes are worth two large cubes, or an ultra tech, a victory point or three ships
  • this turns two value of cubes into two and a half which is not very efficient
  • there are some converters that need no inputs like this one here
  • this is a research team
  • card's with purple arrows can be used during the trading phase
  • and this one allows you to spend the resources shown to get the victory points listed including this turn sharing bonus
  • each new technology also gives you a new converter
  • however, if you look at the bottom of some converters you will see technologies mentioned
  • quantum computing could be kept by itself as a converter
  • or used to flip the other card so it works more efficiently
  • many planets also give free resources and may be upgraded during the trading phase
  • in the trading phase you can trade anything cubes planets converters all of it and all deals are binding
  • Once trading is done you have the industry phase where you can use powers with white arrows
  • run whatever converters you want to and then collect the resources produced
  • then any technologies researched that turn are shared to all other players
  • who either gain them as a converter
  • or use them to upgrade existing converters
  • finally you use ships to bid on planets with the highest bidder getting first pick of new planets
  • then repeat that process for getting new research teams to discover new technology
  • why would you like this game?
  • Sidereal Confluence is an experience, no other way to describe it
  • it has an incredibly hectic trading phase that then transitions into a very detail focused economy phase
  • what defines the game most though is the complete asymmetry between different alien races
  • the zeth have an economy based on stealing and extorting off other races
  • unity produced special grey cubes that can be used in any converters
  • and the in Eni-et have the most powerful converters in the game
  • but they're not allowed to run them themselves so they have to trade them away
  • learning the quirks of each race and how their unique playstyle works is a really wonderful experience
  • the best thing about this game is how you shift from making trades and haggling to building this giant expanding economy
  • no game mixes extroverted and introverted playstyled so vividly for me
  • however this game can just be overwhelming and while the race reference sheets give great advice your first play will likely be a confusing mess of missteps and chaos
  • and like all games involving high social interaction and noisy trading they can be very challenging if you're not socially confident
  • if you like the concept of alien races but would rather invade someone with spaceships check out Twilight Imperium
  • and for a more straightforward trading game check out the classic chinatown
  • Sidereal Confluence: it's Chinatown, on steroids, IN SPACE
References (from this video)
No references stored for this video.
Video i5S9ODHse9o Three Minute Board Games top_10_list at 4:08 sentiment: positive
video_pk 12851 · mention_pk 37541
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Overall sentiment (raw)
positive
Pros
  • Level of strategic depth in trading economy is exceptional
  • Fixed, robust trade rules that create meaningful tension and planning
Cons
  • Trade negotiation can become opaque for newcomers
  • Complex faction asymmetries may overwhelm new players
Thematic elements
  • massive inter-faction trading with real-time market dynamics
  • Interstellar trade in a richly imagined space-age milieu
  • economic diplomacy with deep systemic interaction
Comparison games
  • Other high-ethos trading/negotiation games
Mechanics (from transcript analysis)
  • Fixed but extensible trading — Trades are binding and must be agreed upon; multiple turns can be negotiated.
  • No victory-point cheating in trades — Promises and agreements are binding; players cannot lie about what they trade.
  • Trade across turns — You can offer resources now and repayment later, enabling long-term planning.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Clues are used to seal gates in the game which is one of the main ways of winning
  • one at a time after any skill check failed or not each spent clue token allows the player to roll one additional die and the result is a success
  • the Provost can be moved up and down the board
  • it's a fantastic atmosphere at the table
  • the greatness in games is that they're fun and enjoyable
  • you trick yourself into spending your important resource Clues into passing a check out of desperation
  • trades are binding and you can't lie
  • success is harder to move forward from than failure
References (from this video)
No references stored for this video.
Video UIySi3BySqU Three Minute Board Games top_10_list at 29:41 sentiment: positive
video_pk 8691 · mention_pk 25642
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Overall sentiment (raw)
positive
Pros
  • master class in game design
  • dramatically different economies
  • need to understand each faction
  • wonderful trading game
  • complex but rewarding
Cons
  • complexity can be off-putting
Thematic elements
  • interstellar trade
  • interstellar alliance
  • trading_negotiation
Comparison games
none
Mechanics (from transcript analysis)
  • asymmetric economies — each faction has different economy strengths
  • Trading — trading game
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is my list the video says the top 100 board games of all time but it really is just my top 100 board games of all time
  • three minute board games is an independent channel we dont take money from publishers and we do not do any form of paid content
  • Mosaic has the ambitious goal of being a civilization game that can be played in two to three hours and it very much succeeds at this goal
  • a game that does not need to be played with a traitor because the inherent selfish goals in this game created enough internal conflict
  • I love space racing games and space corp is the game that is most racy as far as space racers go
  • the term I use instead of gateway game is foundation game
  • Sentinels could easily be a forever game the kind of game you just play over and over and over and over again endlessly
  • Modern Art is a simple and brilliant and beautiful game and easily the best pure auction game Ive ever played
  • Black Orchestra models some very clever things about how conspiracy is run
  • when I asked the question hey what game should I play with my non-gamer friend who's interested in gaming but hasn't done much gaming I almost always answer Sentient Golem Edition
  • Arkham Horror is the game that really made board gaming my number one hobby
  • there are a few things more fun and rewarding in board gaming than organizing a fight in the arena
  • Twilight Struggle is one of the best head-to-head games out there
  • Santorini is the definition of an elegant design
  • Arkham Horror the card game absolutely should be for you it's a hundred percent for me and it is my number one game of 2023
References (from this video)
No references stored for this video.
Video qVEwuNosr2c No Pun Included top_10_list at 23:27 sentiment: positive
video_pk 4753 · mention_pk 13894
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Overall sentiment (raw)
positive
Pros
  • radically positive ethos and collaborative chaos
  • each faction feels distinct and thematic
Cons
  • grim on complexity; can be off-putting for some
  • iconography and components can be overwhelming
Thematic elements
  • strategic trading, negotiation, and real-time currency exchange
  • Galactic council, alien factions
  • grand, chaotic, and poetic
Comparison games
none
Mechanics (from transcript analysis)
  • Euro-style resource conversion — Dragged from inputs to outputs via pressed card interactions.
  • Faction Asymmetry — Each faction has unique goals and abilities shaping strategy.
  • Real-time trading for non-glued items — Ten-minute rounds of intense bargaining for scarce resources.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Be excellent to each other.
  • Sidereal Confluence is grand. It is so grand it will not be contained by such trivialities as a table.
References (from this video)
No references stored for this video.
Video oACZTWzIxxo Broken Meeple game_review at 22:13 sentiment: neutral
video_pk 3327 · mention_pk 9822
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Overall sentiment (raw)
neutral
Pros
  • deep strategic decisions
  • rich player interaction
Cons
  • complex rules
  • steep learning curve
Thematic elements
  • Economic negotiation and alliance-building in a space setting
  • Interstellar trade and negotiation among factions across planets
  • Procedural, abstract negotiation with heavy math
Comparison games
none
Mechanics (from transcript analysis)
  • Auction — bidding for actions or resources
  • negotiation — players negotiate trades and agreements
  • resource-management — managing various colored cubes and available resources
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "Silverwood Grove... absolute trash"
  • "I would actually give it a one out of 10"
  • "Campaign games... I'm done with campaigns"
  • "It's not going to be quick"
References (from this video)
No references stored for this video.
Video 9AkxHFfRGr8 Board Game Prices top_10_list at 15:04 sentiment: positive
video_pk 1423 · mention_pk 4135
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Overall sentiment (raw)
positive
Pros
  • Profoundly unique gameplay experience
  • high energy, fast-paced trading with deep interaction
Cons
  • steep learning curve and complexity
  • requires experienced players to manage balance
Thematic elements
  • market-driven, high-energy pseudo-economy
  • galactic trading between alien races
  • dynamic, negotiation-heavy with strategic spontaneity
Comparison games
none
Mechanics (from transcript analysis)
  • asymmetric economies — races have unique production and demand profiles driving deals
  • cubes trading / resource exchange — players trade resources and technologies across diverse races with different needs
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the trading element really comes into its own
  • there's something undeniably majestic about the game
  • six is the magic number for it
  • it's a hell of a lot easier to get six people together that it is to get eight
References (from this video)
No references stored for this video.
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