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Sidereal Confluence box art

Sidereal Confluence

Game ID: GID0286950
Game Info
Year
2017
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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.

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.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 19
This page: 19
Sentiment: pos 15 · mix 1 · neu 2 · neg 0
Mentions per page
Showing 1–19 of 19
Video Z7laxJni19w Rolling Dice & Taking Names News at 50:00 sentiment: positive
video_pk 95196 · mention_pk 261285
Rolling Dice & Taking Names - Sidereal Confluence video thumbnail
Click to watch at 50:00 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Surprising depth for an engine builder.
  • Engaging mental exercise.
  • Great experience that they want to replay.
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Engine Building — Players build and improve their engines to generate resources and points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Looks like a beast on the table but when you hear it's like it's an engine building game you like I could play an engine building game
  • We sat down to play that game hole holy cow we were literally passing a hat Vil around the table for how much thinking you had to put into that game that surprised me
  • this game London when we first saw it at Gen Con when Oscar green said hey guys scream hey come take a look at this
  • the cover of the game box and how plain it is but mm-hmm it really some reason fits this game it just looks nice the cover looks elegant and the art is really good and then you actually get into the game and you find this really elegant cool little card game
  • engineers it was really cool cuz it's kind of math because you had to like the little algebraic problems you have to solve but it's such a great thing of a dice manipulation game plus the area control game plus a set collection game all merged into one that's one of those I really got to the table a lot in 2017
  • and Tony this was actually one of the early games in 2017 that really grabbed us one of those that didn't look that great on the table but then you start playing in and it's one of those that we just played over and over and over again and just just really enjoyed it
  • that rule about when that third dragon comes out yes everything stops correct I kept saying it and kept saying it and reminding people boy we had a flip the table moment when that occurred
  • oh die another seaman without miniatures look at that
  • two seam on one two squirrely Awards and neither games had merci ya don't have to put miniatures in the game to make it go no you don't lure in DOS so good
  • it's what I call the reverse work replacement where you're taking stuff off the board and putting it on your board in order to activate things I just thought was a really unique mechanic
  • and again tony is one of those shockers for us at the beginning year I had never heard of gentes and we got an early copy and try to try it out and it blew us away
References (from this video)
No references stored for this video.
Video S19NdyHdTBQ Rolling Dice & Taking Names Review at 47:23:27 sentiment: positive
video_pk 93534 · mention_pk 253916
Rolling Dice & Taking Names - Sidereal Confluence video thumbnail
Click to watch at 47:23:27 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Enjoyable for those who like the mechanics of Century
  • The card and cube mechanics are similar to Century, making it a good follow-up.
Cons
  • Can be perceived as a complex version of Century with more cubes and cards.
Thematic elements
Comparison games
  • Century
  • Scythe
Mechanics (from transcript analysis)
  • Card Play — Cards represent machines that facilitate resource conversion and engine building.
  • Engine Building — Players build an engine using cards (machines) to transform resources (cubes) into other resources or victory points.
  • Resource Management — Managing and transferring cubes with specific values is central to the game.
  • Victory Point Generation — The ultimate goal is to create an engine that generates victory points efficiently.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's like putting together just a perfectly fit puzzle.
  • If you enjoy doing Excel spreadsheets, this game is for you.
  • This game feels a lot like an RPG for miniatures.
  • The math spreadsheet thinking part of the game, Oh My Heavens, our heads were hurting.
  • It is it is is a social game it is a bidding game it is very much a economic game it's a bunch of different things crammed together that I think actually works pretty darn well.
References (from this video)
No references stored for this video.
Video 3EuLRLZGpNg Meeple Mountain Rules Teach at 0:07 sentiment: positive
video_pk 89310 · mention_pk 236981
Meeple Mountain - Sidereal Confluence video thumbnail
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Wild cubes can be used as any color of that size.
  • Wild outputs are immune to Zeth's stealing.
  • Unity's converters don't destroy wild resources.
  • Flexible colonization mechanics.
  • Unity has three advantages for trades: wild cubes, flexible inputs, and the ability to focus solely on what other players need.
  • Can operate inside other players' decision loops during trades.
  • Can accept payment next turn for a markup.
  • Can upgrade era one technologies to make more wilds and consume anything.
  • Can run upgraded nanotechnology or genetic engineering on white.
Cons
  • It is wasteful to use wild outputs in their converters.
  • Unity can only support one colony, requiring trading or consuming a second if colonized.
  • If a second colony is not traded or consumed, it must be discarded to the bottom of the deck.
  • Playing computer worlds initially doesn't make them valuable, but they help adjust the economy.
Thematic elements
  • The Unity are less a civilization and more an expanding simulated ecology exploring every possible computation within an unbounded universe of mathematics.
Comparison games
none
Mechanics (from transcript analysis)
  • Card Play — Cards can be flipped or played by consuming a colony. Computer world cards are played by running the converter at the top of the cards.
  • Colonization — Unity has flexible colonization options, allowing cards to be played by consuming a colony of any climate and spending resources, with a limit of one colony.
  • Resource Management — Emphasis on not investing so hard in technology and upgrades that resources are depleted for future turns.
  • Set Collection — Players might aim to get a matching set of wild cubes by trading their own wild cubes for other players' leftover cubes.
  • Technology upgrades — Investing in technology and upgrades is mentioned, with a caution not to over-invest.
  • Trading — The game features a trade phase where players exchange resources. For Unity, this phase is crucial for becoming rich, leveraging wild cubes and flexible inputs.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a game of compounded interest don't invest so much in technology and upgrades that you leave yourself without resources because resources are what you need for future turns.
  • If only the galaxy mattered the unity are less a civilization and more in expanding simulated ecology or an unbounded universe of mathematics every possible computation is explored.
  • Your economy phase fixes the colors of resources so you must use the trade phase to become rich.
  • Always trade your resource wild always trade up in value.
  • The better trade is the fast deals where someone wants something you give it to them and they pay you slightly more.
  • You really can operate inside other players decision loops offering trades that get them what they most desperately need for only a small markup.
References (from this video)
No references stored for this video.
Video otH0bFrAkDc UndeadVikingVideos Analysis at 7:32 sentiment: positive
video_pk 86964 · mention_pk 226641
UndeadVikingVideos - Sidereal Confluence video thumbnail
Click to watch at 7:32 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • It is a great game that really impressed the host.
  • It has auction aspects that the host really enjoys.
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Auction — The game has auction aspects that the host really enjoys.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the whole uh idea behind this and theoretically videos later will be to talk about certain mechanisms uh that I've enjoyed and why I've enjoyed them and these are the mechanisms that I like the ones that if I see them in a game um unless the game really does something bad to screw it up I'm probably going to enjoy myself and today it is uh auction or bidding
  • when I was probably like six or seven watching all these old people just saying you know seven n 15 16 17 okay go ahead you know and I was like what what are they I just heard these numbers being thrown out into the universe and I didn't really get what was going on
  • it's a complete free form depending upon the game it is a complete free form uh of aspect of the game that is completely removed from the the the core mechanisms of the game and it is completely and totally dependent upon the people that are playing at it
  • most board games you play are very very very regimented and very structured they they are set up in a way that like the rules State this and you can't change it
  • I really liked that aspect of it and and so in a weird way and I I don't think it's like a subconscious reason why I enjoy it but I can see the connection there between like I can do whatever I want with this aspect of the game
  • I do feel better when I achieve something really really good in a game because of my skill uh not just because I happen to just get the right card at the right time kind of situation
  • so yeah I mean and that's just kind of why I I just like it I I I like how the interaction is I like how it affects the game I like how it challenges me challenges the other players and there really is some head-to-head there going on it isn't a garden aspect I'm not auctioning with myself I I am auctioning with the other players and I'm trying to outsmart them and I'm trying to outdo them if you will
References (from this video)
No references stored for this video.
Video YYDMN20FRvE Heavy Cardboard Discussion at 57:43 sentiment: neutral
video_pk 86646 · mention_pk 224926
Heavy Cardboard - Sidereal Confluence video thumbnail
Click to watch at 57:43 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
  • Wall of text and cubes (first edition)
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There's no way to be I I can't I can't even get people to tell me their schedule two weeks in advance so it's very much a week to week thing
  • I hold it to a higher level than that and so on the downside it doesn't allow us to stream games as quickly as I would like sometimes
  • if if if the expansion for oath were included in that I would I would put that above arcs okay wow okay
  • universally okay
  • don't I think it's great the way it is just get more maps which they're doing so honestly that's my answer
  • a reprint of ground floor would be great so I can get a copy of it
References (from this video)
No references stored for this video.
Video S6usinbUK4Y Board Game Critique Top List at 14:37 sentiment: positive
video_pk 80591 · mention_pk 196578
Board Game Critique - Sidereal Confluence video thumbnail
Click to watch at 14:37 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Most ambitious trading game ever made.
  • Highest volume of negotiation with zero downtime.
  • Creates a warm, open-handed social atmosphere.
  • Player who cooperates most willingly tends to win.
Cons
  • Needs real rules investment and multiple plays.
Thematic elements
  • Trading resources between alien species
Comparison games
none
Mechanics (from transcript analysis)
  • Asymmetric powers — Each alien species has unique abilities that affect the game's ecosystem.
  • cooperative play — Players benefit from cooperating and making deals.
  • Resource conversion — Alien species have converter cards that take certain resource cubes and put different ones out.
  • Trading — Fully simultaneous, real-time trading of resources.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The best move you make in a trading game isn't on the board. It's the face you make when someone slides an offer across the table.
  • A trading game lives or dies on the moment the table goes quiet.
  • It's not about rolling dice or placing tiles, it's about reading people.
  • Because that moment is the game. Everything else is just the box it comes in.
References (from this video)
No references stored for this video.
Video nr3eyRXZ1Rc Board Game Critique Top List at 7:16 sentiment: positive
video_pk 80202 · mention_pk 194783
Board Game Critique - Sidereal Confluence video thumbnail
Click to watch at 7:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Chaos in the best possible way.
  • The market comes alive at five players.
  • Creates chain reactions and possibility space.
  • Asymmetry feels like social texture at five.
  • Market forgives friction, making the game feel abundant.
  • Loud, weird, and intensely interactive.
Cons
none
Thematic elements
  • Alien species trading and converting resources
  • Space
Comparison games
none
Mechanics (from transcript analysis)
  • Asymmetric powers — Each player is an alien species with unique powers and economic quirks.
  • Resource conversion — Players convert resources using asymmetric powers and economic quirks.
  • Trading — Players are constantly trading with each other in a noisy market.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Five players gives them the exact amount of tension they seem to need.
  • Every alliance has to think not only about what it gains, but about what it's accidentally giving the outsider.
  • At five, there are enough minds at the table for bluffing to become a real art form.
  • The fifth player looks under control. And then one mandate later, the whole thing shatters.
  • With Five, the diplomacy stops being a side feature and becomes the game's heartbeat.
  • At five, when the company stumbles, it's rarely one player's fault in a neat way. It's usually the accumulated result of half a dozen self-interested little compromises.
  • Five gives the game enough voices to feel like politics rather than bargaining.
  • The table pushes back.
  • The friction [in John Company] sings.
  • At five, there are enough possible relationships and enough normal mistakes that doubt has room to grow.
  • At five, those explanations coexist long enough for paranoia to become fun.
  • With five players, there are multiple plausible suspects, which makes that conversation dramatically better.
  • The game feels like a desperate, barely coordinated crew trying to survive catastrophe.
  • That balance is what makes Five so strong.
  • If you throw me in the brig, you are handing the game to the monsters.
  • And five is where the table starts to feel like a real pirate crew.
  • Five gives you enough energy for that without burying individual characters.
  • The next scene feels less like what action do we take and more like, what kind of crew are we becoming?
  • Five makes the game feel like an ensemble
References (from this video)
No references stored for this video.
Video ljNY7rT12u4 Top List at 16:55 sentiment: positive
video_pk 69412 · mention_pk 165905
Sidereal Confluence video thumbnail
Click to watch at 16:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Love this game
  • One of the most epic experiences
  • Good price point ($70)
Cons
  • Does not need to own it currently
  • Requires a group willing and available to play
  • Would only buy it at the moment a game night is scheduled
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Simultaneous Play — Implied by the chaotic nature and quick play.
  • Trading — Implied by players shouting to get resources.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I have too many board games
  • Every board game is a promise of a story a game night a group of friends getting together it's a memory of when you did just that
  • This list of board games are games that I know and I know well games that I would add to my collection immediately
  • I've wanted some of these games for years and with all of that acknowledged I I just I just can't justify getting them
  • I'm an irresponsible campaign game owner
  • keep dreaming whether it's your career your life the goals you have or the games you want
References (from this video)
No references stored for this video.
Video 0CxB5KtgDhA Top List at 14:09 sentiment: positive
video_pk 66476 · mention_pk 161999
Sidereal Confluence video thumbnail
Click to watch at 14:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Optimized for large player counts.
  • Chaotic simultaneity is a feature.
  • Almost feels cooperative due to necessary trading.
  • Radically asymmetric alien species.
  • Auction provides a concrete goal for trades.
Cons
  • Trading is specifically to arrive at the confluence with enough ships to secure contracts for the next round.
Thematic elements
  • Trading and negotiation between alien species
  • Galactic confederation
Comparison games
none
Mechanics (from transcript analysis)
  • Asymmetric powers — Each alien species has unique production and conversion abilities.
  • Auction — An auction at the end of each round provides a concrete goal for trades.
  • Negotiation — Players negotiate deals to acquire needed resources or offload excess ones.
  • Trading — Players engage in freeform trading of resources during a negotiation phase.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Auctions strip all that away.
  • Every single bid is a statement, a bluff, a calculation, sometimes a flat-out provocation.
  • That is what makes the category so compelling. The social mechanism is what is driving it, not the rules themselves.
  • The tension between winning and wanting to lose for compensation, sits in every placement decision.
  • It is a brain-burner in the best sense.
  • Auctions strip all that away. Every single bid is a statement, a bluff, a calculation, sometimes a flat-out provocation.
  • The social mechanism is what is driving it, not the rules themselves.
  • Auction programming, one of the most original action selection systems in recent design.
  • It is a brain-burner in the best sense. Highly interactive, tactically rich, and constantly surprising.
  • The auction isn't a scene, it is the stage on which an entire century-spanning narrative plays out.
  • No auction game produces richer emergent stories across a full game arc.
References (from this video)
No references stored for this video.
Video fjkbaaQtN78 Meeple Mountain Rules Teach at 0:07 sentiment: positive
video_pk 42146 · mention_pk 127852
Meeple Mountain - Sidereal Confluence video thumbnail
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Relic worlds offer strong strategic options; early value in gameplay
  • Multiple viable strategies (invention, selling acknowledgements, relic world exploitation)
  • Dynamic economy with trade and converter mechanics
  • Acknowledge tokens provide interesting trade incentives and point potential
Cons
  • Heavy complexity; requires careful planning and timing
  • Reliance on early relic world presence; late rounds can be less impactful
  • Economy can become weak if over-invested in acknowledgments
Thematic elements
  • Political negotiation, alliance-building, resource management in a sci-fi setting
  • Interstellar galaxy during the early encounter of sapient species; factions form a shared society called the Sedarial Confluence
  • Sci-fi political intrigue with emphasis on strategic trade and diplomacy
Comparison games
none
Mechanics (from transcript analysis)
  • Acknowledge tokens — Tokens that can be traded to gain tech or resources, giving the fadron potential victory points when technologies are invented.
  • Relic worlds — Powerful but expensive, situational cards that can turn the tide when used early but require timing.
  • Resource Management — Careful balance of small and large cubes to optimize trade, invention, and endgame scoring.
  • Resource management and economy — Careful balance of small and large cubes to optimize trade, invention, and endgame scoring.
  • Technology invention — Mechanisms to advance tech via technologies, trading acknowledgments, and converters.
  • trade phase — Players exchange resources via converters and relic worlds during a dedicated phase.
  • Trading — Players exchange resources via converters and relic worlds during a dedicated phase.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Relic worlds are most valuable early in the game
  • Resources are what you need in future turns
  • three strategies that you can pivot to
  • the fadron want the younger species to control the outcome of the confluence
  • you should sell these tokens for increasing prices as the game goes on
  • in the last turn it's all about points
References (from this video)
No references stored for this video.
Video k0E_NuveuqA Board Gaming Ramblings Haul Video at 1:16 sentiment: other
video_pk 41819 · mention_pk 126827
Board Gaming Ramblings - Sidereal Confluence video thumbnail
Click to watch at 1:16 · YouTube ↗
Overall sentiment (raw)
postive
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Spoiler alert it's good.
  • I think this was like 10 euros, amazing that's almost for free.
  • a big box of Adventure
References (from this video)
No references stored for this video.
Video JZ9Z-qwFy6I Meeple Mountain Analysis at 0:07 sentiment: positive
video_pk 37342 · mention_pk 260085
Meeple Mountain - Sidereal Confluence video thumbnail
Click to watch at 0:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Economy can recover quickly after setbacks, making the faction resilient.
  • Flexible playstyle that accommodates a jack-of-all-trades approach.
  • Strong tactical options through bidding, conversion, and territorial expansion.
  • Puzzle-like decision making that rewards careful planning and sequencing.
  • Ability to leverage other players’ resources for profit and strategic advantage.
Cons
  • Hard to win without long-term planning; missteps can leave you behind.
  • Tile/converter interactions are complex and can be overwhelming for new players.
  • Heavy reliance on other players’ actions can reduce a sense of control.
  • The colony bid track can be distorted by double-counting and dynamic bidding rules.
Thematic elements
  • Diplomatic and economic competition with a strong emphasis on faction-specific traits, loyalty mechanics, and resource-flow optimization.
  • A sprawling galaxy of competing species on the edge of a conjoined future; factions vie for influence, resources, and governance of a growing interstellar society.
  • Lore-rich faction background presented as strategic guidance, blending world-building with practical playtips.
Comparison games
none
Mechanics (from transcript analysis)
  • Auction / Bidding — Players bid for control of colonies, with the option to split bids across halves to gain additional opportunities. Bid management is central to expansion and price control.
  • bidding — Players bid for control of colonies, with the option to split bids across halves to gain additional opportunities. Bid management is central to expansion and price control.
  • Colonization — Acquiring and managing colonies on worlds; colonies influence the bidding track and future expansion pacing.
  • converters — Territory tiles can be converted into usable assets via converters, enabling layered economies and tile upgrades.
  • military expansion — Strategic pressure via colony bids and blockades; players can threaten or block others to shape dominance and territory control.
  • pheromone/loyalty — Pheromones regulate group emotions and loyalty, enhancing cooperation with those who “smell like family” and constraining trust with others.
  • Resource Management — Yellow cubes and other goods are key resources used for upgrading tiles, trading, and enabling strategic actions.
  • trade phase — Assets and notes can be loaned to other players during the trade phase, creating opportunities for temporary advantages and alliances.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the kajaz are known as the jack of all trades
  • their economy can recover if you crash
  • you will want to try to get three colonies per turn
  • split their colony bid in half in order to gain two colonies
  • never build them because remember everyone else will gain these the next turn and it will cause everyone to use their yellows with it
References (from this video)
No references stored for this video.
Video F1VMttlBFCo Meeple Mountain Rules Teach at 0:00 sentiment: mixed
video_pk 27902 · mention_pk 260084
Meeple Mountain - Sidereal Confluence video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Strong economic potential when players turn to economy
  • Debt-based acceleration can yield rapid growth
  • Early value from high-value converters like Galactic Exploration, Microgravity Assembly, or Relic Caches
  • Flexibility in bidding colonies via trade
Cons
  • Fragile if mismanaged; debt can cripple you
  • Over-investment in technology early can deplete resources
  • Limited number of fleet supports and turns constrain planning
  • Colonies require careful handling because you may discard them at phase start
Thematic elements
  • compounded economy, debt-based growth, societal stratification
  • Interstellar microgravity trade and social evolution within a nomadic civilization
  • educational tutorial with strategic emphasis
Comparison games
none
Mechanics (from transcript analysis)
  • Auction / Bidding — Bidding on colonies; you can trade or give colonies in exchange for future terms
  • colony bidding — Bidding on colonies; you can trade or give colonies in exchange for future terms
  • fleet cards and converters — Using fleet cards to run converters; converters require fleet support and matching symbols; trading converters requires additional fleets to be loaned
  • fleets and resource management — Managing fleets (limit around six or seven) to support converters and optimize economy
  • Multi-Use Cards — Using fleet cards to run converters; converters require fleet support and matching symbols; trading converters requires additional fleets to be loaned
  • research and invention phase — Use accumulated resources during the economy to fund research teams and inventions
  • Resource Management — Managing fleets (limit around six or seven) to support converters and optimize economy
  • trade phase and debt — Debt to other players to obtain resources and to enable future terms; effect on economy and resource flow
  • upgrading starting cards — Starting cards can be upgraded to reduce fleet support costs; improves efficiency
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • They have the best economic potential in the game if you can turn to your economy you will do extremely well in this game
  • Go into debt to the other players to get the resources you need to turn on your economy
  • This can even be as much as five small cubes next turn for a single octagon
  • That's what going into debt looks like
References (from this video)
No references stored for this video.
Video EfShkLczzmQ 3 Minute Board Games Review at 0:02 sentiment: positive
video_pk 13146 · mention_pk 38450
3 Minute Board Games - Sidereal Confluence video thumbnail
Click to watch at 0:02 · YouTube ↗
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 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.
  • 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 3 Minute Board Games Top List at 4:08 sentiment: positive
video_pk 12851 · mention_pk 37541
3 Minute Board Games - Sidereal Confluence video thumbnail
Click to watch at 4:08 · YouTube ↗
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.
  • Trading — Trades are binding and must be agreed upon; multiple turns can be negotiated.
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 OzbsiPHYNoU The Dice Tower Analysis at 0:09 sentiment: positive
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The Dice Tower - Sidereal Confluence video thumbnail
Click to watch at 0:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Trading is fast and frictionless, reducing negotiation stagnation
  • Trading aligns well with the game's thematic corn/ barter motif
  • Power cards introduce tactical depth and choices during trades
  • The mechanic reduces player downtime by streamlining exchanges
  • Clear emphasis on negotiation as a central engine of play
  • The approach is described as painless and enjoyable by the speakers
Cons
  • Some phrasing suggests that the trading mechanic can feel forced or artificial at times
  • Reliance on other players for favorable trades may create variance in experience
  • Comparisons to Sidereal Confluence are speculative without direct play experience
Thematic elements
  • Trade and resource exchange as core mechanic; scarcity drives negotiation
  • Abstract trading environment referenced in discussion
  • Meta-commentary on trading mechanics
Comparison games
  • Cidial Confluence
Mechanics (from transcript analysis)
  • Favor cards / power cards — Acquirable cards that modify actions or grant leverage; discussed as interacting with favor placed in front of a shield.
  • Forced-use trade concept (comparative reference) — Idea informed by a game where acquired items must be traded rather than directly used, encouraging ongoing negotiation.
  • Resource gating / discardable gain — Gating or gating-like effect where resources obtained cannot be immediately used, prompting trading cycles.
  • Trading — Idea informed by a game where acquired items must be traded rather than directly used, encouraging ongoing negotiation.
  • Trading cubes — Resource exchange mechanic where cubes represent commodities; trades accelerate progress and shape player interaction.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Trading cubes is a fun, if not forced, mechanism thematically.
  • Here's some corn I got. I can't eat it.
  • I really wanted to eat it, though. I'm just not allowed.
  • You have to trade it away.
  • To me, the trading is one of my favorite parts of the game. I love the way they handle the trading here.
  • This makes trading so much quicker. It's just so painless.
References (from this video)
No references stored for this video.
Video UIySi3BySqU 3 Minute Board Games Top List at 29:41 sentiment: positive
video_pk 8691 · mention_pk 25642
3 Minute Board Games - Sidereal Confluence video thumbnail
Click to watch at 29:41 · YouTube ↗
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 oACZTWzIxxo The Broken Meeple Review at 22:13 sentiment: neutral
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The Broken Meeple - Sidereal Confluence video thumbnail
Click to watch at 22:13 · YouTube ↗
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 3 Minute Board Games Top List at 15:04 sentiment: positive
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3 Minute Board Games - Sidereal Confluence video thumbnail
Click to watch at 15:04 · YouTube ↗
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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