How to Play

Sidereal Confluence

4-9 players 120-180 min 7.8 Board Game Geek Rating

Players control asymmetrical alien races in a trading federation, negotiating resource exchanges to power their unique economies. During open trading phases, everything is negotiable—cubes, ships, colonies, and technology use. Players simultaneously run their economies, research technologies, and upgrade colonies. Victory comes from earning points through technological research, economic efficiency, and converting surplus goods into points.

Published 2017

Sidereal Confluence

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Select species
Starting with the least experienced player, each player chooses a species based on desired play style and difficulty level
2
Take species components
Collect your species' starting cards, components, and board(s)
3
Place starting cards
Cards with a star on the top left start in play in front of you
4
Collect starting resources
Gather the resources and ships printed on your starting card
5
Deal starting technology
Each player with a research team symbol in their starting resources receives one Era I technology card (research team side face-up)
6
Deal starting colonies
Players with the colony symbol in their starting resources receive that many random colonies
7
Find correct bid tracks
Locate the Research Team Bid Track and Colony Bid Track matching your player count (Kjasjavikalimm adds +1 to colony track player count)
8
Arrange bid tracks
Place track boards in the middle of the play area, arranging multi-part tracks in alphabetical order (a, b, c)
9
Prepare Confluence stack
Find Confluence cards matching your player count, splay them in a column with Turn 1 in front through Turn 6 in back
10
Shuffle colony deck
Shuffle colony cards without looking, set front-side up near the Colony Bid Track
11
Deal colony cards
Place one colony card from the deck to each space of the Colony Bid Track, left to right
12
Prepare technology deck
Shuffle each era separately (research team side up), stack with Era I on top through Era IV on bottom
13
Deal research teams
Place one technology card to each space of the Research Team Bid Track, left to right
14
Create general supply
Pile points, ships, and resources within reach of all players
15
Distribute player screens
Each player receives a screen to hide victory points and bids

On Your Turn

What you can do during your turn.

1
Negotiate exchanges
Freely exchange resources, ships, cards, and promises with other players (victory points cannot be traded)
2
Honor all agreements
All deals are binding, including promises for future turns
3
Make multilateral trades
Three-way or larger trades are allowed when all parties agree before execution
4
Pay penalties for broken promises
If unable to fulfill a promise, offer agreed compensation or lose 1 point per cube/ship, 2 points per card/octagon/point
5
Return borrowed cards
Cards with another species' border must return at end of turn; generic cards trade permanently
6
Run violet converters
Execute converters with violet arrows (each runs at most once per turn)
7
Upgrade cards
Either run the violet converter shown on the card, or spend a prerequisite card by placing it underneath then flipping
8
Invent technologies
Run the violet converter on a research team by spending one set of required resources, gaining points, then flipping to technology side
9
Find matching species card
After inventing, locate the matching technology in your species deck and put it into play
10
End trade phase
Phase continues until all but one player is done trading (optional 10-minute time limit)
11
Observe silence
No negotiation is allowed during Economy Phase
12
Check colony support
If you have more colonies than your Colony Support number, discard excess under the colony deck
13
Run white converters
Execute converters with white arrows (each runs at most once per turn)
14
Place inputs on converters
Put all input resources onto the converters first
15
Collect outputs
Take output resources from the common pool and place on converters
16
Return inputs
Return all input resources to the common pool
17
Handle wild resources
Unity inputs can be any mix of colors; Eni Et passes wilds through unchanged; Zeth cannot steal gray wilds
18
Consume colonies
Discard required climate-matching colonies front-side-up under the colony deck
19
Place donations
Put any donation outputs (dashed violet outline) on your donation card
20
Trade donations next turn
All donation goods must be traded away or gifted during the next Trade Phase
21
Share technologies
Announce all technologies invented this turn and place them face-down in the middle
22
Receive sharing bonus
Earn points equal to the current Sharing Bonus for each technology invented (Yengii use their special bonus)
23
Find shared technologies
All players search their species decks for newly invented technologies and put them into play
24
Keep Era IV technologies
Era IV technologies are not shared but still earn the Sharing Bonus
25
Announce ship count
Before bidding, tell other players how many ships you have
26
Divide ships secretly
Place ships into colony bid (one hand), research team bid (other hand), and saved ships (behind screen)
27
Signal readiness
Put forth closed fists when ready to bid
28
Reveal colony bids
All players simultaneously show colony bids
29
Resolve colony bids
Highest to lowest bidder either buys a colony (paying all bid ships) or passes (keeping ships)
30
Observe minimum bids
Cannot select a card if its minimum bid exceeds your bid
31
Break ties
Player with fewer cards of that type chooses first; if still tied, higher tiebreaker number wins
32
Reveal research bids
After colonies resolve, simultaneously show research team bids
33
Resolve research bids
Highest to lowest bidder either buys a research team or passes
34
Clear minimum bid cards
Remove all remaining cards with minimum bid of 1 to bottom of their decks
35
Refill tracks
Slide remaining cards left, fill empty spaces from the top of appropriate decks
36
Return borrowed cards
Players return any cards with another species' border
37
Advance Confluence stack
Flip current Confluence card upside down onto the technology splay
38
Run red converters
Zeth may run their red stealing converters to take non-wild resources from other players

Winning

How to claim victory.

1
Trigger game end
The game ends after six turns when no Confluence cards remain
2
Skip final Confluence
The last turn has no Confluence Phase; replace with scoring
3
Keep final donations
During the last Economy Phase, you keep any donation outputs
4
Earn final sharing bonus
Receive points for any technologies invented on the final turn
5
Convert resources to points
Score ½ point for each octagon, every 2 large cubes, or every 3 small cubes/ships
6
Track half points
Scores are calculated down to ½ point precision
7
Use precise scoring (optional)
Treat octagons as 6/12 point, large cubes as 3/12, small cubes as 2/12
8
Reveal hidden points
All players show their accumulated victory points
9
Determine winner
Player with the most victory points wins (no tiebreaker)
10
Apply handicaps (optional)
Adjust species strength by adding or removing a single small cube from starting resources

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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