Sidereal Confluence: Remastered Edition

82.33

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.

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  •  Size Guide

    Size Guide

      Size Chest Waist Hips
      XS 34 28 34
      S 36 30 36
      M 38 32 38
      L 40 34 40
      XL 42 36 42
      2XL 44 38 44

      All measurements are in INCHES

      and may vary a half inch in either direction.

      Size Chest Waist Hips
      2XS 32 26 32
      XS 34 28 34
      S 36 30 36
      M 38 32 38
      L 40 34 40
      XL 42 36 42

      All measurements are in INCHES

      and may vary a half inch in either direction.

      Size Chest Waist Hips
      XS 34 28 34
      S 36 30 36
      M 38 32 38
      L 40 34 40
      XL 42 36 42
      2XL 44 38 44

      All measurements are in INCHES

      and may vary a half inch in either direction.

    •  Delivery & Return

      Delivery

      We ship anywhere in the world (excluding Ukraine, Russia, Brazil) All orders are shipped with insurance & tracking number. During sale periods and promotions the delivery time may be longer than normal.

      Return

      Sunnygeeks will accept exchanges and returns of unworn and unwashed garments within 14 days of the date of purchase (12 days during the sales period), on presentation of the original till receipt at any store where the corresponding collection is available within the country of purchase. Your return will usually be processed within a week to a week and a half. We’ll send you a Return Notification email to notify you once the return has been completed. Please allow 1-3 business days for refunds to be received to the original form of payment once the return has been processed.

      Help

      Give us a shout if you have any other questions and/or concerns. Email: [email protected] Phone: +30 (2310) 604260
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    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.

    Game info
    Players : 4-9
    Playing Time: 120-180 minutes
    Age: 14+
    Language: English
    Categories: Economic, Negotiation, Science Fiction
    Mechanisms: Auction/Bidding, Negotiation, Trading, Variable Player Powers

    Brand

    WizKids

    WizKids was founded in 2000 by Jordan Weisman, previously of FASA, to publish Mage Knight. Mage Knight was the first collectible miniatures game. The pieces incorporated a dial in the base that showed each piece's statistics. Those statistics changed as the piece took damage. Early employees joining Jordan in this endevor were his wife Dawne, who led the company's graphic design; his father Mort, who ran international sales; his brother-in-law Ray, who ran domestic sales; and Jenny (Trisko) Berg, previously of Bungie, who was in charge of marketing. In 2001 the company went from being "virtual" to having its own office in Bellevue, WA. Employees had previously been spread through Washington, Illinois, and Missouri. Mage Knight was selling as fast as it could be made, and the company moved into the hobby's list of 10 largest publishers. The employee count went up to over 30, including Don Gorski, COO; Tom Virgin, CFO; and Martin A. Stever, Executive V.P.

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