SILOS
Official Description:
SILOS is a board game set in 1980s Earth, where players take on the roles of aliens attempting to brainwash humans, abduct cows, and control the town. The game is designed for 2–4 players and features area control mechanics as players compete to dominate different regions of the board.
Throughout the game, players use a combination of movement, card play, and strategic positioning to achieve their objectives. The gameplay emphasizes clever area control and set collection, with a focus on quick, engaging turns and subtle player agency.
SILOS is not intended to be a deeply strategic war game, but rather a streamlined experience that blends simple mechanics with thematic elements of alien invasion and town control. The game is best enjoyed with 3–4 players and is known for its fast pace, often concluding shortly after the common deck is shuffled.
SILOS is currently in the early stages of collection testing, drawing attention for its blend of area control and a tongue-in-cheek alien abduction theme. The core tactical appeal lies in its rondel-driven turn structure, where timing your UFO’s movement is as important as jockeying for position on the board. For veterans, the hook is the way it rewards reading the table—anticipating rivals’ abduction plans and leveraging the rondel to disrupt or capitalize on their moves. It’s not a deep strategic slog, but the interaction is constant, and the puzzle of maximizing each pass around the rondel keeps the table engaged. Right now, it’s getting play as a curiosity—new enough to warrant repeat sessions, but still under scrutiny for long-term staying power.
Physically, SILOS is a presence. The oversized box and premium components—especially the custom wooden aliens and humans—make for a satisfying table display, but you’ll need a decent footprint to keep things organized. Setup is straightforward but not instant; expect about 15 minutes to get everything sorted and ready. The art and tactile pieces help sell the theme, but the box size means it’s not a casual bring-along. With a 60-minute runtime, it fits best as a main event for a mid-length game night, especially with three or four players. It’s not a filler, but it won’t overstay its welcome either.
From a teaching perspective, SILOS sits in the procedural camp. Plan on a 20-minute rules rundown, especially if your group isn’t familiar with rondel sequencing or area control basics. The teach is hands-on—players need to see the UFO movement and abduction mechanics in action before it clicks. Once underway, you can step away briefly, but the high level of player interaction means you’ll want to keep an ear out for rules questions or disputes over timing. The competitive energy is palpable; expect plenty of table talk and tactical blocking, which keeps the room lively and invested. For hosts used to managing multiple tables, it’s manageable, but not quite a set-and-forget title.
Category
Tactical & Strategy
My score
7
Our Total Plays
1
Last PLayed
05 Dec 25
🌱 Breaking In
Player Count
2-4
Playtime
60 mins
Proficiency Perks
Strategic Planning
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