
Arrival: Module 1 – Solitaire, Eyeballs & Politics
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The FroGames Card
The sun never sets. Your side of the planet is always day, the other always night. The terminator zone is the only habitable area. And that's where you'll build your colony, if the government doesn't stand in your way.
WHAT IT'S ABOUT
Three systems that expand Arrival towards solo play, politics, and extreme worlds
Module 1 is the first expansion for Arrival, the interstellar colonization epic by Phil Eklund and Paweł Garycki for Ion Game Design. The base game is expected in Q1 2027, and this module will be available concurrently or shortly thereafter (March 2027 according to distributors).
The expansion adds three distinct systems: a complete solo mode with narrative campaigns (including the Siren Dawn scenario, where you play as aliens defending their world from Earth invaders), the Government Wheel for managing political parties and regulations that influence the ending, and new eyeball maps, tidally-locked planets with permanent day and night zones and habitable terminator belts.
What they say abroad
"Module 1 expands Arrival with brand-new systems that make the game richer, tougher, and even more immersive"
— Ion Game Design
This is a first reading based on pre-release data. The base game has not yet been released, and this expansion will arrive concurrently or soon after. We will evaluate everything as soon as we have the physical product in hand.
— FroGames
Arrival: Module 1 – Solitaire, Eyeballs & Politics
Complete solo mode with narrative campaigns and the asymmetrical Siren Dawn scenario (you play as the Siren aliens defending the planet from invaders). Designed for solo play, not an artificial automa.
What's in the module
Three systems, four scenarios, a planet that hates you
Eyeball Planets
New maps for tidally-locked planets: one side always day, the other always night, the terminator zone is the only habitable area. Extreme geography, desperate choices.
Government Wheel
Political system with parties, dynamic regulations, and final twists. You pass laws, negotiate alliances, and the government you build changes the final score.
Siren Dawn
Asymmetrical solo scenario: you play as the Siren aliens defending their world from Earth invaders. Reversed perspective, dedicated rules.
Narrative campaigns
Complete solo mode with scenario campaigns. New star cards, nightside maps, political scoring variants. Compatible with Interstellar and Bios campaigns.
🎲How to playThe rules in four steps▼
How to play
The flow of a turn (Arrival core system + modules)
Each turn consists of five phases, plus the political and solo layers of Module 1.
Draw and resolve event cards. In solitaire play, the Siren Dawn automa draws star cards and activates Earthling invader moves.
Choose worksites (mining, farming, building) on the eyeball map. Day and night zones have different resources and extreme costs.
Build cities, factories, terraforming systems. If the Government Wheel is active, some constructions require legislative approval.
Gather resources, allocate workers, manage the planet's dynamic climate. Active political regulations influence production and costs.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table (Siren Dawn solo scenario)
Not the rules. The experience.
Defenders of an Alien World
Choose your Siren faction. Read the scenario setup: the Earthlings are coming, and you must defend your eyeball planet with your civilization's limited resources. You place your units on the twilight zone.
Earthlings Land
The first wave of Earthling colonizers lands on the dayside. The automa system moves their units according to star cards. You respond with your defenses, but every action costs resources you cannot easily regenerate.
Politics Under Pressure
You use the Government Wheel to try and pass emergency regulations. Some help you, others block you. The political system is not on your side: parties have their own agendas.
The Nightside Awakens
The invaders try to colonize the nightside as well, where the extreme cold slows them down but opens new fronts. You must choose where to defend: the twilight zone or the extreme zones.
Victory or Extinction
You check the scenario's victory conditions: have you repelled the invaders, or has your Siren people been exterminated? The final score takes into account approved regulations and lost zones.
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three honest warnings
Requires Arrival base game
This is a modular expansion. You cannot play it without Arrival, which will arrive in Q1 2027. The base game is not yet in our hands, so we cannot guarantee how well these modules will integrate.
Uncertain release date
Ion Game Design estimates March 2027 for Module 1, but it depends on the release of the base game. Eklund's dates have historically slipped. If you pre-order, factor in potential delays.
Eklund complexity
Phil Eklund designs dense, scientifically rigorous games with manuals that require study. If base Arrival is a 4.5+ weight on BGG, this expansion adds three more layers. It's not a gateway game.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and lose (Siren Dawn scenario)
The Siren Dawn solo scenario has asymmetrical conditions: you defend, the Earthlings invade.
Siren Victory
- Repel all Earthling invaders from the planet's critical zones
- Maintain control of the twilight zone for X turns
- Reach the objective score considering approved regulations
Siren Defeat
- Earthlings colonize more than 50% of the twilight zone
- Your Siren units are eliminated or reduced below critical threshold
- The planet's climate system collapses due to overexploitation
An expansion that flips the perspective: you are the defending alien, not the colonizer. Arrival Module 1 promises philosophical depth and hard scientific mechanics. We'll see if it delivers.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Arrival: Module 1 – Solitaire, Eyeballs & Politics
Can I play this module without the Arrival base game?
No. Module 1 is an expansion that requires Arrival (base game) to function. The base game will arrive in Q1 2027, and this expansion will be available simultaneously or shortly thereafter.
Is the solitaire mode an automa or a narrative campaign?
Both. There is an automa system to simulate opponents (the Earthling invaders in the Siren Dawn scenario), and there are narrative campaigns with progressive scenarios. Compatible with Interstellar and Bios campaigns.
What mechanics does Arrival: Module 1 use?
Political system with government and legislation management (Government Wheel), resource management on eyeball maps (tidally-locked planets with extreme day/night zones), asymmetrical solo campaigns, integration with the base game's terraforming and construction mechanics.
Is it suitable for those unfamiliar with Eklund games?
Probably not. Phil Eklund designs scientifically rigorous games, with dense manuals and steep learning curves. If you've never played High Frontier or Pax Pamir, start with the Arrival base game, not a modular expansion.
Is it available in Italian?
The edition for sale is in English. Ion Game Design primarily publishes in English, and we are not aware of any announced Italian translations for Arrival or its modules.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Arrival: Module 1 – Solitaire, Eyeballs & Politics is the first modular expansion for Arrival, an interstellar colonization game by Phil Eklund and Paweł Garycki (Ion Game Design). The expansion adds three distinct systems: official solo mode with narrative campaigns (including the asymmetrical Siren Dawn scenario, where you defend your alien world from Earthling invaders), the Government Wheel political system (parties, regulations, final twists), and new eyeball maps for tidally-locked planets with permanent day-night zones. Compatible with Interstellar and Bios campaigns. Requires the Arrival base game (Q1 2027). Available on FroGames.it.

Arrival: Module 1 – Solitaire, Eyeballs & Politics
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