- For a longer, slower game, start with only 1 land plot, 1 settlement and/or $100.
- To ease the burden of swampy territory, allow schools/hospitals to be built there or remove its rebellion factor.
- You may wish to make exploration more exciting by requiring that a military unit be sent along; on a 7+ the unit is lost and no land is gained (this is in place of the $300 fee).
- If money flows too freely, you may wish to close the "bank" and disallow players from selling their excess resources. If resources are too tight, make the cost of buying them from Earth only $100.
- For a more dynamic game, reshuffle the Event deck when it is exhausted. For a more straightforward game, remove the Events altogether.
- For a shorter game, let it end when all of the land plots have been discovered, not developed.
- For an easier game, replace one of the swamp plots with a river plot before play begins. For a harder game, replace one of the river plots with a swamp plot.
Factions: This version of Alpha Colony is essentially the same...except the neighbors are not so friendly. Players may not trade or sell resources to each other, but worst of all they may invade each other's territory! Military units may be moved to an opponents land plot and he may then attack. If the victim chooses to defend with his own available unit, each player then rolls 2 dice and on a 7+ the enemy is destroyed. If there is no military defense, the aggressor may attempt to destroy a settlement, factory or building, also on a 7+. Lastly, he may simply raid the opponents treasury by rolling a die and stealing that amount x$100. Each military unit may still only perform one action each turn.
Natives: Aliens inhabit the lands that you wish to colonize! The $300 land fee will be waived but each turn that a player draws a plot he must roll a die to see how many hostile natives live there (use the pirate pieces to represent them); on a 1-2 there is only 1, on a 3-4 there are 2 and on a 5-6 there are 3 nasty aliens! If he has a military unit he may then choose to attack the natives later in his turn, succeeding in subduing them on a 7+. No settlements, factories or buildings may be placed there until all the aliens have been subdued. The natives will still count towards his rebellion factor (as criminals) and against his victory points, but the land plot will add to his victory points as any other. Each player may draw only 1 land plot per turn and each military unit may still only act once per turn.