Beyond the Sun – Board Game Review

by | Feb 7, 2026 | Board Game Reviews, Reviews

Growing up, I was a console gamer. I didn’t really have a game-worthy PC until after 2010, meaning I skipped over a lot of the old PC favourites, one important one being the Civilization franchise. That is to say, tech trees are not a part of my gaming background. I’m not ignorant to tech trees, but it’s not a mechanic that I’ve spent a significant number of hours with.

For the uninitiated, a tech tree is a hierarchical visual representation of the possible sequences of upgrades a player can unlock. Think, you have to invent Mining before you can invent Masonry. You need to discover both mathematics and construction before you can discover engineering. You need to learn how to walk before you can run type of thing. In Beyond the Sun, designed by Dennis K. Chan and published by Rio Grande Games in 2020, the entire main game board is taken over by this 4 tier tech tree, that players will crawl up, unlocking new actions and special abilities to give them an edge in their quest for dominance over the stars.

Beyond the Sun player board with orange tokens

One of the first things that grabbed me was how Beyond the Sun uses dice. At the start of the game, your player board is packed full of inert crates. As the game progresses, those crates are unlocked into crew members, and later upgraded again into spaceships with power values ranging from one to four. All six resources in the game are represented by different faces of the same die. Instead of rummaging through a supply looking for the right ship, you simply rotate a die to the face you need. It’s elegant, intuitive, and I absolutely love it. It’s the kind of design choice that once you see it, you’ll wonder why any other game bothers with piles of chits when they could be using dice instead.

As I mentioned above, most of the real estate on the table is taken up by the tech tree board. Starting with the first four techs laid out face up, the rest of the tech slots are covered with blue advancement cards. Along the far left side of the board are the basic actions that everyone has access to, and on each player’s turn, they’ll take their little action pawn and place it into an available action slot, blocking it from other players. Simple worker placement stuff, really. Most of the actions revolve around researching other techs, deploying and moving ships around the planet board, or colonizing planets.

Beyond the Sun main technology board

I really appreciate is how production works. At the end of every turn, you choose to produce either crew or ore. Production starts modestly, but can be improved by removing discs from the bottom of your player board. In many games, production is an action in its own right. An action that eats a full turn and often feels obligatory. in Beyond the Sun, it’s folded neatly into the rhythm of play. The result is a game that keeps moving, where turns feel productful and players are rarely left feeling like they’ve ‘wasted’ a turn while other players are zooming on ahead.

Each of the techs belongs to at least one of four categories, commerce, military, science, and economics. Each of those categories will generally feature abilites that cater to something specific, like military techs will generally revolve around ships and movement, while scientific techs will generally assist you in researching more techs. Many techs are a blend of two, perhaps offering the military heavy line of techs a much needed science boost. What’s most interesting is that the person who takes the action to research any new step of the tech tree, gets a choice of 2 cards to lay on the board, a tactical advantage for sure! Everyone who comes after them are just following in their footsteps. This makes the big tech tree dynamic and different in every game.

Beyond the Sun colonization board

Running alongside the tech tree is the system map, made up of eight planets, four of which are represented by cards that grant special bonuses and can be colonized for even more bonuses. Gaining majority strength on a planet lets you place a production marker, increasing your income and sometimes triggering an immediate benefit. Of course, that control is fragile. If another player seizes the majority, your marker is kicked back to your board, and the sting of losing income is very real. Interaction here is indirect but sharp, and it’s often where the game feels most openly competitive.

If you manage to have the prerequisite number of ships on a planet, you can take a colonize action, which removes that planet from the board, and the ships you used to pay for it. That planet goes into your personal supply, with an additional income disc, and your ships get slotted back onto your player board. That might sound like a negative, but in reality it’s a boon. You see, when you take your crew income, you take one crew from every column that you’ve revealed along the bottom of your row, and if crew make their way back onto your board, you’ll probably be able to get all those spent ships back as crew with a single action or two. Yay for efficiencies!

Beyond the Sun main technology board

By now, it’s probably clear that Beyond the Sun is a game of two halves: the tech tree and the colonization map. Neither is clearly more important than the other, and ignoring either is a fast track to falling behind. That said, the relationship between them isn’t always as seamless as I’d like. Advancing technology doesn’t always meaningfully enhance your spatial presence, and strong planetary play doesn’t necessarily open new research avenues. The systems coexist, but they sometimes feel like parallel paths rather than deeply intertwined gears.

In the end, Beyond the Sun is a game I adore. I love how clean the systems are, how the dice do so much heavy lifting, and how every turn feels purposeful without feeling bloated. At the same time, that split focus between research and planetary expansion can leave the game feeling a little disjointed, like two excellent ideas politely sharing the same table rather than fully embracing each other. Still, every time I play, I find myself thinking about the different paths I could have taken, different technologies I wanted to see come out, different planetary gambits might try next time. And that lingering feeling, that urge to come back and do it all again, perhaps just a bit better, puts Beyond the Sun in a rare position. A game that requested again and again, which is the best achievement a game could aspire to.

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