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SECTION 02
GAME MECHANICS OVERVIEW

Two players.
Different information.
One chance.

XenoEtiquette is a cooperative asymmetric game about the worst possible way to meet an alien civilisation — with excellent intentions and completely different information.

CLASSIFIED
OPERATION OVERVIEW
Asymmetric first-contact game. Two roles, two screens, zero shared information.
2
PLAYERS
4–6
ROUNDS
60m
PLAY TIME
THE ASYMMETRIC SPLIT — NEITHER PLAYER SEES WHAT THE OTHER SEES
FIELD AGENT
FIELD AGENT
FIELD AGENT — LIVE TRANSMISSION
"It's making the gesture again."
MISSION CONTROL
MISSION CONTROL
MISSION CONTROL — LIVE TRANSMISSION
"WHICH gesture. Describe it."
FIELD AGENT HAS:
Direct view of the alien
The cockpit interface
Real-time body language
The protocol manual
Cultural reference guides
What any symbol means
MISSION CONTROL HAS:
Complete alien protocol manual
Cultural reference charts
All gesture definitions
View of the alien
Real-time body language
Any idea what agent sees
HOW A ROUND WORKS
01
Alien acts
The alien performs a gesture. Only the Field Agent can see it.
02
Agent describes
The Agent must describe what they see — without using any protocol terms.
03
Control searches
Mission Control searches the manual for a matching description.
04
Control guides
Control must tell the Agent how to respond — without revealing the manual.
05
Outcome
Was it a greeting or a threat display? You have 60 seconds.
SUBJECT REFERENCE — SPECIES DOCUMENTATION
BUREAU FILE #003
Subject Reference — Species Documentation

Every encounter begins with identification. Mission Control holds the full species dossier — anatomy, behaviour, cultural markers, and the gestures that mean everything or nothing at all.

Subject Reference — Species Documentation
CORE MECHANICS — BUREAU DESIGN NOTES
DESIGN PILLAR
MECHANIC 01
Asymmetric Information
Each player holds a different piece of the puzzle. Neither can solve it alone. The gap between what you know and what your partner knows is where the game lives.
CORE LOOP
MECHANIC 02
Cooperative Tension
You are on the same team. You want the same outcome. But your communication is constrained, imperfect, and funny. Failure is a shared experience.
INNOVATION
MECHANIC 03
Communication as Gameplay
The puzzle is not 'which button do I press.' The puzzle is 'how do I describe something I've never seen before, in a language my partner can use.' That's the game.