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 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
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.


