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== Rules for the Base Game ==
== Theme ==


Players control competing civilizations exploring space, discovering planets to conquer or settle, building an economy by consuming a planet's goods and building developments. The object of the game is to earn the most victory points from planets and developments played in their tableau, from consuming goods, and from bonuses from special developments.
Players control competing civilisations exploring space, discovering planets to conquer or settle, building an economy by consuming a planet's goods and building developments. The object of the game is to earn the most victory points from planets and developments played in their tableau, from consuming goods, and from bonuses from special developments.


There are five phases to choose from: explore, develop, settle, consume and produce. Players pick one phase per turn (two phases in a two-player game). Then everyone plays only the chosen phases in phase order.  Players who chose that phase get an extra benefit.  At the end of each round, players with more than 10 cards discard down to 10 and a new round begins. 
== Phases ==


The game continues until any player has 12 cards in their tableau, or when the VP pool is exhausted. At the end of that round points are added up. The player with the most points is the winner! 
* {{player|2}}: select two phases per round.
* {{player|3+}}: select one phase per round.
* Only selected phases are played, in phase order.


In case of a tie, the player with the most goods on the board plus cards in hand wins.  
* '''I Explore''': draw {{JumpDriveExplore|2}} keep {{RftgDraw|1}}
* '''II Develop''': play {{RftgDevelopment}} by {{RftgDiscard}} equal to its cost.
* '''III Settle''':
** play {{RftgWorld|m=0}} by {{RftgDiscard}} equal to its cost.
** play {{RftgWorld|m=1}} with sufficient military force.
** played {{RftgWorld|w=1}} gain {{RftgGood}}.
* '''IV Consume''': exchange {{RftgGood}} for {{RftgVpChip}} using consume {{RftgConsume}} powers.
*# Select {{RftgWorld|p=1}}/{{RftgWorld|w=1}} with {{RftgGood}}.
*# Select {{RftgWorld}} with {{RftgConsume}} power.
** {{RftgConsume}} powers must be used completely e.g. if {{RftgGood|1}} is consumed with a {{RftgConsume|×3}} power, the power '''must''' be used twice more if possible.
* '''V Produce''': gain {{RftgGood}} on each {{RftgWorld|p=1}} without {{RftgGood}}.


Cards may generally be played into your tableau by "paying" for them by discarding other cards. For instance, a planet of cost 3 (the large number) requires you to discard 3 cards to place it. (The smaller number next to it is the number of VPs you earn from having that card in your tableau.)
=== Phase bonuses ===


There are different types of planets:
Bonuses for selecting a phase:
Production: A colored circle indicates that this planet generates the corresponding good during the production phase.
* '''I Explore''': '''+5 +0''' draw +{{JumpDriveExplore|5}}
Windfall: A white circle with a colored ring indicates that this planet generates a good immediately upon settling, but not during production.
* '''I Explore''': '''+1 +1''' draw +{{JumpDriveExplore|1}} keep +{{RftgDraw|1}}
Non-producing worlds: Gray worlds never produce goods.
* '''II Develop''': {{RftgDevelopment|-1}} cost
Military: A red ring indicates that a planet cannot be settled by paying for it: instead, you need a sufficient military force (the red +X number present on some cards). No discards are needed in this case.
* '''III Settle''': gain {{RftgDraw|1}} for settling {{RftgWorld}}
* '''IV Consume''': '''$''' exchange {{RftgGood|1}}:
** {{RftgBlueTrade}} Novelty
** {{RftgBrownTrade}} Rare Elements
** {{RftgGreenTrade}} Genes
** {{RftgYellowTrade}} Alien Technology
* '''IV Consume''': '''×2''' gain {{RftgVpChip}}×2
* '''V Produce''': gain {{RftgGood}} on one {{RftgWorld|w=1}} without {{RftgGood}}.


'''Summary of Phases'''
{{InfoBox
Explore = draw 2 cards; keep 1, discard the other
|title={{player|2}}
Develop = place and pay for a development
|body=​
Settle = place and pay for a world, receiving any windfall good as indicated
* I Explore: may select both '''+5 +0''' and '''+1 +1''' = draw +{{JumpDriveExplore|6}} keep +{{RftgDraw|1}}.
Consume = use consume powers if possible, typically to discard goods for VPs. Note that once a consume power is activated, you must exhaust it (e.g. if you have 3 Novelty Goods, then if you trigger Consumer Markets to consume the first good, then the other two must also be consumed on Consumer Markets). To consume a good in the BGA interface, click on the world with the good, and then click on the world with the consume power.  
* II Develop: may select twice.
Produce = place a good on each world without a good that produces one
* III Settle: may select twice.
* IV Consume: may select both '''$''' and '''×2''' = trade {{RftgGood|1}} and use all {{RftgGood}}{{RftgConsume}} powers.
* V Produce: may select once only.
}}
----
* Most cards have powers for certain phases which can be used from your tableau.
* A duplicate card may not be played on the same tableau.
* Discard down to {{RftgHand|10}} at round end.


Most cards indicate bonuses for certain phases; these are activated once they are in your tableau.
== Game end ==


'''Phase Bonuses'''
* At round end (including discarding) when a tableau has ≥12 cards face up or there are {{RftgVpChip|0}} remaining.
These are the bonuses you gain for choosing each phase:
* Cards in each tableau gain {{RftgVpChip}} equal to the hexagon number {{RftgIcon|{{RftgWorld|m=0|n-p=1|5}}|{{RftgVp|3}}}}.
Explore = draw 5 additional cards OR draw 1 additional card and keep 1 additional card
* The player with the most {{RftgVpChip}} is the winner.
Develop = discard 1 less card when paying for the development
Settle = draw 1 card after settling a world
Consume = Gain double victory points for consumed goods OR trigger a trade phase prior to Consume, which allows you to discard a good to draw cards equal to its trade value
Produce = Produce a good on one windfall world that does not already have a good


Note that in two-player games it is possible for one player to trigger both phase bonuses in Explore or Consume (e.g. in Explore, to draw 6 extra cards and keep 2), but the phase only happens once. It is not possible to trigger Produce twice. It is possible to trigger Develop or Settle twice, in which case the phase happens twice in a row.
=== Tiebreak ===


'''Summary of Goods'''
* Most {{RftgHand}} + {{RftgGood}}.
Yellow = Alien Tech (trade value = 5)
 
Green = Genes (4)
== Expansion: The Brink of War ==
Brown = Rare Elements (3)
 
Blue = Novelty Goods (2)
=== Prestige ===
 
* Gain {{RftgPrestige|1}} for placing a card with {{RftgPrestige}} (next to its cost).
* Gain {{RftgPrestige}} from card powers e.g. during IV Consume.
** Note: IV Consume ×2 does '''not double''' {{RftgPrestige}}.
 
=== Prestige leader ===
 
* Gain the Prestige leader tile for the most {{RftgPrestige}} at phase end or immediately after the leader spends {{RftgPrestige}}.
* {{RftgPrestige}} gained each round is counted as being ''on the tile'' and transferred to the leader's personal supply at round end with {{RftgVpChip|1}} + {{RftgDraw|1}}.
* {{RftgPrestige|0}} ''on the tile'' at round end does not gain {{RftgDraw|1}}.
* A tie for Prestige Leader does not gain any {{RftgPrestige}} at round end.
 
=== Prestige bonus ===
 
* Once per game each player may use their prestige bonus for a search '''or''' action bonus.
 
==== Search ====
 
* Costs {{RftgPrestige|0}} and happens before any other phase.
* Select a search category.
* Either take the first matching card '''or''' blindly take the second matching card.
 
===== Categories =====
 
* {{Rftg1MilitaryDevelopment}} or {{Rftg2MilitaryDevelopment}} (ignore temporary and specialised military).
* {{RftgWorld|1|m=1|w=1}} or {{RftgWorld|2|m=1|w=1}}.
* {{RftgWorld|1|m=0|w=1}} or {{RftgWorld|2|m=0|w=1}}.
* {{RftgChromosomeWorld}}.
* {{RftgWorld|w=1|a=1}} or {{RftgWorld|p=1|a=1}}.
* {{RftgConsume}} for ≥ {{RftgGood|2}}.
* {{RftgWorld|5+|m=1}}.
* {{Rftg6Development}}.
* {{RftgTakeover}} or defence powers (only with takeover rules on).
 
==== Action ====
 
* Costs {{RftgPrestige|1}} for one enhanced phase bonus.
* {{player|2}}: second selected phase is selected as normal.
 
* I Explore (+5 +0): draw {{JumpDriveExplore|13}}, combine with {{RftgHand}} {{RftgDiscard|11}} (keep +{{RftgDraw|2}}).
* I Explore (+1 +1): draw {{JumpDriveExplore|9}}, combine with {{RftgHand}} {{RftgDiscard|6}} (keep +{{RftgDraw|3}}).
* II Develop: {{RftgDevelopment|-3}} cost.
* III Settle: {{RftgWorld|-3|m=0}} and {{RftgWorld|+2|m=1}}, {{RftgDraw|1}} for settling {{RftgWorld}}.
* IV Consume ($): {{RftgConsume|$}}{{RftgDraw|+3}} '''+''' {{RftgConsume|×2}}{{RftgVpChip}} '''+''' {{RftgDiscard}}{{RftgConsume|×2}}{{RftgVpChip|1}}.
* IV Consume (×2): {{RftgConsume|×3}}{{RftgVpChip}}
* V Produce: {{RftgDraw|3}} + up to {{RftgGood|2}}{{RftgWorld|w=1}}.
 
=== Game end ===
 
* Each {{RftgPrestige}} is worth {{RftgVpChip|1}}.
* Game end is additionally triggered if any player has ≥ {{RftgPrestige|15}} at round end.
 
== Expansion: Xeno Invasion (with Invasion) ==
 
* The Xenos are invading! In addition to expanding your empire, you must defend it from the Xenos.
* Standalone expansion played only with the base game.
* All Explore phases have the 'mix with hand' power.
* Settle is already selected in round 1.
* Xenos attack in round 3.
* After discarding down to {{RftgHand|10}}, each player gets an Invasion card with the strength of the attacking Xenos.
* Players with a higher military vs Xenos get higher values.
* To defend, military vs Xenos + defence vs Xenos must exceed (not just tie) the Invasion value.
* Settle powers may be used for extra military force.
* Each player has a Bunker with {{RftgDiscard}} for +2 defence vs Xenos.
* Defenders gain {{RftgVpChip|1}} or {{RftgVpChip|2}} (weaker players get more)
* Non-defenders select {{RftgWorld}} to be damaged {{RftgDamage}}.
* Damaged {{RftgWorld}} lose {{RftgGood}}, are worth {{RftgVpChip|0}}, and have no powers or keywords, but still count towards tableau size.
 
The invasion has 3 waves. Wave 1 and Wave 2 are 2 rounds each ({{player|2}}: 1 round each). Wave 3 is until the end of the game. Invasion strength is a '''random''' value:
* Wave 1: -1 - 4
* Wave 2: 0 - 7
* Wave 3: 3 - 9, your base military + 3/4/5
 
=== Produce changes ===
 
* At the start of Produce, each player may contribute {{RftgGood}} to the war effort to gain {{RftgVpChip|1}} / {{RftgGood}} and reduce the Xeno repulse value by 1.
* Repair {{RftgWorld}} with {{RftgDamage}} by {{RftgDiscard|2}}, {{RftgGood|2}} or using a repair power.
* '''V Produce: Repair''': Instead of gaining {{RftgGood}} on {{RftgWorld|w=1}}, repair 2 {{RftgWorld}} with {{RftgDamage}}.
 
=== Game end ===
 
{{RftgVpChip|5}} awarded to:
* Greatest Admiral: largest military vs Xenos.
* Greatest Contributor: most {{RftgGood}} contributed to the war effort.
 
Additional game end conditions:
* Xenos are defeated: the combined military vs Xenos of all players matches or exceeds the Xeno repulse value. No final invasion happens.
* All players fail to defend twice.
** No player gains Greatest Admiral or Greatest Contributor.
 
Note:
* Military vs Xenos: for settling worlds with Xeno, contributes to defeating Xenos, counts when determining strength for invasion cards.
* Defence vs Xenos: only counted when defending each round.
 
== New worlds ==
 
Race for the Galaxy: New Worlds Promo adds '''[https://boardgamegeek.com/image/3884855 6 new start worlds]''' that can be added to any game (base game or expansions).
* Star Nomad Raiders
* Industrial Robots
* Galactic Trade Emissaries
* Terraforming Colonists
* Abandoned Mine Squatters
* Gateway Station

Latest revision as of 22:39, 16 February 2024

Theme

Players control competing civilisations exploring space, discovering planets to conquer or settle, building an economy by consuming a planet's goods and building developments. The object of the game is to earn the most victory points from planets and developments played in their tableau, from consuming goods, and from bonuses from special developments.

Phases

  • 2players: select two phases per round.
  • 3+players: select one phase per round.
  • Only selected phases are played, in phase order.
  • I Explore: draw explore2 keep draw 1 cards1
  • II Develop: play development by discard equal to its cost.
  • III Settle:
    • play by discard equal to its cost.
    • play with sufficient military force.
    • played gain .
  • IV Consume: exchange for victory point chip using consume consume power powers.
    1. Select / with .
    2. Select with consume power power.
    • consume power powers must be used completely e.g. if 1 is consumed with a consume power×3 power, the power must be used twice more if possible.
  • V Produce: gain on each without .

Phase bonuses

Bonuses for selecting a phase:

  • I Explore: +5 +0 draw +explore5
  • I Explore: +1 +1 draw +explore1 keep +draw 1 cards1
  • II Develop: development-1 cost
  • III Settle: gain draw 1 cards1 for settling
  • IV Consume: $ exchange 1:
    • novelty good trade Novelty
    • rare elements good trade Rare Elements
    • genes good trade Genes
    • alien good trade Alien Technology
  • IV Consume: ×2 gain victory point chip×2
  • V Produce: gain on one without .
2players
  • I Explore: may select both +5 +0 and +1 +1 = draw +explore6 keep +draw 1 cards1.
  • II Develop: may select twice.
  • III Settle: may select twice.
  • IV Consume: may select both $ and ×2 = trade 1 and use all consume power powers.
  • V Produce: may select once only.

  • Most cards have powers for certain phases which can be used from your tableau.
  • A duplicate card may not be played on the same tableau.
  • Discard down to cards in hand10 at round end.

Game end

  • At round end (including discarding) when a tableau has ≥12 cards face up or there are victory point chip0 remaining.
  • Cards in each tableau gain victory point chip equal to the hexagon number 553.
  • The player with the most victory point chip is the winner.

Tiebreak

  • Most cards in hand + .

Expansion: The Brink of War

Prestige

  • Gain prestige1 for placing a card with prestige (next to its cost).
  • Gain prestige from card powers e.g. during IV Consume.
    • Note: IV Consume ×2 does not double prestige.

Prestige leader

  • Gain the Prestige leader tile for the most prestige at phase end or immediately after the leader spends prestige.
  • prestige gained each round is counted as being on the tile and transferred to the leader's personal supply at round end with victory point chip1 + draw 1 cards1.
  • prestige0 on the tile at round end does not gain draw 1 cards1.
  • A tie for Prestige Leader does not gain any prestige at round end.

Prestige bonus

  • Once per game each player may use their prestige bonus for a search or action bonus.

Search

  • Costs prestige0 and happens before any other phase.
  • Select a search category.
  • Either take the first matching card or blindly take the second matching card.
Categories
  • 1 military force development or 2 military force development (ignore temporary and specialised military).
  • 11 or 22.
  • 11 or 22.
  • chromosome world.
  • or .
  • consume power for ≥ 2.
  • 5+5+.
  • 6 development.
  • takeover or defence powers (only with takeover rules on).

Action

  • Costs prestige1 for one enhanced phase bonus.
  • 2players: second selected phase is selected as normal.
  • I Explore (+5 +0): draw explore13, combine with cards in hand discard11 (keep +draw 2 cards2).
  • I Explore (+1 +1): draw explore9, combine with cards in hand discard6 (keep +draw 3 cards3).
  • II Develop: development-3 cost.
  • III Settle: -3-3 and +2+2, draw 1 cards1 for settling .
  • IV Consume ($): consume power$draw +3 cards+3 + consume power×2victory point chip + discardconsume power×2victory point chip1.
  • IV Consume (×2): consume power×3victory point chip
  • V Produce: draw 3 cards3 + up to 2.

Game end

  • Each prestige is worth victory point chip1.
  • Game end is additionally triggered if any player has ≥ prestige15 at round end.

Expansion: Xeno Invasion (with Invasion)

  • The Xenos are invading! In addition to expanding your empire, you must defend it from the Xenos.
  • Standalone expansion played only with the base game.
  • All Explore phases have the 'mix with hand' power.
  • Settle is already selected in round 1.
  • Xenos attack in round 3.
  • After discarding down to cards in hand10, each player gets an Invasion card with the strength of the attacking Xenos.
  • Players with a higher military vs Xenos get higher values.
  • To defend, military vs Xenos + defence vs Xenos must exceed (not just tie) the Invasion value.
  • Settle powers may be used for extra military force.
  • Each player has a Bunker with discard for +2 defence vs Xenos.
  • Defenders gain victory point chip1 or victory point chip2 (weaker players get more)
  • Non-defenders select to be damaged damage.
  • Damaged lose , are worth victory point chip0, and have no powers or keywords, but still count towards tableau size.

The invasion has 3 waves. Wave 1 and Wave 2 are 2 rounds each (2players: 1 round each). Wave 3 is until the end of the game. Invasion strength is a random value:

  • Wave 1: -1 - 4
  • Wave 2: 0 - 7
  • Wave 3: 3 - 9, your base military + 3/4/5

Produce changes

  • At the start of Produce, each player may contribute to the war effort to gain victory point chip1 / and reduce the Xeno repulse value by 1.
  • Repair with damage by discard2, 2 or using a repair power.
  • V Produce: Repair: Instead of gaining on , repair 2 with damage.

Game end

victory point chip5 awarded to:

  • Greatest Admiral: largest military vs Xenos.
  • Greatest Contributor: most contributed to the war effort.

Additional game end conditions:

  • Xenos are defeated: the combined military vs Xenos of all players matches or exceeds the Xeno repulse value. No final invasion happens.
  • All players fail to defend twice.
    • No player gains Greatest Admiral or Greatest Contributor.

Note:

  • Military vs Xenos: for settling worlds with Xeno, contributes to defeating Xenos, counts when determining strength for invasion cards.
  • Defence vs Xenos: only counted when defending each round.

New worlds

Race for the Galaxy: New Worlds Promo adds 6 new start worlds that can be added to any game (base game or expansions).

  • Star Nomad Raiders
  • Industrial Robots
  • Galactic Trade Emissaries
  • Terraforming Colonists
  • Abandoned Mine Squatters
  • Gateway Station