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Gamehelpraceforthegalaxy

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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 civil world by discard equal to its cost.
    • play military world with sufficient military force.
    • played windfall world gain good.
  • IV Consume: exchange good for victory point chip using consume consume power powers.
    1. Select production world/windfall world with good.
    2. Select with consume power power.
    • consume power powers must be used completely e.g. if good1 is consumed with a consume power×3 power, the power must be used twice more if possible.
  • V Produce: gain good on each production world without good.

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 good1:
    • 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 good on one windfall world without good.
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 good1 and use all goodconsume 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 example world.
  • The player with the most victory point chip is the winner.

Tiebreak

  • Most cards in hand + good.

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).
  • military windfall world1 or military windfall world2.
  • non-military windfall world1 or non-military windfall world2.
  • chromosome world.
  • alien windfall world or alien production world.
  • consume power for ≥ good2.
  • military world5+.
  • 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: civil world-3 and military world+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 good2windfall world.

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 good, 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 good to the war effort to gain victory point chip1 / good and reduce the Xeno repulse value by 1.
  • Repair with damage by discard2, good2 or using a repair power.
  • V Produce: Repair: Instead of gaining good on windfall world, repair 2 with damage.

Game end

victory point chip5 awarded to:

  • Greatest Admiral: largest military vs Xenos.
  • Greatest Contributor: most good 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