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31

I don't want to make this sound too much like an argument from authority, but I've won the WBC RftG tournament 3 years in a row. I also mantain the Race for the Galaxy Statistics page, which has some interesting play data on cards from 160,000 games played. (1) 6 devs are usually important for winning, but not required for doing so. I build at least one 6 ...


12

Yes: per the Setup section of the rulebook: Find and shuffle the five start worlds. Deal one world face up to each player. These form each player’s initial card tableau. Shuffle the unused start worlds together with the game cards. Deal six face down cards to each player. Each player then examines these cards and discards two cards face down ...


12

Your analysis is not wrong, but it is a little simplistic, mostly because you are ignoring the existence of the other players, and the state of their games. Explore is the only option that doesn't depend on anything else. You can always play an Explore. Yes, it's not as efficient as Trading. But Trading isn't always possible. If you've run out of cards, or ...


12

No, the goods remain. Goods are only discarded if they are used to invoke a Consume power (or Traded). If you do not have enough Consume powers to use all your goods (or none at all), the goods remain. Furthermore, although you may not decline to invoke a Consume power, you get to choose what order your Consume powers are invoked in. This may allow you to ...


11

The short answer is that the start world is able to give you a jumpstart toward one or more specific strategies (the military world is probably the best example), but you can still play a very successful strategy that does not revolve around (get it?) that world. I often make the decision about whether to commit to the start world pretty early on. A very ...


10

You would get all of them that you satisfy. While the rules don't actually clarify this (that I could see), the entire point of playing them is to earn extra victory points for how you've setup your tableux, like focusing on alien tech in the case you pointed out.


10

While low interaction is a frequent critique of the game, I think most experienced players would tell you that you're not playing the game as effectively as you could. First, I'm assuming you're playing the game without the Brink of War rules which add direct player conflict to the game. Second, a large part of the subtlety of the game is the need to very ...


10

Yes, you draw a card regardless of what kind of world the good was produced on. The rulebook mentions, (page 7) under Produce, that players who choose Produce get to "produce" a good on one Windfall world. It also gives an example of a special power that produces goods on windfall worlds. Since Research Labs draws cards for each good of a specific kind ...


9

The expansions all have different themes to them, and they change up the game play in significant ways. The first expansion, The Gathering Storm, is easily the most interesting in terms of changing up the game play. It adds in the goals, which channels play in different ways in each game. That, plus the new start worlds, provide enough extra variety that ...


8

Yes You military in race for the galaxy is never spent. Not even in the two moments between playing two worlds with Improved Logistics. Even when using Space Mercenaries and paying cards to increase your military, the new military score will apply to both worlds played, and does not need to be divided


7

You seem to be playing completely head down, ignoring your opponents. This is not how to play Race well. You pick develop if it will help you more than your opponent, given your opponents expected moves, not just because you want to build a development. Exploring is generally not something you want to be doing often. You don't want to build a strategy ...


7

The most compelling reason to get the RftG expansions is to get more cards overall. This makes the game more replayable and allows for different interactions between cards from the original set and the expansions. As for each expansion, you can expect the following: The Gathering Storm: Ups the total player count to 5, adds more cards, new start worlds, ...


7

It's a common beginner's mistake to pick a strategy too soon, and to stick to it, come hell or high water. Having New Sparta helps start a military strategy, but if playable military cards don't come your way early, you will have to take a different path. So no, it doesn't determine your path. It gives you a jump on one path, but you determine your ...


6

RftG, in terms of gameplay, falls fairly in the middle of the two other games. Similar mechanics of role selection, cards as money, 'big building' cards, victory points, shipping strategy (consume) vs. building. There's slightly more relevance to role selection in RftG than in San Juan, but not as much as in Puerto Rico. Seating order doesn't matter as ...


6

Yes. Those powers apply to all goods that are produced on your worlds, regardless of how they are produced.


5

In my experience, the most effective way to reduce luck at the beginning is to give players a choice of two start worlds. A world you know will be on the table the whole game is a much bigger deal than four cards, of which you'll likely only play one or two, and sometimes none. The implementation of Race for the Galaxy at keldon.net does this. (Side note: ...


5

Yes. It's possible to just use the new player cards and take out the cards which use new mechanics. I've also just left all the cards in and just simply ignored the Prestige rules, Goals and Takeovers; although that makes some cards weaker as they are costed with these additional mechanics in mind.


4

Consume > Trade gives you access to a special phase that only players who select Consume > Trade can perform. During that phase, you must sell any one good from any planet in your tableau for 2/3/4/5 (blue/brown/green/yellow) cards. If you have any $ powers, those will change your payout for your single allowed trade, but you do not need any of them and ...


4

You first sell any one of your available goods for the number of cards indicated by the kind of good (i.e. 2 cards for a Novelty good, up to 5 for an Alien good). Some cards in your tableau may have Trade powers (marked with a $) that may affect what you get from this trade. Then you must use as many of the Consume powers (marked with a IV) as you have on ...


4

Pick Explore if you don't have cards (worlds/developments) that fit your strategy, and need to dig for some. Especially if you have worlds or developments with icons like this: You'll find that it doesn't take long to dig through your supply to find those big bomb 6-cost developments that are going to win the game or those sweet worlds that fit into ...


3

Consume/trade is always a safe opening play with Alpha Centauri. It's never going to be a bad thing to do. More generally, trading when your hand won't overflow and you have a worthwhile good is often a solid play, regardless of whether it's the first turn. But here are some situations in which you might want to delay the first turn trade as Alpha ...


3

Early in the game Like the nice answers already state, this will help you get cards or find something Late in the game After an expensive 6cost dev or planet you may have just gotten nice bonunses, and left with little cards on your hand. An explore here may give you an option to not lag behind if someone develops and/or settles; most likely if you are ...


3

The expansions for Race for the Galaxy give identical phase selection cards. They can be used alone with no other components of the expansion to add more players. The only limiting factor becomes the size of the deck. Without adding the expansion more people are drawing from the same amount of cards. This will trigger more reshuffles. This can be ...


3

You could discard cards face down in-front of yourself, splayed out so that a count can easily be made, before discarding the cards to the common discard pile. Alternately, until the next reshuffle, you could place those cards face down under the development/planet (splayed slightly) that they are paying. This would give players a much longer time to verify ...


3

You would get 7 points for your alien worlds. The scoring is cumulative.


3

I've played both San Juan and RFtG, but only about half a game of Puerto Rico. RFtG is definitely WAY more complicated than San Juan, and you have to keep track of a lot of symbology. One of the things that is definitely unique to RFtG in the group is the simultaneous role selection mechanic. In PR and SJ, players choose their role for the turn in sequence, ...


3

One problem you may be facing is that you're trying to play this game strategically. RftG is must more tactical than, say, Puerto Rico, since your choices of developments and planets is determined by the luck of the draw than being available for purchase. If you 'set out' to do a produce consume before the game's begun you're putting yourself at a severe ...


3

I think it is worth extending the answers already here, As a big fan of RTFG, I do not think there is low or no interaction with other players. The thing is, that after the learning curve has been surpassed (it is a bit extended) you will find yourself responding to opponent actions or forcing him to do the same. The model simply doesn't feature card ...


3

You still need to have sufficient military power to place the world. Nothing about the placement text implies that ordinary requirements are suspended. Indeed, the game designer says (emphasis mine): Yes. And, just like IL doing a normal Settle after a declared takeover, the player doing this declares this additional settlement during their powers ...


2

The key interaction that we've found has been the timing of production and consumption roles. If your opponent is always playing the consumption roles, they're getting a bunch of extra cards and points that you aren't. Sometimes you have to play these roles a bit earlier than you would like, just to avoid getting scooped.



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