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Luck in your cards runs throughout the game. The enjoyable thing about RFTG is trying to make the best of whatever cards you have at any particular point. But when it comes down to it, luck isn't actually that important in RFTG! My wife and I used to play it a lot, but she got tired of it because I won about 95% of the time. Skill is far more important. So, ...


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I give each player 2 start world ; one of each type - military and production. The each player gets 6 random cards and then you start drafting by picking one of the six according to you're preferred start world and then each of you give the remaining five cards to the left player. Do that 3 other times and on the last draft you have to choose between 2 ...


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I haven't got the expansion (only the original game), but I've had a few ideas: Duplicates. If there are existing cards in the deck which you find are key and don't have a duplicate, consider making another of those available. I'm specifically thinking of the cards that score 3VPs on a 6-development, but there's only one copy of it. Copying but changing ...



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