When I try to convince my friends to play Race for the Galaxy with me, the pitch goes something like: I understand their reluctance, because even board game fans can find the Race for the Galaxy learning curve rather daunting.
The premise is simple enough: Each card has a cost to put it into play that must be paid by discarding cards from your hand. These are more or less the same mechanics used in dozens of board games, from Magic: The Gathering to Dominion.
Like those games, Race for the Galaxy uses only cards, each with unique and occasionally quirky sci-fi artwork.
Part of the confusion comes from the sheer number of exceptions the game has to its own rules. Some cards, for example, are placed not by discarding cards but by accumulating military points.
Other cards represent planets that produce goods that in turn can be sold for extra cards or Victory Points, but only sometimes and in particular circumstances.
Instead of having fixed options each turn, each player chooses one of six possible phases in secret, and then reveals which will be played out that round.
This opens up avenues for strategy by trying to guess which phases your opponents will choose, but it can be bewildering for new players.
There are also a lot of cards to worry about. Basically, the better you know the cards the better you play the game. From a higher orbit, you can appreciate that while there are broad strategies, the sheer number of cards and available actions means that games play out differently each time.
And despite all the apparent randomness the massive deck of cards provides, Race for the Galaxy has a satisfying rhythm that builds as each game progresses.
Like Star Realms , Race for the Galaxy reproduces the cards exactly as they appear in the physical game although some appear to have shed explanatory text that instead, appears as a tooltip.
Your hand appears at the bottom of the screen, with the phases of each round on the left, and a control panel of options that includes the number of cards remaining in the deck to the right.
The app does a good job of showing just enough information to keep you aware of what your opponents are up to, without cluttering the screen. I particularly like the pace of play, which goes especially fast you are when facing off against digital opponents.
They dither far less than humans do. In the real world, a game is at least a minute investment, but even against a human player you can finish up an app-based game in about Part of this is because the app is doing a lot of mathematical and logistical heavy lifting.
Some late game cards, for example, have a point value determined by other cards in your tableau. Rather than having to count in your head, the app just shows the point value although new players may not realize it based on cards currently in play.
The app also helpfully reminds you take advantage of every new ability you gain. In some cases it does so automatically, such as increasing the number of cards you draw during the Explore phase.
In a recent game, the app helpfully pointed out that the card I had just played allowed me to play another one, earning me extra points.
A new player, however, might struggle with the crowded app and brisk pace of play against AI-powered opponents.
I got a taste of this when I tried adding all the expansions—some of which I am not at all familiar with. Doing so added many new chips and game mechanics so seamlessly as to leave me bewildered.
The app is slick and expertly produced, and does the heavy lifting of scoring while providing reminders to help you play your best game.
The game has some shortcomings that mostly affect new players: Max Eddy is a Software Analyst, taking a critical eye to Android apps and security services.
When not polishing his tinfoil hat or plumbing the depths of the Dark Web, he can be found working to discern the Best Android Apps. Prior to PCMag, Max wrote This newsletter may contain advertising, deals, or affiliate links.
At the start of each round, all players simultaneously and secretly choose one of five phases: Explore, Develop, Settle, Consume, or Produce. Selections are revealed simultaneously.
The only phases which actually occur in a round are those selected by players. Additionally, the players who picked a certain phase get a special bonus during that phase, such as the ability to look at more cards during the Explore phase.
Every card in play has powers which are active during various phases. For instance, the development "Investment Credits" has a Develop power which makes placing developments one card cheaper.
After all phases are complete, players discard down to a hand limit of 10 cards. Unusually among card games, cards discarded due to the hand limit or when paying a cost are placed face-down in a "messy" pile to distinguish them from the draw deck , concealing information that could be used to deduce upcoming draws.
Play continues until, at the end of a round, either at least one player has 12 or more cards in their tableau, or the entire starting pool of victory point tokens has been claimed by the players.
At that point, the player with the highest total of victory points from tokens and from cards in their tableau is the winner. The play style of the game is similar to that of another Rio Grande game, San Juan ,  which is the card game version of the board game Puerto Rico.
Some of its ideas were incorporated in San Juan. Later, Lehmann used those ideas to create a different game, one of space exploration, settlement, and conquest rather than development in the colonial Caribbean.
Wei-Hwa Huang , who is credited as a development assistant for Race , went on to become the primary designer of Roll for the Galaxy assisted by Tom Lehmann.
During playtesting, plans were made for two expansions   to add more variety to gameplay, shore up certain strategies, and to accommodate more players.
Currently there are five expansions for Race. These expansions thematically focus on a struggle for galactic control between the militarily powerful Imperium and a Rebel uprising.
All the expansions provide new game cards, starting worlds, and support for at least five players. Many new mechanics also interact with base set keywords, such as "Rebel" or "Uplift".
The first expansion adds components for a fifth player, additional cards, goals opportunities to gain extra victory points chosen at random at game start , and rules and components for solo play against a "robot" player.
The second expansion is intended for use with the first expansion. Takeovers are optional and the rules for this expansion encourage trying the game both with and without them.
The third expansion adds still more cards, and goals, as well as a new mechanic called galactic prestige. Each round the player s with the most prestige earn an additional victory point and possibly a card.
Each prestige is worth one victory point at the end of the game, and many of the new cards allow prestige to be spent for victory points, cards, or other effects.
Additionally, a new "once-per-game" action is introduced that allows the user to search the deck for a card meeting a specific stated requirement, or to enhance the bonus the user earns in a round at the cost of one prestige.Es wandelt aber eben das bewährte Spielprinzip ab in dem es Würfel hinzufügt und die Karten entfernt. Die Entwicklung des Sprungantriebs hat das Wettrennen um die Besiedlung der gesamten Galaxis eröffnet. Insgesamt sind drei Erweiterungen zum Grundspiel erhältlich. Space Cowboys Spaceballoon Ga.. Die Entwicklung des Sprungantriebs hat das Wettrennen um die Besiedlung der gesamten Galaxis eröffnet. Aber auch diese Logikkette hört sich einfacher an, als sie in der Praxis ist. Quasi das abgespeckte Tutorial. Dabei glänzt das Spiel besonders mit seinen über die Phasen hinweg, stark miteinander verwobenen Kartenfunktionen, die die Spieler immer wieder vor schwierige Entscheidungen stellen. Race for the Galaxy deutsch Bestellnummer: Nach der Entwicklung des Sprungantriebs machen sich die ehemaligen Kolonien der Erde auf, die Galaxis zu besiedeln. Diese Seite wurde zuletzt am 1.