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Race for the Galaxy
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Race for the Galaxy

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Product Awards:  

Ages Play Time Players
12+ 45-60 minutes 2-4

Designer(s): Tom Lehmann

Publisher(s): Rio Grande Games

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Product Description

The players all compete to explore the galaxy by exploring new worlds and developing new technologies. Each turn each player chooses one action, but the others will share in the actions chosen. In the end, the player with the most points is the winner!

Product Awards

Games Magazine Awards
Best Family Strategy Nominee, 2009
International Gamers Awards
Multi-Player Nominee, 2008
BoardGameGeek Awards
Best Card Game, 2008
The Dice Tower Awards
Best Game Artwork Nominee, 2007
The Dice Tower Awards
Best Game of the Year, 2007

Product Information

  • Designer(s): Tom Lehmann

  • Publisher(s): Rio Grande Games

  • Year: 2007

  • Players: 2 - 4

  • Time: 45 - 60 minutes

  • Ages: 12 and up

  • Weight: 800 grams

  • All-Time Sales Rank: #10

  • Customer Favorites Rank: #82


  • 5 start world cards
  • 109 game cards
  • 4 sets of 7 player action cards
  • 8 cards for experienced two player game
  • 4 summary sheets
  • 28 victory point chips
Race for the Galaxy has the following expansions available:
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Product Reviews


Average Rating: 4.6 in 8 reviews

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A Great Card Game for any number of players
August 01, 2010

I have been looking for a game after being burned out from a CCG. I came across Rftg while searching. I also ordered expansion #1 and #2 reading positive reviews.

Opening the box I was impressed with the quality of materials. Cards, box everything has good artwork. The learning curve was pretty easy for me. There's not much text on cards and everything (almost) is explained with iconography. This is very positive for me bec. I live in a non-English speaking country and not all my friends speak english, but they can enjoy this game without some conversion.

The gameplay is smooth after couple of plays, simultaneous play achieves turns being with zero downtime. Within 2 hours we have managed to play 3 games excluding out test runs at the start (2 player games). And we were really eager to play more. I am very positive it'll hit table more than anything else.

Within cards they're combos and good winning mechanics hidden. The tricky part is what type of strategy to choose and the ability to adapt new ones if the cards don't support your initial ideas.

I feel for it's cost it's a great deal, don't miss it.

Make your friends play
July 07, 2009

This game is excellent with only one flaw that I can see. When people see the rules or the game in play it's a typical response for them to say "Woah, way to complicated for me!" All I can say to that is make them play! This game is fantastic but it takes two or three times of playing it through to completely understand it. Other reviews have given a decent explanation of the game so I won't bother you with it, but my one recommendation for people who want to teach their friends is don't let any rule that they are confused on go unexplained. What will happen is people will decide that economy is too hard to learn so I'm just not going to deal with it and only play military worlds. Make sure that the consume and produce phase are well explained or new comers will lose a huge portion of the game. I pick these two phases because they are the most complicated in my opinion. Once this game is grasped by all players though, it will become a gaming favorite no questions asked. I played this game for almost 6 hours with new people because each time we finished, they all learned a little more and had to try a new tactic. It's is a fabulous game and if you can beat the learning curve, (which is doable!) it is a must buy.

Fun for Two Players
January 09, 2009

Great theme, and compelling game play make for a fun game. It works quite well as a two-player game. (I have not yet had a chance to try it with more players.) The learning curve is a little steep, requiring at least a couple sessiosn to really get all the nuances (and especially the available strategies). But, is well worth the time to learn it.

You have a 110 card deck and a few victory point chips. The cards are large (which helps accommodate all of the information therein) and readable. It may take a couple of sessions to get to know all the symbols used. But once learned, the symbols are an effecient use of the cards' space. The victory point chips have "laser" hashes representing their value, in keeping with the theme.

Cards come in two types: 1) Development Cards and 2) Worlds. Development cards always give special abilities, but never produce any goods. Worlds may give special abilities and may also produce goods.

Cards can be used one of three ways. Either they are 1) played as the Development or World cards from your hand; or they can be 2) "discarded" from your hand as a payment (when necessary); or finally they are 3) placed face-down (directly from the draw deck, without anyone seeing the card) on worlds as goods produced.

There are five possible phases in this game. Players choose which phase (or in a two-player game, which two phases) they want to do on a particular turn. All players simultaneously reveal which phase (or phases) they have chosen. The only phases which happen are the ones which were chosen by the players. Each phase has a bonus for the player(s) that chose it. Phases always happen in the same order.

Phase 1 - Explore. Draw two cards, keep one. (Bonus: draw more and/or keep more cards)
Phase 2 - Develpment. Play a development card. (Bonus: -1 to the cost)
Phase 3 - Settle. Play a world card. (Bonus: Draw a card after settling)
Phase 4 - Consume. Trade goods in for victory points. (Bonus: either get extra victory points, or more cards instead of VP)
Phase 5 - Produce. All worlds with the ability (and not already containing a good) produce one good. (Bonus: Produce a good on a Windfall World*)

*Note: A Windfall World normally only produces a good once, when it is initially played.

The cost of Development and World cards is clearly stated on the cards. Players are only able to consume or produce if special abilities on cards they have played give them the ability to do so.

The cards you play usually give you some victory points. (Certain Development cards have a variable VP value - based on the other cards you have played). At the end of the game, you add up all the victory points from the cards you have played with the victory points you have earned in Consuming Goods. The player with the most victory points is the winner.

There are several possible winning strategies that can be employed. And there is a lot of variety in the cards. So, even if the one card you were hoping for does not turn up for you, well, you can still find several more that just might help you out anyway.

There are no direct "mess with your neighbor" options in this game. As a result, some people may find the player interaction lacking. But, if you are a savvy player, you will be able to make Phase Selections based on what you think other players will choose in addition to what you want to accomplish.

My husband and I have been playing this game regularly since Christmas and have found ourselves continually coming back for more.

There are always interesting choices, and the winner is almost always in doubt until the end.

Highly recommended.

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