Race For The Galaxy - Rules Summary v1.0
Race For The Galaxy - Rules Summary v1.0
conquering) a world.
For the 2 player Expert Game, if a player selects two Settle
cards, then two complete sequential Settle phases occur
(with this player receiving a bonus in each of them). If the
opponent chose one Settle action, they receive the bonus
only for the first of these two phases. Powers placed in the
first such phase can be used in the second.
PHASE IV - CONSUME
Action: use your consume powers if possible, typically to
SETUP discard goods cards for VPs and/or to draw cards. Discard
Place a total of 12 VPs per player (in 1's and 5's) nearby. goods face down without looking. A good doesn't have to be
Each player takes a set of 7 different action cards (or all 9 on the world consuming it. If there are several alternative
action cards for the 2 player Expert Game). goods that could be consumed, the player chooses which.
Find the 5 start worlds and deal a random one to each player. Each consume power can be used only once per consume
phase. Consume powers can be invoked in any order, even if
Shuffle unused start worlds with the other cards and deal
each player 6 cards. Each player discards 2 of their 6 cards. this results in some unconsumed goods left over that could
have been consumed with a different order.
Place a goods card on Alpha Centauri if it is in play. Consume powers allowing multiple goods (up to some
number) to be consumed must be used to the fullest extent
PLAYING THE GAME possible when invoked.
At the start of every round, each player secretly chooses one Bonus: there are two possible Consume bonuses:
action card (choose 2 cards for the 2 player Expert Game), $:Trade player must sell one goods card (before
then all cards are revealed. Perform the selected phases in applying consume powers) by discarding it and drawing a
order, omitting any phase not chosen by at least one player. number of cards depending on the type of good (apply all
Each phase has an action, performed by all players, and a relevant $:Trade special powers):
bonus, performed only by the players who chose that action Alien=5, Genes=4, Rare Elements=3, Novelty=2
card this round. 2xVPs double the number of VP chips (but not any
After performing all phases, players must discard down to other effects) that your consume powers provide.
10 cards, take back their action cards and start a new round. Exception: VPs for discarding cards from your hand are
not doubled by this bonus.
PHASE I - EXPLORE For the 2 player Expert Game, a player selecting both
Consume bonuses must sell one good before consuming
Action: draw 2 cards: keep 1, discard the other. All explore other goods for double VPs.
draws are done before any player discards.
Bonus: depending on which Explore card was chosen: PHASE V - PRODUCE
either draw 5 more cards, or draw 1 more & keep 1 more.
Action: place a goods card face down on each production
For the 2 player Expert Game, a player selecting both world (ones with a coloured solid circle) without looking at it.
Explore bonuses draws 8 cards & keeps 2 of them (plus the
effects of any other bonuses). Bonus: produce a good (if possible) on a windfall world that
does not already have a good.
PHASE II - DEVELOP PLAY NOTES
Action: place and pay for a development from your hand.
Pay for it by discarding a number of cards equal to the cost All discards are made to a face down discard pile. When the
indicated on the development card. Each player can never draw pile is exhausted, immediately reshuffle the discards to
have more than one of each development in their tableau. form a new supply.
Bonus: discard one card fewer than the indicated cost. Total All players' VP chips and the number of game cards they
cost (including all special powers) can never drop below 0. posses are open for examination. Make change among the
VP chips as needed.
For the 2 player Expert Game, if a player selects two
Develop cards, then two complete sequential Develop Mostly, players can act simultaneously during each phase. In
phases occur (this player receives a bonus in each of them). the few cases where play order matters, perform the phase
If the opponent chose one Develop action, they receive the in clockwise order, starting with the player who has the
bonus only for the first of these two phases. Powers placed lowest numbered start world.
in the first such phase can be used in the second. Card powers first take effect in the phase after they are
placed. Card powers must be applied & fully resolved if
PHASE III - SETTLE possible, unless e.g. the card text uses the word may.
Action: place and pay for a world card from your hand: Card powers may never reduce a cost below 0.
non-military worlds - discard a number of cards equal to
the cost indicated on the world card GAME END
military worlds (red circle) - instead must be conquered The game ends at the end of the round in which:
by having a total Military the world's defence. a player ends a round with 12 cards in their tableau, or
A Contact Specialist allows a player to place a military world the VP chips placed at the beginning of the game run out.
by paying for it instead of conquering it. Cost discount Finish the final round, using the spare 10 VP chips if needed.
powers can reduce this cost.
Windfall Worlds (coloured halo) immediately receive a Each player totals VPs from tableau cards, VP chips, and
windfall good once placed (draw & place a face down card VPs for 6-cost developments. The player with the most total
on top of the world card). VPs wins. Ties are broken by comparing the total number of
cards in hand (after discarding) and goods on worlds.