Card games
Race for the Galaxy
MatagotThomas Lehmann2007
- players
- 2–4
- minutes
- 40
- years
- 12+
In the box
World and Development cards · Start worlds · Action cards for each player · Victory tokens · Player aids
Box details
- Designer
- Thomas Lehmann
- Artwork
- Martin Hoffmann, Claus Stephan
- Publisher
- Matagot
- Mechanics
- Simultaneous Action SelectionAction SelectionMulti-Use CardsHand ManagementIncome
- Expansions
- Race for the Galaxy: The Gathering Storm · 2008
- Race for the Galaxy: Rebel vs Imperium · 2009
- Race for the Galaxy: The Brink of War · 2010
Where to buy it
Near you and online
In a shop
Within 50 km.
Online
BCD Jeuxin stock (affiliate link, opens in a new tab)Philibertsearch for the game (affiliate link, opens in a new tab)
Affiliate link: Marquoir may earn a commission, at no extra cost to you.
The basics
Each player builds the galactic empire richest in points, by placing worlds and developments that strengthen one another. Each round, everyone secretly chooses an action, explore, develop, settle, consume or produce, and only the phases chosen take place, for everyone; placing a card is paid for by discarding cards from your hand. The game ends when a player has 12 cards placed or the victory point chips run out, and the most points wins.
The rules, step by step
Setup
1 start world, 4 cards out of 6, 12 chips per player
- Each player receives a start world, then six cards, of which they keep four.
- Form the pool of victory point chips: 12 per player.
- Each player takes their Action cards.
How to play
Action chosen in secret, Only chosen phases occur
- Each round, everyone secretly chooses an action: explore, develop, settle, consume or produce.
- Reveal: only the phases chosen by at least one player take place, in order, for everyone. Whoever chose a phase receives a bonus.
- Placing a card is paid for by discarding cards from your hand.
- Consume turns goods into cards or victory point chips.
Scoring
Victory point chips, Points on placed cards, 6-cost developments
- Victory point chips earned.
- Points printed on the cards placed.
- Bonuses from the 6-cost developments.
End of the game
12 cards placed, Or chips run out, Most points
- The game ends at the end of the phase in which a player has 12 or more cards placed, or of the round in which the victory point chips run out.
- The most points wins; in a tie, the most goods plus cards in hand.
Going further
Frequently asked questions · In the same family
Frequently asked questions
Can you keep as many cards as you like?
No: at the end of the round, discard down to 10 cards in hand.