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Designer Diary: Race for the Galaxy: The Brink of War

Tom Lehmann
United States
Palo Alto
California
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The first two expansions for Race for the GalaxyThe Gathering Storm and Rebel vs Imperium – expanded the game by adding start worlds, new cards, more players, and two new but optional mechanics: goals and takeovers.

The Brink of War (which requires both previous expansions) adds Galactic Prestige, which is woven throughout the entire expansion. Galactic Prestige represents the relative standing of each player's empire and is gained by placing certain cards (with that symbol) or using various powers. With the appropriate powers, prestige can be spent to attack, enable certain powers to be used, or become cards or VPs. In addition, the Prestige Leader (the empire with the most prestige) receives a bonus each round, and any unspent prestige at game end is worth 1 VP apiece.

Thematically, I had the political brinkmanship before World War II in mind, where countries – by playing on old grievances – could use their international standing to both extract territorial concessions and to rally and unify their populace. The first card I designed was "Casus Belli", which allows its owner – with previously gained prestige – to either attack any player (and, if successful, gain more prestige) or convert prestige into VPs. This second power creates a new strategy (whether takeovers are being used or not): garner lots of prestige, and then Consume:2x one prestige for a net gain of 5 VPs each round.

While 37 of the 48 TBOW game cards involve prestige, this is only ~20% of the combined deck. One challenge was making sure that players who drew only a few prestige cards didn't feel hopelessly behind a player who got an early prestige lead. If the Prestige Leader bonus was too small, then vying for the prestige lead wouldn't matter; if it was too large, then gaining prestige early on would dominate. Our solution was to vary the per-round Prestige Leader bonus: 1 VP, plus a card draw if the Leader earned a prestige on the previous round; otherwise (or if tied), just 1 VP (which is nice, but can be easily overcome by other game actions).


We also added a benefit for getting just a single prestige, namely being able to use the new "one-shot" Prestige Opportunity action card that every player starts with. By spending a prestige, a player can get a "super" action once per game (for example, turning Consume:2x into Consume:3x for one round). This action card also has another use, namely, Search, which doesn't require a prestige, so players who don't earn any prestige can still benefit from it.

Search: Looking for a Needle in a Draw Stack...

As the card deck gets larger and larger, while the overall variance remains the same (given that we maintain the proportions of worlds versus developments, various powers, etc.), the variation in the subset of cards that any given player draws increases. This can lead to player frustration, particularly if a player is pursuing a strategy that depends on a small number of cards.

Despite adding new explore powers in the expansions, the card variance was still too high, so we added two new mechanisms: draw then discard powers (in which a player draws two cards, then discards one card from hand) and search.

A player may search once per game, flipping cards from the deck to find a card that matches a selected category. There are nine possible search categories, so a player who needs just a bit more Military, for example, could search for a development granting +1 or +2 Military, while a player pursuing an Alien strategy could search for an Alien production or windfall world. When the player finds a matching card, they can either take it in hand or continue searching. If they continue, they must take the second matching card they find. The other flipped over cards go into the discard pile, so searching also increases the odds that the deck will reshuffle in games with just a few players.

The one-shot Prestige/Search, and your search choices

Takeovers: Our Dream of Safety Must Disappear...

The second expansion, Rebel vs Imperium, introduced takeovers, in which players could, under certain circumstances, conquer a military world in another player's tableau. The Brink of War extends this mechanic, portraying the descent of a galaxy further into warfare. With "Casus Belli", a player with both prestige and a powerful Military can now potentially take over any military world, and if a player also discards the "Imperium Invasion Fleet", even non-military worlds can be attacked. No empire is completely safe.

However, using the "Invasion Fleet" is expensive (though, if successful, prestige is gained), so aggressive players need to balance their potential gains against their costs. The Brink of War also introduces new defenses and incentives. The owner of the "Pan-Galactic Security Council" can, by spending a prestige, block one declared takeover attempt (against any empire) each round. A new 6-development, the "Universal Peace Institute", rewards players who pursue peace by giving an endgame bonus for having negative Military. And, as before, takeovers are optional, so players who don't enjoy this type of player interaction need not play with them.

Goals, Uplift, Aliens, Terraforming, and more...

Prestige and the tension of "guns vs butter" are reflected in the five new goals supplied in this expansion, including goals for most prestige, most consume powers, and the first to have two worlds and either a takeover power or negative Military. The "Uplift Code" was discovered in the previous expansion, so The Brink of War details the split between those who wish to breed and exploit the Uplift races and their victims, who rise up in revolt against this.

With the discovery of an "Alien Burial Site" and the "Alien Departure Point", galactic interest in the long-lost Aliens reaches a new peak (or low point), with the "Alien Tourist Attraction". Meanwhile, the Golden Age of Terraforming emerges, with "Terraforming Engineers" upgrading existing worlds and various cards with powers that allow players to use goods for discounts, increased Military, etc...

This expansion includes four new start worlds for players, plus rules and counters for using them in the solitaire game introduced in The Gathering Storm. The drafting variant now supports up to six players.


And the Winners Are...

This time, we received well over a hundred contest card submissions. Three winning cards were chosen, plus a record 32 honorable mentions for those entrants who correctly deduced various features of already designed cards. For a full list of the winners, plus the winning cards, see the Rio Grande Games website. Thanks to everyone who entered this contest!

The Brink of War adds four new start worlds (and tokens for them in the solitaire game), five new goals, prestige markers and a Prestige Leader tile, six search/prestige opportunity action cards, and 44 new game cards to Race for the Galaxy. Enjoy!

Tom Lehmann

Editor's note: This preview first appeared on BoardgameNews.com on March 22, 2010.
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8 Comments
Subscribe sub options Sun May 8, 2011 6:30 am
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Stefan Lopuszanski
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So hear me roar! RAWR!
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While I do think The Brink of War was a noble goal at fixing and improving Race for the Galaxy, I just feel it bloated the game way too much. Instead of being able to play a quick game of RftG, it instead turned into a long ordeal. Not that there is anything wrong with that, but that's not what I look for in RftG.

Trying to fix the problem of a larger number of cards with the Search function was cool, but it really bogs down gameplay.

My group used to play a game of RftG almost every meeting, but we just lost interest in RftG when this expansion came out. Granted we can just play without it (and I still do occasionally), but it just didn't feel the same afterwards.

Thankfully, Tom Lehmann is coming out with Race for the Galaxy: Alien Artifacts, which builds off of just the base game. Hopefully, this will revitalize RftG with my group!

I still think Tom Lehmann needs to make a Race for the Galaxy: The Board Game, this way he wouldn't have to incorporate fixes for future expansions, and could create a lengthy meaty game that you can't just get from the card version of RftG.
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  • Posted Sun May 8, 2011 12:23 pm
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Andrew P
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Pftttt! It sounds like you've got one set of standards for board games, and another for card games. yuk

I really like Race for the Galaxy: The Brink of War, but it's absolutely not for everyone.
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  • Posted Sun May 8, 2011 1:13 pm
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Stefan Lopuszanski
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fateswanderer wrote:
Pftttt! It sounds like you've got one set of standards for board games, and another for card games. yuk

I really like Race for the Galaxy: The Brink of War, but it's absolutely not for everyone.


Not really, I mean I enjoy Through the Ages: A Story of Civilization, which is a very long card game.

It is just the design of Race for the Galaxy that makes it more enjoyable for a short term game. Not only that, but having to pause the game to Search through the deck is time consuming and boring. Same with calculating Prestige and to a lesser extent what everyone's current military and military defense is.
 
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  • Posted Sun May 8, 2011 3:40 pm
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Chris Johnson
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tBoW doesn't *fix* RftG; it *completed* it; there is a big difference. The game evolved through the expansions, as it was supposed to.

Stexe wrote:

It is just the design of Race for the Galaxy that makes it more enjoyable for a short term game.


Indeed, and it still is.

Quote:
Not only that, but having to pause the game to Search through the deck is time consuming and boring.


Most searches take less than 30 seconds. If that is "time consuming and boring", I'd suggest you might have other issues, especially since you will be seeing at most one per player per game... ;P

Quote:
Same with calculating Prestige


Prestige takes about 3 seconds per turn to deal with, once you know what you're doing.

Quote:
and to a lesser extent what everyone's current military and military defense is.


Now this, I think you're understating; being fully aware of the potential takeover situation *is* actually time-consuming well beyond what it adds to the game; the simple solution is to not use takeovers, which is how almost everyone I know deals with it.

Is RftG slower with each expansion? Yes, but only by a little, once you are experienced with what each adds to the game (and the added length is mostly due to the added fiddling about with the new bits and bigger deck).

Now, some players are going to overwhelmed by the game at some point, but that's more about them than the game, as the game *starts* at a fairly complex, involved level, and doesn't go that much beyond it with the added stuff from each expansion.
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  • Posted Sun May 8, 2011 9:34 pm
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Flame Bird


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After 500+ games of Brink, I'll play it but 2er RvI and 3er RvI are my favourite formats.

Brink is fun, but it's a lot more about raw power and combos than phase selection and the spectrum between Military and Consumption strategies.

I enjoy the subtlety of the latter more, but that might just be burnout after playing so much. I guess at the end, when you log over 3k games of Race (bless you Keldon-I know I'm not alone!) the interactive elements are all you have left. The fact that the system held my interest for that long is incredible.
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  • Posted Mon May 9, 2011 10:45 am
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George
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I really like that you're republishing these... but I think the "This preview first appeared..." line should go at the TOP, before the article.
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  • Posted Mon May 9, 2011 8:24 pm
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ackmondual
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Stexe wrote:
Trying to fix the problem of a larger number of cards with the Search function was cool, but it really bogs down gameplay.
Stexe wrote:
fateswanderer wrote:
Pftttt! It sounds like you've got one set of standards for board games, and another for card games. yuk

I really like Race for the Galaxy: The Brink of War, but it's absolutely not for everyone.


Not really, I mean I enjoy Through the Ages: A Story of Civilization, which is a very long card game.

It is just the design of Race for the Galaxy that makes it more enjoyable for a short term game. Not only that, but having to pause the game to Search through the deck is time consuming and boring. Same with calculating Prestige and to a lesser extent what everyone's current military and military defense is.
I hear TtA is very fiddly and gets bogged down when you do bookkeeping and when others take their turns. There's nothing wrong with prefering one over the other, but you're essentially trading one type of "bogged down" without another type.
 
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  • Posted Fri May 13, 2011 6:54 pm
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Khorne Flakes 888
Canada

Flamebird wrote:

Brink is fun, but it's a lot more about raw power and combos than phase selection and the spectrum between Military and Consumption strategies.


I agree. Strategies in BoW tend to revolve around utilizing one's tableau as soon as possible to get massive card flow. Card flow has always been very important in Race, but even more so in BoW with the bloated deck size and occasional streakiness. I suppose that's why many players claim that "prestige is too powerful". The prestige leader can get one card in many turns, and considering that the average game lasts for ~15 rounds, the prestige leader may get an additional 10 cards throughout the game, which may subsequently amount to even more cards given the game's inherent strategic bricolage.Thus, I assume that some players who do not understand the increased subtleties of card flow in Brink of War might get a negative impression of the prestige leader.

But, BoW deserves the rating it has. It might be slightly flawed for its streakiness, but sometimes, board games are like obstacle race tracks. A rookie will have great difficulty manoeuvring the car on a track with a myriad of swinging pendulums, oversized lava pits with narrow jumps, networks of concrete pillars, etc. Such tracks are suited for seasoned stuntmen who desire the extreme. BoW is probably designed for seasoned players. Otherwise, groupthink about streakiness and prestige will start to develop.
 
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  • Posted Sun May 20, 2012 12:55 pm
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