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Roll for the Galaxy» Forums » Variants

Subject: Goal Tiles rss

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Joakim Jensen
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If you have the Race expansions Gathering Storm and Rebels vs Imperium then you could use most of the Goal Tiles included in a Roll for the Galaxy game with minimal conversion.
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Daniel Honig
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You could use:

- First to N
- Most N

You would have serious issues with:

- Military strength (could use red dice? but that would throw the balance way off)
- UPLIFT X
- ALIEN X (since there are no cheap alien cards)
- First to discard
- REBEL X
- Anything to do with prestige (if you've got BoW goals)

I'm not seeing this one working too well...
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Joakim Jensen
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From Gathering Storm the Innovation Leader (phase powers) and Budget Surplus (first to discard) don't translate to Roll.

3 Alien cards equal 3 yellow dice, a hard to achieve goal.
Greatest Military equal 6+ red dice, another hard goal.

From Rebels vs Imperium the Propagande Edge (most Rebel worlds) and Research Leader (most Explore powers)don't translate also.

3 Uplift cards equal 3 green dice, a hard goal.

This thought experiement might not be perfectly balanced but I think it is doable as a game variant to spice things up.

Another thing that might be worth considering is that the ratios between the world cards in Race is a close match to the ratios between the dice colors in Roll.
 
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Joakim DK wrote:
From Gathering Storm the Innovation Leader (phase powers) and Budget Surplus (first to discard) don't translate to Roll.
first to have 5 out of 7 colored dice, and first to have 5 to 8+ dice in Citizenry respectively

Joakim DK wrote:
3 Alien cards equal 3 yellow dice, a hard to achieve goal.
Greatest Military equal 6+ red dice, another hard goal.

From Rebels vs Imperium the Propagande Edge (most Rebel worlds) and Research Leader (most Explore powers)don't translate also.

3 Uplift cards equal 3 green dice, a hard goal.
could substitute 2, not 3 for some of these.

I guess TGS opened up the floodgates to goals, but I'd also like to see ones specific to Roll....
-first to abandon 4+ tiles
 
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Todd McCorkle
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Potential goal ideas:

1st to build multiple (or maybe 3+) dev/settle tiles in 1 round. (could be 1 or 2 separate goals).

Most reassign powers.

1st to roll 3 wild sides.

1st to 10+ credits (or does it max out at 9?)

Most dice? or most different colored dice? possibly fewest white/home dice?
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Serge
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I think it would translate relatively well.

Andarel wrote:
You would have serious issues with:

I'm not seeing any serious issues.

- Military strength (could use red dice? but that would throw the balance way off): Simply adjust the goal's minimum to 2+ or 3+.
- UPLIFT X: i'd use green worlds.
- ALIEN X (since there are no cheap alien cards): Seems fine, that goal is one of the hardest to get in Race anyway. And there are cheap Alien cards: 2 factions, 1 homeworld, two 3 devs, two 4 cost worlds, etc.
- First to discard: First to "hit" 11+ credits. 10 credits if that bothers.
- REBEL X: perhaps use "military X".
- Anything to do with prestige (if you've got BoW goals): cannot be used, though the OP referred to TGS and RvI only anyway.

Andarel wrote:
I'm not seeing this one working too well...

Not seeing any deal-breakers.

Joakim DK wrote:
From Gathering Storm the Innovation Leader (phase powers) and Budget Surplus (first to discard) don't translate to Roll.

Hm? Both seem fine to me. Getting all 5 phase powers is certainly possible, if difficult.

Joakim DK wrote:
3 Alien cards equal 3 yellow dice, a hard to achieve goal.

Why change it to 3 yellow dice? Keep it to 3 Alien cards and it would work fine.

Joakim DK wrote:
From Rebels vs Imperium [...] Research Leader (most Explore powers)don't translate also.

Why not? At worst you can change the minimum value to 2+.

Joakim DK wrote:
3 Uplift cards equal 3 green dice, a hard goal.

It was hard in Race too.
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Serge
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TGS goals work with almost no modification.

RvI needs a little more work.

BoW has several unusable, just don't use them, the same way we ignore some of them with Race custom expansions.


This is a good starting point, some of the values may need a bit of tweaking after actual testing.



TGS


No change


3+ red dice


No change


3+ worlds that come with a good


First to "11" credits


No change


No change


No change (3+ phase powers?)


No change (2+?)


No change - 1 of each producing color "into cup" worlds


RvI


5+ Military worlds (suggestions welcome)


No change (2+?)


No change


No change


Green worlds


BoW


Do not use


No change


Do not use


First to 4 military worlds


Do not use
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entranced wrote:
Joakim DK wrote:
From Rebels vs Imperium [...] Research Leader (most Explore powers)don't translate also.

Why not? At worst you can change the minimum value to 2+.


Yeah, just translate these numbers into something that would be more suitable. What's actually suitable would indeed take some play testing.

Roll, the game itself already does this when taking away from Race...
Investment Credits is now at cost 4 (or was it 3?) instead of 1
Terraforming Robots is now at cost 1 instead of 3 (granted, this lacks the IV power, but this doesn't translate into Roll)

I'm sure there are plenty of others, as this is only from my few plays thus far.
 
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Joakim Jensen
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Serge, that is many good ideas you have although Military Strength should be 4 or 5+ red dice because several tiles in Roll provides 2 red dice.
 
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Darryl with one "R"
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Good ideas in this thread. Has anybody actually tried playing Roll with the Race goals yet? I'm wondering how well it works in practice.
 
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