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Subject: First, I rolled.... Then, I raced! rss

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Malahias Zumakalis
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Generally speaking, the dice editions of hot titles (Through the Ages, Ticket to Ride, Nations, Lewis & Clark, and so on) are fillers and substitutes of their "big brothers", having just one main purpose: a quick enough, pretty satisfying experience, with (almost) no demands. "Roll for the Galaxy", is something different... at least, for me, in my own eyes: It is a gateway for "Race for the Galaxy"!
My wife has a thing for space based games... and I, personally; I don't like sci-fi too much. I wanted to try and play Race for the Galaxy, some time in my board gaming life (because I HAD to!) but all these symbols on the cards made me frightened!
So, I tried to get into the "Galaxy" world through "Roll for the Galaxy". The plethora of colorful dice was the "bait" for my wife. She loved the game - and still loves it! (Well, me too, of course!) Its duration, its pace, its mechanics...
So, I decided (and dared) to buy "Race for the Galaxy"... It was so easy, now, for me, to learn it and teach it to my wife! And she got into it, so fast! So, we both adored "Race for the Galaxy"...
...Thanks to "Roll for the Galaxy"!
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Sun Of A Beach wrote:
..... "Roll for the Galaxy", is something different... at least, for me, in my own eyes: It is a gateway for "Race for the Galaxy"!

Sure beats using San Juan.
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Malahias Zumakalis
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ackmondual wrote:
Sun Of A Beach wrote:
..... "Roll for the Galaxy", is something different... at least, for me, in my own eyes: It is a gateway for "Race for the Galaxy"!

Sure beats using San Juan.

I'm a Puerto Rico's fan...
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Adrian Sperling
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Something similar happened to me as well. I had often been tempted by Race, but I just couldn't get into it. Whether it was the symbols or what, I don't know. But I started playing Roll, and then went back and looked at Race. Now, I get it. I'm not sure what it was about Roll that allowed Race to click for me, but it happened. Now Race seems much more approachable. Unfortunately, it's not a game that my family will get into, so I'm unable to devote any of my limited gaming space to it, but I definitely have an appreciation for it that I never had before.
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Justin Dugger

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IMO, it's the symbols. Some of it comes with the added complexity of the game, but some of it I think they just learned from some mistakes in the card game. For example, Roll has windfall worlds. Rather than a solid color vs halo, the symbol tells you what you get (A die) and where to put it. It helps that all worlds produce a die when completed.

Military add another dimension to the symbology to keep straight, and further complicates the planet descriptor icon thingy. So now the interior describes the color of worlds, and the circle describes military, nonmilitary or both. Extracting that out to dice simplifies the icons. But it means they've had to rework peaceful actions like Contact Specialists.

Another example is points vs cost. In Race, they always have two numbers. In roll, they switched to a + system to award bonus points. This required tweaking the 6 cost devs, but I think it works well -- a 6 cost dev tile you have no bonuses for is still worth 6 points if constructed.

Finally, shipping is just straight up simpler. There is no destination to track, or decisions to make regarding shipping. It makes shipping somewhat easier to figure out, since you don't have to plan out a destination for your goods. They also swapped the order of produce and consume, which makes the whole process easier to explain as a logical sequence: explore space, develop new technologies and settle new worlds, then produce goods on them and ship them home.

None of these are ultra complicated on their own, but when combined with the rest of the rules, it makes the game more difficult to wrap your head around. Which is why learning Puerto Rico or San Juan is also mentioned as a gateway option.
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pwnguin wrote:
IMO, it's the symbols. Some of it comes with the added complexity of the game, but some of it I think they just learned from some mistakes in the card game. For example, Roll has windfall worlds. Rather than a solid color vs halo, the symbol tells you what you get (A die) and where to put it. It helps that all worlds produce a die when completed.

Military add another dimension to the symbology to keep straight, and further complicates the planet descriptor icon thingy. So now the interior describes the color of worlds, and the circle describes military, nonmilitary or both. Extracting that out to dice simplifies the icons. But it means they've had to rework peaceful actions like Contact Specialists.

Another example is points vs cost. In Race, they always have two numbers. In roll, they switched to a + system to award bonus points. This required tweaking the 6 cost devs, but I think it works well -- a 6 cost dev tile you have no bonuses for is still worth 6 points if constructed.

Finally, shipping is just straight up simpler. There is no destination to track, or decisions to make regarding shipping. It makes shipping somewhat easier to figure out, since you don't have to plan out a destination for your goods. They also swapped the order of produce and consume, which makes the whole process easier to explain as a logical sequence: explore space, develop new technologies and settle new worlds, then produce goods on them and ship them home.

None of these are ultra complicated on their own, but when combined with the rest of the rules, it makes the game more difficult to wrap your head around. Which is why learning Puerto Rico or San Juan is also mentioned as a gateway option.


Another (again, relatively) big hurdle to overcome in Race is how Trade works. Some folks just simply don't get it, and probably never will. Others, it clicks right away. Then ya got everyone in between.


PR does take 2 to 3 hours for a first game with newbies though. There's just wrapping your head around such a radical concept of role selection with leeching, even though it's not THAT complex. Then getting to know all of the buildings takes time. Otherwise, the slowdown isn't learning the game, it's more so what to do.
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