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Race for the Galaxy» Forums » Variants

Subject: new themed cards rss

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Jon Reberry

Colorado
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Here are the 17 new cards I made for "Race for the Galaxy". With most of them I tried to keep a theme for each and make the game more interactive between players. I also tried to slow the game down (by removing cards from play, and allowing re-building) which should make the VP chip depletion a more common end-game. I also tried to hurt the military a bit because it seems too powerful in the normal game. A lot of these will make the game significantly more "cut-throat", but I like that.
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Death Star: Rare Element Windfall Military World, 6, ?VP (+2 military while in play)
Play this card in front of your tableau facing the player to your left. Every "Settle" phase one planet is destroyed of your choosing starting with the player to your left. After the planet is destroyed rotate the card to face the next player and repeat during the next "Settle" phase. After the Death Star has rotated and destroyed one of your own planets, the Death Star is instantly destroyed and placed in the discard pile. If the Death Star has not been destroyed by the end of the game, you then receive 4 VP for every planet is has destroyed.

Galactic Book Burning: Rare Element World, 3, 4VP
When played, this card will immediately go to the discard pile. The owner discards one development from their tableau to the discard pile. All other players discard 2 developments of their choice to the discard pile. "6" and greater developments are not eligible. Any player can choose to pay the card-player 2 hand cards (at random) per development to keep them in their tableau. The card-player can discard 1 hand card (of their choosing) to the discard pile to keep the development in their tableau.

Leeloo: Genes World, 6, ?VP
This card protects all of the owner's worlds from being destroyed for any reason. A world may still be destroyed if the player chooses. During the explore phase the owner gets +2 look, and +1 keep. At the end of the game the VP value is equal to the number of unused hand cards.

Firefly: Development, 5, 5VP
At any point, once per round, the player can smuggle one good of any color in their tableau to an empty world of any color in their tableau (including windfall). The good then becomes the color of the new world it resides on and can potentially still be used that round.

Ferengi Persuasion: Novelty World, 4, 5VP
Play this card in front of your tableau facing the player to your left. When that player chooses the "$" phase you collect half of the total cards they would collect (rounding down) plus one card from the draw pile. The card is then rotated to face the next player and repeats when that player chooses "$". While the card is facing other players you pay -1 for all developments. Once the card has rotated and is facing you it returns to your normal tableau and no longer retains any special powers except novelty production and the VP value.

Ludicrous Speed: Development, 2, 1VP
Discard this card from your tableau to build as many Developments or Non-Military worlds as you can afford that turn. Using the contact Specialist in conjunction with this card for Military Worlds is acceptable.

Jedi Mind Trick: Development, 4, 1VP
Discard this card from your tableau at any time to dictate all other players chosen "action" this round.

Holodeck: Windfall (crossed out, Alien and Novelty) World, 5, ?VP (2 of these cards)
Play this card in your tableau to permanently replicate any other single card on the table (not including action cards). You can not replicate a card that you already have in your tableau. As an indicator to which card you are replicating, turn the other player's original card to face you. The Holodeck card is now identical to the other player's card. If the original card is discarded from the other player's tableau, your Holodeck card is discarded as well. You can not change which card you are replicating.

T-800: Dead Military World, 7, 3VP
+2 Military
The T-800 protects all of your military worlds from the T-1000. Also, when you choose the "$" phase you may do one of the following,
a) (travel through time) Explore the discard pile and take one card of your choice and add it to your hand. You can only do this twice per game.
b) (kill humans) Discard the lowest VP military world from the table, your hand included. It is possible to discard another player's T-1000 card.
c) Do the normal "$" actions

T-1000: Dead Military World, 7, 3VP
This card duplicates the highest "+ military" power in your tableau. It's power updates if you play a higher "+ military" card in your tableau later. Also, when you choose the "$" phase you may do one of the following,
a) (travel through time) Explore the discard pile and take one card of your choice and add it to your hand. You can only do this twice per game.
b) (kill humans) Discard the lowest VP military world from the table, your hand included. It is not possible to discard another player's T-800 card.
c) Do the normal "$" actions

Big, Fat, Smart Bug: Alien Military World, 5, 2VP
Discard one "+ military" card (Development or World) from the player to your left. That player then discards a "+ military" card from the player on their left, etc. You do not need to discard a card when it loops back you you.

Galdemic: Gene Windfall World, 0, (-3)
Play this card in the middle of the table. During the "Explore" phase all players do one of the following,
a) Players with 6 or more cards in their hands loose a planet of the other player's collective choice. The infected play is placed under the Galdemic card.
b) Players with 2-5 cards in their hand loose 2 hand cards of their choice to the discard pile.
c) Players with 0-1 cards in their hand "cure" the Galdemic for their tableau and this card no longer has any effect on them.
The last player to NOT "cure" the Galdemic adds this card to their tableau (-3VP, plus -1VP for each infected world below the Galdemic card) and no longer feels the effects listed above during the "Explore" phase. They do produce on the Windfall.

Doc Brown's Time Machine: Development, 3, 2VP (3 of these cards, use the blank "6" cards)
With this card in your tableau you may build over other developments and worlds. You pay the difference. Developments must remain developments, worlds must remain worlds, military and non-military can be intermixed.

Finite Good Depletion: Development, 4, 4VP
Play this card and choose a good. That good will no longer be produced. Any good already on the table is still usable.

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B C Z
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Reston
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Tell us how the playtesting goes.

One note, there's very little point of a military 7 world having +2 military.
 
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Jon Reberry

Colorado
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BT,

I'll let you know how the testing goes. We have guests right now that aren't up to playing a game like "Race". However, this weekend my wife and I will do some play testing.

My thought with the +2 military is that the card will require a 7 military to build, but once either the T-800 or T-1000 (or both) are in play, a lot of the military cards will start getting wiped off the board. Since the military cards will be depleting, the +2 may help later on. The T-800 has a +2 military that can not be destroyed by the T-1000. The T-1000 duplicates your highest "+ military", but can be destroyed by the T-800. I was trying to make both cards different, but balanced. That was my reasoning, but obviously some play testing will be needed. As you noted, it may be pointless.

--Jon
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Wei-Hwa Huang
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byronczimmer wrote:
Tell us how the playtesting goes.

One note, there's very little point of a military 7 world having +2 military.


New Galactic Order.
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Randall Bart
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byronczimmer wrote:
One note, there's very little point of a military 7 world having +2 military.

New Military Tactics
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Kurt Purcell
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byronczimmer wrote:
One note, there's very little point of a military 7 world having +2 military.


Other than to rub salt in the wounds.
 
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Jon Reberry

Colorado
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I've been able to do a little playesting and the new cards seem to balance well. The most general comment I can make is that they encourage diversification. The first game my wife and I played ended up 47 to 47.

She diversified with production worlds. She also played the Leeloo card which protected all of her worlds from destruction.

I focused on military and get VERY lucky that she didn't find a T-800 or T-1000 card because (with the Leeloo card protecting her worlds) she could have easily wiped out half my tableau. I waited until I had only a single hand card and then played the Galdemic card. Because her worlds were protected with the Leeloo card, they could not be destroyed. However, I was the first to "cure" so she still received the -3 points. I also used the Ferengi Persuasion card, and later the Finite Good Depletion card which didn't hurt her much because she had already diversified production worlds.

Both of us prefer a slower paced game and were looking for Doc Brown's Time Machine, but neither of us found the card.

We'll play some more this week, but initial thoughts are that we both like the expansion with the new cards. If you want to see the cards, below is a link to our picture page. I just printed them on full page sticky paper and then cut-pasted onto the blank cards. I ended up fine tuning some of the cards from the original descriptions in the first post, and I removed some of the "world" cards and made them "developments" instead.

The images for the cards were found doing various searches online. I do not claim any rights, and will pull the images down if I see any usage complaints.

http://www.reberry.net/pictures/pictures.htm?albumid=5333553...
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