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Race for the Galaxy: The Gathering Storm» Forums » Variants

Subject: new themed cards rss

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Jon Reberry

Colorado
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(I just posted in the "Race for the Galaxy" forums, but realized that I should have posted this in "The Gathering Storm" forums)
Here are the 17 new cards I made for "Race for the Galaxy: The Gathering Storm". 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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