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Race for the Galaxy: Rebel vs Imperium» Forums » Sessions

Subject: Session report rss

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Paul Couch
New Zealand
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I have been following this Expansion for sometime, and was thrilled when a friend bought in the US for me last week. I went along to my London gaming club, and it looked like he wouldn't come. After a while however, he showed with the game, and after a few hands of Dominion Intrigue, we finally got a chance to play. To begin with we got the cards ready and it looked like a four player game, but as we finished sleeving the cards Anthony, a friend of mine and my Nemesis at Race showed up, and asked if it could be five. We said yes.
We were playing with both expansion sets.
We decided to try some of the new goals by putting one of the new 5 costs goals in and drawing the other randomly, but we ended up hitting both of the (most explores and most rebel worlds) as well as 3 aliens, first to a 6 cost development, 8 cards and 4 goods.
I look at my opening hand and see Earth lost colony(ELC), Separatist colony (as you now get a choice of starting worlds) as well as 2 new cards: Interstellar prospectors and Smuggling world. I also have Research labs, Lost species arc world, Free trade association and consumer markets. A strong blue strategy suggested it's self to me.
Home worlds are reveled. I am playing ELC, the player to my right has Damaged alien factory(DAF), Richard, to my left has Old earth, John has Doomed world and Anthony takes Rebel Cantina.
I settle and DAF produces first round everyone else explores. I get my smuggling world down. The look and discard from hand is sometimes useful through the game. I build up my hand, while Anthony settles the convict rebel miners. After trading my blue good in the second round, I go for explore +5. I hit a colony ship with a develop and settle on the table. Down comes the arc world. I am producing, next, but Anthony has played rebel pact, Uplift code (for the 3 point goal) and clandestine uplift labs. He is now drawing 4 cards on the produce. the DAF is starting to go Imperium. Richard is stalling, and John is using contact specialist to bring in various things.
I Increase to 4 goods with prosperous world preceded by replicate robots (comes down for free!) and I get the 4 goods bonus. Instead of producing, i want to make sure i have sell points, so I develop consumer markets. someone one else develops, but the extra -1 means i can hold on to both gem world and Free trade association. However no one produces.
Next round both Richard and i do so. I am up to 7 cards drawn during produce, Anthony is at 5 cards drawn and no goods. I then sell for 10 vps. Everything is looking great, until Anthony puts improved logistics down. At this point he has committed to the rebels, and the DAF has funded a nice imperial strategy. The rest of us are staying out of it. I am really enjoying as it feels like a galaxy on the edge of war.
Richard is going nowhere, and i can't work out what john is doing, but he has the most explores (5 vps).
I produce then get Free trade association down. Anthony plays New Galactic order, with the drop ships he has, allows him to play both hidden fortress and rebel outpost in a turn.
Anthony must play 14 to finish, but DAF has 11 cards.
I trade for 12 in the last turn, and Anthony plays Galactic exchange and Alien uplift centre. I also play SETI, so we both pick up 20 points. I count, and get to 62. Anthony counts and gets to 48 (13 military!). He then notices the 11 points of goals - he has 59. We decide it was close and had it been closer, the cards I got off Free trade association would have done it (4 v 2). We pack up, and look through the cards. Then Anthony notices Alien uplift centre is an Uplift card. 3 more point from Uplift code! I win on the tie break at 62 points each
Final score
Me 62/4
Anthony 62/2
John 42
DAF 35
Richard 22

I note that with the exception of smugglers world all of my cards are from the base game, where as all of the other players have heaps of new cards. I really enjoyed it- was well worth the wait.
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Wei-Hwa Huang
United States
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Alien Uplift center is an Uplift card, but it is only worth 2 points for Uplift Code as it does not have the chromosome symbol. (Storywise, the Alien Uplift center has artifacts and machines that appear to have a hand in uplifting primitive races, but the world itself doesn't have any indigenous uplifted races.)
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Paul Couch
New Zealand
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ah. So i won by a point.Thanks for taking the time to read.
BTW we played conflicts (we have in 3 out of 4 games I have played) but are yet to see a world switch side.
 
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Simon O Keeffe
United States
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Hey Paul, wherabouts is your London gaming club?

Is it private or a public kind of thing?
 
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