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Race for the Galaxy» Forums » Variants

Subject: Variants for a longer game? rss

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Frank Schulte-Kulkmann
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Hi there!

Yes, I know the game is named "Race for the Galaxy" and not "Crawl for the Stars" , but did anybody come up with a viable variant allowing for a longer game?

A simple approach would be a tweaking of the victory conditions to x cards in display and / or y points in the pool, but I guess that such a change needs quite a bit of finetuning in order not to shift the game in favour of either the production or the building approach.

So, did any variant survive initial playtesting?
 
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Randall Bart
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Baseball been bery bery good to me
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kulkmann wrote:
Yes, I know the game is named "Race for the Galaxy" and not "Crawl for the Stars" , but did anybody come up with a viable variant allowing for a longer game?

Yes. Everywhere in the rules the number 12 appears, replace it with a larger number, such as 13.
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Kester J
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Wei-Hwa posted the rules to "Super Race for the Galaxy" here, which carries on until you run out of cards in the draw deck. That long enough for you? While not nearly as well-balanced as the game proper, it's certainly fun for a few goes.
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B C Z
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One thing that the playtesters reported was that the victor didn't change much if you increased the playtime (defined as number of turns) past what they finally settled on (which was 12 cards or the VP pool of 12*players).

To be honest, I'd rather play a second game with a second potential winner than be forced to slog through the last third of an 'extended' game when the point differential is insurmountable.
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Andrew Watson
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byronczimmer wrote:
a second game with a second potential winner


Yes, maybe by swapping start worlds in the 2P case. With more players, perhaps choose from the start worlds just used, giving the lowest-scoring player first choice, and so on.
 
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B C Z
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Or, just deal out another game?
 
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Wei-Hwa Huang
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byronczimmer wrote:
One thing that the playtesters reported was that the victor didn't change much if you increased the playtime (defined as number of turns) past what they finally settled on (which was 12 cards or the VP pool of 12*players).


Not quite true. The playtesters were pretty oblivious about this factor. Tom played about a hundred games by himself to find where the proper breakpoint was. That's why he's the designer!
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B C Z
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Fair enough, thank you for the clarifications.
 
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Jeb
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byronczimmer wrote:
One thing that the playtesters reported was that the victor didn't change much if you increased the playtime (defined as number of turns) past what they finally settled on (which was 12 cards or the VP pool of 12*players).

To be honest, I'd rather play a second game with a second potential winner than be forced to slog through the last third of an 'extended' game when the point differential is insurmountable.


Perhaps there needs to be more interaction among players ... This way you can gang up on the leader ...
 
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