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Race for the Galaxy» Forums » Variants

Subject: Card Drafting and Bidding Varient v.2 rss

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Seth Roback
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My last posting was a little too complex to easily comprehend. I want to change it up a bit to make it simpler. All the rules in the standard game stay the same except the following:

1. There is a drafting pile of 5 cards in the center of the table. Set this up in the beginning of the game.

2. You now have the option to take cards from the drafting pile to develop or settle in your own tableau.

3. When you take a card from the drafting pile you must pull a card from the top of the draw pile and replace any card(s) you have drafted. You may use a trade action to replace all the drafting cards by paying 4 cards from your hand. If two players decide to replace the draft cards then both players pay 2 cards. Three players, each must pay 1 card and 4+ players pay nothing.

4. Any player who chooses to develop or settle from the drafting pile, reveals one action card simultaneously to determine which card to draft based on the card's phase number. You can also simultaneously tap your fist in your palms three times and lay flat your hand with however many fingers out to signify which card you wish to draft.

5.At the beginning of each round, an advantage token is passed clockwise. The token begins in the first round with the player who has the lowest start world number.

6. If 2+ players choose to settle or develop the same non-military cost card you bid for it . To bid, the player with the advantage token determines who starts the bid. If none of the bidders have the advantage token, then the player with the advantage token will decide among them who bids first. The lowest possible starting bid is the cost of the card.

7. If 2+ players choose to settle the same military cost card, the player with the most military points wins it (each player must have the minimum military score to match the card's military cost). The player with the advantage token can give themselves or another +1 military points if they wish. If military is tied (after applying or not applying the +1 advantage) then no one gets the card and the players must settle from their hands.

8. There comes a point inevitably when the draw pile is almost exhausted in a particular action phase and 2+ players contend over the last few cards from the draw pile. Only the player, with the advantage token, decides who can make the final draw.

9. If you obtain a goal tile, you gain the following special powers:

Most:

Galactic Infrastructure - When you score your tableau, you can add 1/2 of all the victory points (rounded up) of all your opponent developments to your own.

Greatest Military - All other players may not use military strength to settle a military world. They must settle military worlds by paying for it with cards. In the event that the Greatest military leader chooses to draft a military world card, no one else can take it.


Production Leader - Every player must pay you 1 card from their hand every time they produce.

Largest Industry - In order to settle or develop any cards, players must pay you a card from their hand.

First:

Budget Surplus - You always choose who bids first during a drafting bid.

Galactic Standard of Living - you can discard any cards you don't want in your hand and take a card from each player in clockwise order until you reached your maximum amount.

Innovation Leader - You share the powers with the next development that is laid down by your opponents

Overlord Discoveries - You can develop or settle from any players hands. When you achieve this goal, everyone must reveal their hands briefly, you can then develop or settle any card that hasn't been discarded or placed. You pay the original holder of the card with your cards.

System Diversity - You win the game if you have 10VP chips or more.

You can invent your own with the other expansions. I think it is better to have the goal tiles affect the other players in some way or change the rules to some degree for whoever draws it making it more of an asymmetric game.

End of Game is when you run out of cards from the draw pile, With all the expansions, you can remove over half the deck from the game or estimate how many cards it takes to play a 45 minute to 1.5 hour game (whatever is your preference).

Note:There are no limits to VP chips. You may only keep 12 cards in your tableau. During any appropriate action such as development or settle (or using any special develop or settle powers in another phase), you can replace cards in your tableau with new ones, discarding the previous ones.

Alternate scoring and end game: Divide the draw pile into 3 relatively equal piles. Exhaust each one successively. After exhausting a pile, You must cash in at least half (rounding down) or more of the cards in your tableau. Cashing in means that you trade the cards for VP chips equivalent to the VP values of your cards. Discard the cashed cards. You lose all special abilities associated with the discards. If you cashed in on a production world for VP chips, you may also cash in on any goods that it has currently produced. If you lose military strength as a result of discards, you must cash in all the military worlds that required it. Cash in the "Most" Goals for VP chips that do not apply after the discards. You lose the powers associated with the goal and it is up for anyone to achieve again. During the final scoring round, add up all the victory points or your tableau, VP chips, Goal VPs, and any extra VPs from your Goal's special powers.

Let me know what you think -- I am open to any comments or suggestions.
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