Game Preview: Race for the Galaxy: The Gathering Storm

By Tom Lehmann
September 26, 2008

Publisher: Rio Grande Games / Abacusspiele
Designer: Tom Lehmann
Players: 1-5
Ages: 12+
Playing Time: 30-60 minutes
Release Date: September 2008 (Europe) / October 2008 (U.S.)
Price: $25

I’ve been very happy with Race for the Galaxy‘s reception. While I suspected, based on pre-publication testing, that many players would enjoy the game, one never knows for sure until it enters the market.

The Initial Gathering

The first expansion was partially designed before Race was accepted by a publisher as several playtesting groups were still constantly playing Race after a year and asking for more. Since I didn’t know whether a publisher would even want an expansion, my first cut was straightforward: add a fifth player; add four new start worlds and new game cards for increased variety; and strengthen the balance among game strategies, given experienced players. While I didn’t want to change game play dramatically – this could occur in later expansions – I did want to shake things up a bit.

What I had observed (and confirmed after publication) is that new players often start out doing military settlement strategies (as these are easily grasped), then gradually discover produce-consume strategies before moving to a more flexible play style centered around produce-consume, but also encompassing military and development paths when indicated. Thus, the base set is tilted slightly towards produce-consume to encourage players to look beyond the military strategies.

The Gathering Storm redresses this with the Imperium Lords, a development that grants its owner a card for each military world in the owner’s tableau when Produce is called; the Terraforming Guild, a development which gives two VPs for every windfall world in its owner’s tableau; and the development Improved Logistics, which allows a player to settle a second world in a Settle phase.

Improved Logistics, which both helps the military players (who just need to have the worlds in hand, not pay for them) and can dramatically alter game tempo, forces play adjustments. Consume strategies can still work, but players often need to earn more VPs per Consume to win as there may be fewer turns in which to turn the Produce/Consume “crank”. Fast tableau strategies are also easier. Of course, drawing Improved Logistics doesn’t guarantee a win. Many playtesters slapped it down and ended the game quickly, only to discover they didn’t win. Learning when and how to use Improved Logistics is part of its challenge.

Some paths in the base game, such as the Genes and Alien lines, relied on drawing just the right cards in the right order. The first expansion helps these paths by adding a higher proportion of Genes and Alien cards, some “helper” cards, and a second 6-cost development for Genes worlds.

The Gathering Storm also provides a “preset” start hand for the fifth player. While we recognize that most expansion players will be experienced, some may still be fairly new to Race.

How Does the Gathering Grow?

At this point, the expansion was fairly small (about 30 cards, including the fifth player action cards) for three reasons: I didn’t know what format the publisher would want; I was leery of card draws becoming too “streaky” if I added lots of cards; and I wanted room for some blank cards. By providing templated versions of different Race card types – developments, 6-cost developments, worlds of each windfall and production kind – depicting a starry background with blank power “swooshes” and text areas for players to write in custom powers, players could effectively create their own mini-expansion, while these cards could still blend in with the official ones. Further, if we did two expansions, we could provide an official entry card in the first one, run a contest for best card idea, and include it in the next one.

When Rio Grande Games decided to publish Race, I suggested this to Jay Tummelson and he liked the idea. However, Jay stated that he didn’t want the expansions to include just cards and he challenged me to come up with interesting ways to add additional material to the game.

One idea was to provide a solitaire version. My notion was to abstract an opponent’s actions, tracking the results on a mat with counters. While we couldn’t provide a real AI, a player could roll custom dice to select the “robot’s” actions. By having various robot faces on the dice which map to different actions, and by providing custom overlapping mat pieces, we could provide not just one robot opponent, but nine, one for each start world. If some die faces had a “matching” symbol, when this was rolled the robot would “adapt” by matching one of the player’s chosen actions. Thus, if the player swung into produce-consume mode, the robot would tend to follow. I also came up with several difficulty levels to play against.

After sketching out these ideas, Wei-Hwa Huang and I developed them. Wei-Hwa wrote a simulator so we could test how the different robots performed against various recorded two-player games and, together, we developed graphics to represent the robot actions and tweaked the numbers until we got the desired chance of success for each robot at the various difficulties.

While I don’t expect the solitaire game to appeal to everyone, after seeing over 20 solitaire variants posted on BoardGameGeek following Race‘s publication, I feel confident that many players will enjoy this bonus feature.

My other idea (for this expansion) was to add two types of goals to Race. One is “most” goals, such as Greatest Military or Most Production Worlds or Most Developments, which can move around similar to Greatest Army or Longest Road in Settlers of Catan and provide another way for players to interact. The other is “first” goals, which are awarded only once, for being the first player to meet conditions such as placing three Alien cards, or placing the first 6-cost development, or having a power in every phase (plus Trade). These goals increase player tension and can provide some immediate direction during the early game.

In The Gathering Storm, we provide four “most” and six “first” goals, with two “most” and four “first” goals used in a given game (chosen randomly during setup). Each future expansion will use just two and four of these goals, but will come with another five goals to provide more variety.

One Gathering Leads to Another

At the 2008 Gathering of Friends, Jay asked me to design a third Race expansion. As production work on The Gathering Storm was in progress, this led to a bit of a scramble as I designed and we tested various ideas, trying to figure out what changes would be needed to accommodate and properly foreshadow the new cards, powers, and concepts in the third expansion. Luckily, this work mostly affected the second expansion; just one card in The Gathering Storm was replaced and another one reworded.

In the end, The Gathering Storm adds a fifth player and preset hand, two types of goals, four start worlds, and new game cards, along with blank cards and a solitaire version with two custom dice to Race for the Galaxy. Enjoy!




Posted by W. Eric Martin on Sep 26, 2008 at 03:00 PM in Columnists, Articles, Etc.Game Designer Diaries / 11774

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Comments:

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Great preview, Tom!  I can’t wait for this to make it to the market.  I’m especially intrigued by the solitaire version as I’m always on the lookout for a good game when it’s just me at home.

Dale

Posted by Dale Yu on Sep 26, 2008 at 03:10 PM | #

Fascinating, Tom, thanks much!

My current favorite solitaire version of the base game is by waddball, and is the sixth message here:

http://www.boardgamegeek.com/thread/246761/page/1

Very simple and direct, but not much interactivity, as there is not really much of a simulated other player.

So, looking forward to the dice used to partially decide AI player(s) actions—a new mechanic, it would seem!

Posted by Jeffrey D Myers on Sep 26, 2008 at 04:22 PM | #

Why does Ancient Race say “3 (not 4)” cards?

“Then thou must discard down to three. Three shall be the number to discard to, and the number of the remaining cards shall be three. Two shalt thou not keep, neither shalt thou keep four, excepting that thou then discardest to three. One is right out. Once the number three, being the number of the remaining cards, be reached, thou shalt stop discarding.”

Posted by gschmidl on Sep 26, 2008 at 05:34 PM | #

Wow.... the goal cards, although not a new concept, would work GREAT for RftG.  I might not use them all the time, but they would indeed increase the tension (and feel even more like a race). 

And after seeing how fun solitaire Agricola can be (thanks Dale!), I’m looking forward to trying out the solo game.

Posted by Robert Ramirez on Sep 26, 2008 at 06:09 PM | #

Will there be a way to distinguish the expansion cards from the normal ones so we can separate them after play?

Posted by Jim Cote on Sep 26, 2008 at 07:14 PM | #

Yes, Jim, there is a small “tick” in the lower left-hand corner to allow players to separate expansion cards from base set cards.  This tick is obscured by the BGN symbol in these images.

Posted by Tom Lehmann on Sep 26, 2008 at 09:01 PM | #

Nice, Tom. Thanks!

Posted by Jim Cote on Sep 26, 2008 at 09:39 PM | #

Although, I’m guessing I’ll probably leave the expansion mised in with my game anyways. :)

Posted by Jim Cote on Sep 26, 2008 at 09:41 PM | #

Looks great.  Love teaching RftG to game newbies as it is short enough to play through in an hour but deep enough to satisfy my gaming preferences…

Posted by Matt J. Carlson on Sep 27, 2008 at 12:06 PM | #

"Why does Ancient Race say “3 (not 4)” cards?

“Then thou must discard down to three. Three shall be the number to discard to, and the number of the remaining cards shall be three. Two shalt thou not keep, neither shalt thou keep four, excepting that thou then discardest to three. One is right out. Once the number three, being the number of the remaining cards, be reached, thou shalt stop discarding.” “

If Ancient Race is your starting world you’d discard down to 3 from the starting hand of 6.  Normally you start with 4 cards.

Posted by Lee Fisher on Sep 27, 2008 at 01:16 PM | #

Interesting read. I do love how you are very open about the design process and talk about the game so freely (reminds me of Matt Leacock with Pandemic).

I’m curious how you came up with the name for the game and for the expansion. I assume the next expansion will be the full blown out war between the Rebels and the Imperium? I thought you designed the first set with the expansions in mind as they contain a lot of hints and clues about future things (Terraforming, Imperial, Uplift). Do you have the name for the next expansion already? If so share it with us! =)

Posted by Stefan Lopuszanski on Sep 28, 2008 at 05:53 AM | #

The next (second) expansion is Rebel vs Imperium, as border clashes heat up.  Still not full blown complete warfare between rival empires, but heading towards it with takeover rules that allow players to conquer military worlds in other players’ tableaus.

Posted by Tom Lehmann on Sep 28, 2008 at 08:19 PM | #

Does that mean there will be a third expansion where there is a full blown war? Maybe another game set in the same story universe that continues the fight between the rebels and the imperium?

Any plan on having some story information fleshed out? Like why are the rebels fighting the imperium? Who is doing the uplifting of races? Who are the lost aliens? And so on...!

Posted by Stefan Lopuszanski on Sep 28, 2008 at 08:34 PM | #

Rebel vs Imperium....

That sounds great! (specially when I have just finished watching Star Wars Episode 3 for the nth time)

Posted by Robert Ramirez on Sep 28, 2008 at 11:14 PM | #

So, until now only 3 expansions are confirmed?

Posted by Surya Van Lierde on Sep 29, 2008 at 05:34 AM | #

I’m curious as to the design decision behind the fact that there are no worlds (and none of the new ones revealed thus far) with phase II/develop powers.

Also, as you have mentioned.  The Alien and Gene strategies are severely handicapped in the base set.  In all of my plays of Race, I have only successfully executed an Alien strategy once, and I contribute that mostly to lucky draws.  What happens usually is either I get the set up ready and never draw Alien planets to settle with for the rest of the game; or the reverse of that, too many Alien worlds, but due to the prohibitive high costs, I opted to go with a different strategy and use them as currency instead.  I have never actually seen anyone done the Gene strategy at all.  Green worlds are more commonly used to either fuel a card drawing engine, or for diversified economy.  I’m glad to hear that the expansion will make these into more viable paths to take when compared to the others.

In regards to the new goals.  My gut reaction is doesn’t it sort of detract from how the game is to be played?  I guess they do add to the theme of it being a race, but I’ve always seen RftG as a game that encourages a cohesive tableau over a random mixture of worlds and developments.  Anyone can throw a bunch of cheap cards down and hit the limit of 12, but rarely is it a winning strategy.  Now you give people more points by taking the easy way out.  I would be disappointed if these goals result in more games ending prematurely because people choose to race for those points, and it would be especially disheartening if this strategy starts to win more often.

Posted by Jason Cheng on Sep 29, 2008 at 07:51 AM | #

So far I believe only two expansions have been confirmed: The Gathering Storm and the previously unnammed expansion Rebel vs Imperium.

As to what Jason Cheng said, I have to disagree. The Alien strategy is VERY powerful if you get a few of the good starter cards. If you get some early military cards or Rossetta Stone World (or whatever it is called) or the Alien 6-dev you can gather a massive amount of points easily. Since a lot of Alien techs give military you can also go the military path and do extremely well. The only problem people have is that they will often decide to go an Alien path with little to no Alien cards, instead of playing to what they have. I do agree that most Gene cards are just fuel and it is pretty hard to win with just Gene planets unless you get lucky, but from what I’ve seen with the new cards for Gene planets this will be much, much easier.

I think goals are a nice addition, because the rush to end strategy actually works fairly well if you know what you’re doing and can calculate the point totals while playing. I don’t think games will end prematurely because of the goals, just the opposite. Going for a lot of the goals will ensure the game runs longer as people will try to either get the most from someone or get the bonus points for a first. It could end the game faster if one person gets both the first and the most early, but that is unlikely.

Posted by Stefan Lopuszanski on Sep 29, 2008 at 08:13 AM | #

I’ve been asked to design a third expansion by RGG, but I haven’t yet been told it is confirmed for publication.  That’s RGG’s decision.

Yes, the third expansion allows me to continue the overall narrative arc’s four main themes: Rebel vs Imperium, the shift from peace to war, Uplift, and Alien discoveries, all of which have been integrated into a new play mechanism.

Yes, some worlds in later expansions have Develop powers.  This is fairly rare, as the overall concept is that developments are investments towards Settling worlds, building more developments, or providing for an empire’s denziens, either directly (by generating VPs via consumption) or indirectly (via other achievements, the status represented by the VPs on 6-developments).

I have certainly seen Alien and Genes strategies work well in the base game, but I agree that they can be tricky to pull off.

Our design objective with the goals was to make them “meaningful” but not “dominating”.  Your mileage may vary as to whether we succeeded.

Posted by Tom Lehmann on Sep 29, 2008 at 04:47 PM | #

I played three games with a friend in two player mode using the expansion.  While this isn’t a lot of games, it shows a problem with Improved Logistics.  In a two player game, you get two action cards.  someone getting Improved Logistics can then do two settles and effectively get four planets settled.  I don’t think this would be as big a problem in a slower paced game but with two action cards, the player with Improved Logistics can usually complete in about 1/3 the time of the other averaging at least 10 point or higher.  Secondly, the play with Improved Logistics (3 cost/2 vp) combines with other cards to make it very powerful.  Personally I think its too cheap given its strength and it should cost 5 cards.  This would prevent the card from coming out easily in the beginning hands where its effects can be the most devastating.

BTW: I like the blank cards, but why so few low development blank cards.  There are 3 blank non-6 point development cards and 3 6 point blank development cards.  It would have been nice to have a couple of more to balance them out a bit better.

Posted by Don Satow on Oct 29, 2008 at 03:30 PM | #



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