My initial reaction (after two plays) was mixed. I loved the idea of the game and the elegance of its use of cards as permanents, resources and payment. It was fun to play...but it felt to me like multiplayer solitaire. When I asked the other players (including those who had played many times) they either agreed or didn't strongly disagree with me. Tom Lehmann, who I had not met previously, didn't seem too interested in my feedback although I couldn't tell whether that was simply because he'd heard that particular perspective so many times before.
Fast forward a bit and Race is published to tremendous hype. A number of players repeat the "multiplayer solitaire" complaint but they are consistently rebutted by people who have actually played a bunch of games. That, combined with the fact that several gamers whose opinions I respect say it's truly a great game, makes me decide to order a copy for myself and to continue playing.
That brings us to today, and to this review.
Summary of Play
Race's core concept is pretty simple. Players attempt to score the most victory points by consuming goods for points and by playing permanents (called either 'developments' or 'worlds'). Permanents are paid for (in most cases) by discarding cards and then have an ongoing effect on the game, e.g. altering he cost to play certain other permanents or giving the owner a bonus when a particular phase of the game occurs. A couple of examples:
Empath World is a world with a cost of 1 (meaning to play it you would have to discard a card) and is worth 1 VP at the end of the game. It is a "windfall world" which means that it comes into play with a good (in this case a 'genes' good, the second-most valuable). This is a pretty good deal but it comes with a drawback -- this world reduces your 'military' strength by one, making it harder for you to settle military worlds.
Genetics Lab is a development with a cost of 2 that is worth 1 VP. While it is in play its owner receives one more card when trading genes goods. In addition, whenever the Produce phase occurs, the owner can produce a good on a genes windfall world.
Thus, if you had both cards in play you could trade the genes good for five new cards (instead of four, its base price) and you could produce a new good on Empath World when the Produce phase came up again.
This might make more sense with the phases covered. There are five phases and the start of each round has each player deciding, in secret, which phase they will activate this turn. If a phase is chosen by one or more players it takes place; if not, it doesn't. Each phase gives a small bonus to a player who chooses it.
Explore: basically draw cards off the deck. The base is "draw two cards and keep one of them". If you choose explore you can either draw and keep one additional card or you can draw five additional cards but not keep an extra one. Thus, assuming no modifiers from developments or planets are in effect, if I choose Explore +1/+1, player B chooses Explore +5/+0 and the other players choose other phases, I will draw three cards and keep two of them, player B will draw seven cards but keep only one and the other players will each draw two cards and keep one.
Develop: play developments. Anyone who chooses the phase pays one less than listed cost, so Genetics Lab would have cost 1 card instead of 2.
Settle: play worlds. Instead of a discount, players who choose this phase draw a card after settling a world.
Consume: turn goods on worlds into cards and/or victory points. This is probably the most confusing phase. Players can choose either Consume: Trade or Consume: 2x Victory points. In either case, the Consume phase will happen and players will be forced to consume goods according to any consume powers on their developments or worlds. Thus, if you have two goods and one of your worlds has the power to turn a good into a victory point you must do so even if you'd rather not.
Before all that happens, however, there is a "trade" sub-phase where only the players who chose Consume: Trade are able to sell one good (i.e. turn it into new cards) at a base price ranging from 2 for novelty/blue goods to 5 for alien/yellow goods. With all other phases the entire phase happens and those who chose it get a bonus but in this case the sub-phase is the bonus. A lot of new players assume that the trade phase will happen for them even if they didn't choose it because that fits with the rhythm of the game.
Produce: some worlds can produce a good (if empty -- worlds never hold more than one good at a time), and some other worlds and some developments have 'powers' for the produce phase. As a bonus, each player who chose Produce may also produce a good on an empty windfall world. (Remember, windfall worlds come into play with a good but do not, as a rule, produce new goods.)
Play continues until a player has twelve permanents in play and/or a player consumes the last victory point chip (the pool is 12 per player). At that point play continues to the end of the round and then scores are tallied. There is no actual limit to available VP chips (just an end-of-game trigger) so if there are four chips left and you consume for 6VP you just use extra chips.
Strategy
I'm not even going to try to give a real strategy guide at this point -- instead I'm just going to talk about a few of the main areas of strategy as I currently understand them.
Engines/synergy. This is not a game about play a world, consume the good, draw cards, play more stuff. There is tremendous synergy among the cards and one of my favorite things about the game is that the possible synergies amongst the card pool are incredibly diverse, facing you with frequent meaningful decisions.
A relatively straightforward example is Terraforming Robots with a military strategy. Let’s say your starting world is New Sparta, giving you a military value of 2. There are a lot of military worlds with a “defense” of 2, so you have a good chance of being able to settle one early on. Terraforming Robots lets you draw a card whenever you settle a world, so you may be able to settle a world and draw two cards (one for choosing Settle and one for the Robots). Take a moment out every now and then to Consume: Trade one of your windfall resources and Develop whenever you have the opportunity and you’ll have a good chance of filling your tableau more rapidly than your opponents.
Timing. The above ‘engine’ is a good one for beginners, but given time it will get outpowered by someone’s Consume/Produce engine. One key strategy of the game is estimating what could be called the second derivative of your engine...or, if you don’t want to be so geeky about it, how well your victory plan compares over time to those of your opponents. You will often be able to speed up or slow down the end of the game by a turn (sometimes more) and knowing which direction to go in is important.
Player action prediction. By reading your opponent’s board and hand you can often predict what their actions will be and make a more advantageous choice yourself. Sometimes this can be very dramatic: if you’re sure that an opponent is going to choose Settle and you have a windfall world in hand, you might choose Consume: Trade. If you’re right, you’ll get to sell the good immediately and then use the new cards to do something more dramatic next turn.
Other times it’s more modest, but still considerable. Let’s say you’ve got a good Development and a good World but don’t have enough cards to play both, but one or more of your opponents has a full hand of ten cards and their board suggests that they’re going to choose Develop or Settle. You may be better off choosing neither so that you can do the one play you have the resources for while reducing the chance that your opponent will get to make two powerful plays.
Parasitic play. This links into player action prediction but goes way beyond it. There are all sorts of ways to benefit from actions taken by other players and developing your board (and planning your turn) so that you can do so is both powerful and really fun.
Let’s say you’ve got a few planets that produce Novelty/Blue goods (the least valuable, but thus also the easiest to get multiples of). If you lay down some permanents that convert goods into a card and a VP or two cards or even just one card you can often eschew the Consume phase entirely yourself. Someone else will be dropping a windfall world and then trading the good for 3-5 cards and you’ll be happily producing and letting them run the consume phase for you while setting it up so that you’re outproducing everyone else and likely drawing cards in the Produce stage as well. In a recent game I chose Produce three turns in a row before finally doing a 2xVP consume to end the game.
The Big Question: Is Race for the Galaxy Interactive?
I think it all comes down to how you define interactivity. Most classic forms of interactivity are absent from Race. You can’t stop your opponent from doing something, you can’t attack their permanents and you can’t trade with them. You can’t raise them like in Poker (and thus force them to take a decision) or move caballeros into their territory like in El Grande or cut off their road like in Settlers. As far as I can tell, the only direct ways you can mess with an opponent are choosing the Consume phase (since consume abilities are mandatory and thus you might force them to turn in a good for a VP rather than being able to trade it for cards) or, on a very minor note, not discarding cards that are important to their strategy so that they don’t get shuffled back into the deck.
There also seems to be less social interaction than in many games, although that’s harder to judge. It could just be that Race is strategically intense, so the chitchat of other games is replaced by furious concentration. I suspect, however, that the lower direct interaction is a cause of the lower social interaction.
That said, Race is miles away from being multiplayer solitaire. Among players of equal skill at the fundamentals of choosing which cards to play and which phases are most advantageous, the winner will be the one who leeches the most effectively off of his opponents. While this can at time feel like guesswork there is much more to it than that.
Other things to consider
Race for the Galaxy is a remarkably quick game consider the depth of play. You can probably fit in two games in the time a typical Eurogame would take and it has much less setup time as well.
Complaints about luck of the draw seem to diminish with experience. It’s extremely rare now that I get a hand that I don’t consider playable, and usually the outcomes of our games come down to superior play (or at least seem to). To the extent that bad draws can really keep you out of a game, at least it doesn’t take very long to find out and even desperate struggles can be a good learning experience.
I often think of games in terms of the good, the bad and the ugly...where the ugly are things that aren’t really flaws but are still worth being aware of. In Race the main “ugly” is that you handle and shuffle the cards a lot. The quality is good but they are going to show wear. Assuming you want to add in the expansions as they come but not have massive visible differences you may want/need to sleeve your deck. At that point the size of the deck becomes rather massive; it wouldn’t surprise me if I end up using some sort of deck shoe to handle it.

Overall Conclusion
Race for the Galaxy is the real deal. I’m seeing constant improvement in my own play and understanding of the game, consistent with the predictions of the game’s elder statesmen, and I suspect that my rating will continue to tweak upwards over time. It is engaging, challenging addictive and a game you can grow with.
Last edited on 2008-01-31 16:41:25 CST (Total Number of Edits: 1)




































































