Well, here's my attempt to contribute. Perhaps it will turn into a series.
It's been noted, and rightly so, that negative reviews can be about 17 million times more helpful than positive ones. While there are a few negative reviews for Race, most seem more interested in garnering chuckles, quelling hype, or defying the establishment. Hopefully this is much more than that. So here goes.
[Disclaimer: This review was written by a rabid Race for the Galaxy fan. I rate this game a 9.5, I've played it about 30 times, and I hope to play it a whole lot more. After I get an avatar, it's the first microbadge I plan to buy. I believe the following to be valid potential concerns and hurdles to your enjoyment of R4tG. If there is a glaring omission, please geekmail me and I'll include it.]
First Impressions
The Cost: It was about $20 at the cheapest online retailer I found at the time of this writing. Most likely you'll pay more ($5-$10 more). If you're used to $2 or $3 for a 15 card CCG booster, then this might not be that bad. But for simply the quantity of stuff, the price is high. Kind of a lot high.
[Edited to reflect the information given by Wei-Hwa]
The Big Box: Yes, it's too big. There is a total of about 150 cards in the base game plus some small victory point chips. With the insert left as is, you'd need to add a good 300 cards to fill that space.
Well, I suppose I could put Citadels and San Juan in there too.
[Edited to reflect the information given by Wei-Hwa]
The Visually Taxing Cards: Whether you want to just read the cards, enjoy the artwork, or play Race with your significant other in "mood lighting", you may find the cards to be a little dark and the print too small. To a large degree, this falls under personal preference, but they did make the card fronts lighter with the 2nd printing because of this complaint.
Lighten the colors some more and you can make out the warning label on the miner's protective eye gear.
The Rulebook/Rules: This is certainly not the worst written rulebook in the history of gaming. But is it as good as it could be? No. The biggest failing here is exactly what was wrong with the Puerto Rico rulebook: there is no "big picture". How do all of these rules work together? Unfortunately, you have to play a few rounds (or a game or two) to grasp that. This, by itself, wouldn't be that bad if you didn't have to play a bunch to grasp so much else (see later points).
Um, any chance there's a quick reference sheet for the quick reference sheet?
The Theme: By now we should all know that the theme was not pasted on and that, indeed, the designer had a theme from the beginning which has guided development decisions. However, because of the prevalent initial reaction that this is some other game, tweaked, with a different theme tacked on, most players don't find it particularly enthralling. So, while much more thematic than Go, R4tG isn't an RPG (or a wargame or a farming simulation).
Gameplay
The Similarity to Other Games: If you've played Puerto Rico or San Juan, then you may feel that R4tG is more of the same. Sure, there are some big differences, but if you're not prepared for a couple of strong similarities, then you may not be able to muster the energy required for learning "San Juan in Space".
Somehow, I feel as though I've played this game before.
The Hieroglyphics: Ok, ok, it's not ancient Egyptian. But it's not English or German or Cantonese either. This game is entirely dependent upon players understanding the symbols. Some people do get them right away, but for most players it's going to take at least a little time and experience. Some comments around here recommend 3, 8, even 20 games before you'll know what's going on. Between the rules and symbols (not to mention the strategy) it's going to be a while before you actually "play" R4tG.
I'm pretty sure the answer is 27.
The Amount of Interaction: It does exist in this game. It is not direct and you will not notice it at first. Even after you do, it might be some time before you figure out how to actively participate. Many people enjoy the interaction, but in R4tG you will not conquer your opponents' worlds, there is no backstabbing or "take that", and, most significantly, it is entirely possible to play and ignore everyone else.
"I'm developing and settling.....What?.....WHAT?.....I SAID, 'I'M DEVELOPING AND SETTLING.'"
The Random Element: Your starting world and the cards that pass through your hand are random. What you do with them is totally up to you. If San Juan has a pinch too much luck for you, then I think you'll still be ok here. However, if you feel like Puerto Rico has too much luck, then this one might be tough to swallow. Is skill more important? Roll 1d10. 1-7 = Yes. 8-10 = No.
The Hidden Information: This is not Go, Chess, or even Puerto Rico. Any card that has not entered your hand or been played is hidden information. You don't need that information to play effectively, but you may be frustrated when you want a card and have no idea if it's even possible to get it.
The Game Length: R4tG usually plays in under an hour. If there was a BSW application, I'm sure most games would be under 10 minutes. Regulars in the world of empire building may find that much too short.
Final Words
The Expectations: It seems that when folks see a science fiction theme they think Ameritrash. Perhaps this is why the sci fi theme does so poorly in Germany. Anyway, this game is solidly in the Euro category (despite the colors of Tom Lehmann's flag). Also, posters here have made much of the similarities to Puerto Rico and San Juan. The greater complexity of R4tG can surprise and turn off some people. Lastly, this is pretty much the hottest new game on the Geek (besides that one with sheep). When buyers open the box and see a simple stack of cards, there can be some disappointment.
The Investment: Perhaps the biggest deterrent when it comes to enjoying this game is the amount of time and energy required to break in. Whether it's a wargame with a 100 page manual or a party game that can be taught in two minutes, all games require an investment. With R4tG, a lot of people find the cover charge steep. Even the payment was enjoyable for myself and others, but to you, it may feel like the opposite of playing a game.
The Bottom Line: There you have it. Are there negatives? Yes. Some are a matter of personal preference while others are not. If you want a game that's quick, highly strategic and replayable, won't risk you a night on the couch, has some random elements, and can fit in your pocket, then steel yourself and dive in. In my opinion, it's well worth it.
[None of the pictures in this review were photoshopped. They were MS Painted. :p]
[EDITS: minor corrections.]
Last edited on 2008-09-12 09:54:07 CST (Total Number of Edits: 4)























































