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User Rating Comment Status
Marcin Krupiński
Poland
Warsaw
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10
Jul 2009*
New possibilites, new rules, new powers, new strategies. All of them are truly great addition to the game. Every game was different so far.

It would be 10 if not for the huge deck that is hard to shuffle and irritating when have to search through to find start worlds

-- edit - up to 10 --
forget about it. Shuffling is not a problem any more for me. This expansions is PURE DEAD BRILLIANT!
2009-07-19
Owned
Once the Geek has you, there is no escape...
United States
Binghamton
New York
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10
Apr 2010
Excellent. Race just keeps getting better. And you don't even need to use the Takeover rules to enjoy this one.
2010-04-28
Owned
Greg Williams
United States
Portland
Oregon
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10
Jun 2009*
Fantastic so far. Don't see why I won't continue to love it. Each logged play represents a play that includes the base game and The Gathering Storm expansion.
2009-07-14
Owned
Ian Scrivins
United Kingdom
Brighton
Sussex
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10
Aug 2010
Finally some direct interaction comes to Race for the Galaxy, although just four cards allow the Takeover action and if you don't put down any military worlds, you're invulnerable. So takeovers are uncommon, but devastating when they occur, especially in the 2 player game. Military settlement is a much stronger option, with more military worlds and higher scoring ones, so there's a good balance here between military settlement and consume-produce strategies. In a competition between military tableaux though, luck-of-the-draw is a big factor in who comes out on top.
So there's just a little wishful thinking in my rating here. The game's unquestionably better with the new cards, but I find the takeover mechanism rather clunky once temporary and specialised military gets involved. At heart, this is a simple, two strategy card game. Buy into the final expansion (Brink of War) and you'll find the complexity increases substantially.
2014-01-23
Robin Levins
United States
Round Rock
Texas
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Nothing's ever simple.
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Nothing's ever simple.
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10
Jul 2009*
Fantastic addition to the base set and TGS.
2009-07-17
Owned
Karlo Tuominen
Finland
Tampere
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10
Jun 2009*
At last some weapons for player "interaction". This expansion heals the wounds that I received after opening "the Gathering Storm". It was a minor letdown 'cause of the low card count. This time there's no disappointment in the air. The new 6-cost devs open up new ways to go for the win. Also, the new Goals are a nice addition, as the old ones started to give you the feel "been there-done that" after a few consecutive plays. Thumbs up for this one! Hopefully the next expansion develops the war-element further...
2009-07-08
Owned
Eric O. LEBIGOT
China
Beijing
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10
Jul 2010
With 2 players, I essentially never do any takeover.
2015-02-08
Owned
Greg Richardson
United States
California
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10
Sep 2009*
I tend not to play with takeovers, because it seems like a lot of upkeep for a relatively rare event.

I track my plays according to the most recent expansion used, so a logged play of RvI means that I played with both expansions.
2010-07-08
Owned
Krzysztof Fabjański
Poland
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10
Jul 2009*
I wouldn't play the game without it (unless teaching the game to someone new).

The middle child of the RftG family... It finishes what The Gathering Storm started - by fleshing out the strategies there introduced, while at the same time it builds the foundation for the last expansion - by speeding up card flow and introducing a preview of direct conflict mechanics (but with just this expansion I've seen a takeover happen probably once in a hundred games). Still, it's a 'must have' item - The Gathering Storm feels incomplete without it and The Brink of War really requires these extra cards.
2010-08-01
Owned
Chris Johnson
United States
Azusa
California
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One of Alabama 3's finest songs, especially the versions on the single this image is from...
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Sweet Pretty M*th*rf*ck*ng Country Acid House Music - All night long!
10
Apr 2015
151.5 of 243; 3 perfect tie;
solo: easy: 8 of 13;

2 player, no goals: 1 of 1
5 player, no goals: 0 of 1

Keldon's AI:
2 player, no goals: 197.5 of 283; 3 perfect tie
3 player, no goals: 0 of 1
4 player, no goals: 0 of 1
5 player, no goals: 0 of 1
6 player, no goals: 0 of 1
2 player w/ goals: 123 of 169
3 player w/ goals: 1 of 1
4 player w/ goals: 1 of 1
5 player w/ goals: 0 of 1
6 player w/ goals: 1 of 2
2013-04-07
Owned
oskari
Finland
Helsinki
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Eat at Linda's
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10
Jun 2009*
These new cards rock! This is exactly what the first expansion should have been.

The new cards boost all colors rather equally, and have lots of nifty new special powers. Produce/Consume, Explore and Military also get lots of boosts, and then there's some Development specific stuff as well. You also get to choose from two starting worlds now, instead of just getting one and sticking with that.

Based on the early information, I was quite worried about having to deal with way too many annoyingly direct Star Wars references and scifi clichés. Luckily, those have been limited to only a few cards, and they do not interfere with the RftG universe too much.

Includes:
- 3 new start worlds.
- an extra Research Labs, and a seriously improved Gambling World.
- 40 new cards (19 planets, 7 six-cost devs, 2*7 other devs).
- 5 new goals.
- Action cards for a sixth player.

The new attack mechanism tries to be a hindrance on the now overcharged military path, but succeeds only in adding an unnecessary fiddly bookkeeping element to the game.
2010-04-15
Owned
Tim Taylor
United States
under surveillance
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10
Apr 2010
After more than 200 plays, the game developed some type of mold and had to be thrown out. That's right, I played this game to death!
2012-08-10
Prev. Owned
Aleksander Zav
Ukraine
Kharkov
Kharkov
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10
Nov 2010
A bunch of new good cards and completely unnecessary takeover rules.
I think this expansion disbalance the game strategies a bit, but need more plays to make sure.

UPD: I was wrong, this expansion adds several new strategies to the game, and it's very good one.

UPD2: Ok, it's 10, I don't see myself playing RFTG without it other than for teaching purposes.
2010-11-01
Owned
B B
Poland
Lodz
Poland
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10
Nov 2009*
not played with takeovers- we just use new cards and goals.
Expansion is costly, but must have(after Gathering storm) for someone who love RFtG...
2009-11-08
Owned
Marcin Komsta
Poland
Legnica
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10
Jan 2011
Second expansion
More cards which makes deck bigger (which expands many of the strategies), and increases randomness. That`s why mixed explore is needed, to go through the deck smoothly. Take-overs are fine, but they happens rarely.
2010-07-23
Owned
Nicolas Dementen
Belgium
Sombreffe
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10
Jun 2011
see race
2010-11-28
Owned
Warren Cheung
Canada
Vancouver
BC
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10
Aug 2009*
It's not a question of whether it will be purchased...rather, a question of when will it come out! 6 players would cover most game group sizes Acquired Friday July 17, 2009

The deck is getting big, but I think it's just a matter of making lemons from lemonade instead of hunting, even with the awesome new explore powers.
2009-07-18
Owned
Frank Conradie
Canada
Rossland
BC
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10
Aug 2009*
Makes this game an 11 in my book. The expansion that finally has my wife enjoying this game! She used to complain that she could never find the cards to fit her chosen strategy (she tends to stick to her initial choice of strategy), but now there are enough cards to make this a non-issue for her.
2009-08-10
Owned
Steve Mugford
England
Chatteris
Cambridgeshire
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10
Sep 2009*
Makes RTFG even better. It's brilliant.
2009-09-18
Owned
Larry Rice
United States
Irvine
California
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10
Sep 2009*
Excellent expansion to an already excellent game. This really makes green planets much more viable and brings in some other interesting planets and techs. I don't know how much I care for the rebel vs imperium conflict, but it is another interesting addition potentially.
2009-07-31
Owned
Børge N
Norway
Porsgrunn
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10
Oct 2009*
106 pieces
2009-07-25
Owned
Jenny Metalgirl
Sweden
Sundsvall
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10
Aug 2009*
Nice =)
2009-10-28
Owned
Steve Finney
Australia
Adelaide
South Australia
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10
Oct 2009*
for new homeworld selection method. I have stopped logging
2010-11-28
Owned
Peter Hein
Netherlands
Delft
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Ceterum censeo RoboRally esse delendam
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10
Oct 2009*
Lots of great new cards and goals. Race just gets better with each new expansion.
2013-07-03
Owned
Alvin Chen
United States
Bellevue
Washington
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10
Oct 2012
The second expansion adds quite a few more cards to the deck. These cards help balance and distribute the probability of certain strategies. The expansion also provides a way to choose from two homeworlds, giving more control to the start of the game. Finally, it introduces takeovers to the game, but only rarely do they come into play. Because of their rarity, it's somewhat difficult to justify the extra explanation time, especially since the game is designed to flow pretty well without takeovers available.
2009-09-12
Owned
Marshall Miller
United States
Malden
Massachusetts
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10
Apr 2010
We've played with the new cards but not the takeover rules. No complaints thus far.
2010-05-12
Owned
Ville
Finland
Unspecified
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10
Dec 2009*
I have mixed feelings about the takeover rules and the fiddliness of the game has taken a giant leap, but overall this expansion offers a lot for a veteran like me.
2009-06-23
Owned
Dave Robinson
United States
Massachusetts
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10
Dec 2010
I like the cards in this expansion, but I don't play with takeovers.
2010-12-31
Owned
Gerald Cameron
Canada
Unspecified
Nova Scotia
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10
Jul 2010
For my money, this is the weakest of the three Race for the Galaxy expansions, although that is a bit like calling it the least appealing professionally cooked filet mignon (why, no, I'm not a vegetarian, thank you).

There are very few cards in the set that feel like "signature" cards – cards that put a stamp on the game when they are played. Galactic Exchange is a nice consume 6-dev, but the military 6-devs all feel rather fungible and bland, and Galactic Bankers, while having a couple nice effects, is a pale shadow of its big brother Galactic Federation. Imperium Blaster Gem Consortium and Gene Designers are very strong cards, but the former is more of a strong support card and the latter is tricky to build around until you add in a couple of cards from Brink of War. Uplift Code is awesome, but only in very hard to produce situations.

Making the situation worse is the half-hearted implementation of RvI's signature idea, takeovers. There are only three cards here that allow takeovers, and of those, two are highly situational while the third is a one-shot deal. The takeover defense power on Rebel Pact seems superfluous until you move on to The Brink of War.

On the flip side, RvI does offer scads of solid, utilitarian cards, many of which fit well into any strategy. Galactic Advertisers, Pan-Galactic Research, Galactic Salon, R&D Crash Program and, if you can use Doomed World or Colony Ship to play it, Imperium Blaster Gem Consortium can find a place in almost any tableau, even if they aren't always the best play available. Indeed, the focus in RvI seems to be on cards that can be played in any strategy, and on bulking up a few niches like small novelty goods worlds and low-defense worlds.

Well, that and giving military strategies a huge shot in the arm. While nothing is going to stop a really fast consume strategy, the overall balance of power seems to have shifted toward military (and develop-heavy) strategies. The preponderance of strong cards are miltary-related, and it's not hard, even without goals, to break 50 with only a little luck when playing military.

The start worlds are an interesting lot, and it is nice that as the series has developed the start worlds have grown more complex and subtle. While Galactic Developers-spam games aren't much fun, it's still a worthy inclusion, and Rebel Cantina, while high variance, can be a lot of fun. Add in the ability to choose form two start worlds now and the very beginning of the game has gotten much more interesting.

In spite of all the complaints, RvI did give a nice injection of new play into RftG, and there are several cards I would not want to play without now that I've experienced them.

I've also written a formal review of Race for the Galaxy: Rebel versus Imperium at Game Cryer: http://gamecryer.com/2010/02/14/race-for-the-galaxy-rebel-vs...
2010-09-06
Owned
Chris Tannhauser
United States
San Diego
California
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GONE DADDY GONE
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10
Jun 2010
"We dropped out of jumpspace and started the orbital bombardment before they lit us up. The asteroid we piggybacked from outsystem fell away as the fleet braked in high orbit. We traded fire for four hours until their cap city ate the rock. At mission time four hours, one minute, we opened the comms."

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Takeovers ROCK.

(2 copies)
2013-11-13
Owned
Lukasz Biernat
Poland
Dabrowa Gornicza
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10
Jul 2009*
Lots of new cards + new goals = must have. I also like the possibility of PvP military conflict.
2010-12-28
Owned
Hung Nguyen
United States
Berkeley
California
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10
Jul 2009*
Pumps up military a bit and adds some VERY fun cards (Pan Galactic Research, Galactic Salon, Galactic Advertisers, and lots of cool 6 cost developments). I'm not quite sure if the takeover actually adds much to the game. I'll tentatively rate it a 10 but it may go down depending on how good the takeovers pan out.
2009-07-19
Owned
Colin Hunter
New Zealand
Auckland
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Stop the admins removing history from the Wargaming forum.
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10
Aug 2009*
Initial rating, need more plays, but so far I like this expansion.
2009-07-15
Owned
Tiffany Smith
United States
Portland
Oregon
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10
Dec 2009*
This expansion adds even more delicious options to my favorite game. I love the new start planets, the crazy expensive increased military, the new 6 cost developments. I am really excited to see what Race will look like as a complete game.

I am also glad that the game was released slowly with expansions for the simple reason that some of the cards are too complicated and I probably would never have picked up the game a second time after an exhausting play through the game with all the expansions made thus far. But building up to the point with all the expansions has been a delight--a real gaming treat! I am excited for the next expansions to change my view of Race again!
2009-09-07
Andrew Parks
United States
Somerset
New Jersey
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10
Jul 2009*
A great capper for the full RftG experience.
2009-07-04
Rob Mortimer
United Kingdom
Leeds
West Yorkshire
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10
Jul 2009*
Excellent second expansion. Lots more interesting cards and much needed additional goals. Military takeovers also possible, but don't seen to happen very often.
2009-07-07
Owned
Peter Hawthorne
United States
Minneapolis
Minnesota
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10
Nov 2009*
Another great expansion. My initial worries about military dominance have been set aside. There are definitely still a few main strategy paths, but the limitless variety and hybridization within them makes each game a fresh experience.
2010-03-04
Owned
Sharon Khan
United Kingdom
Shefford
Bedfordshire
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Games, games and more games!
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10
Jul 2009*
Better than the first expansion for us, as it comes with a reasonable number of new cards, unlike the first expansion where we felt the number of cards did not justify the cost. Always play with it, although don't worry too much about takeovers and the like.
2012-05-26
Owned
Kevin Shillinglaw
Canada
Kitchener
Ontario
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10
Jul 2009*
See RftG
2010-03-22
Chris Linneman
Canada
Vancouver
BC
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10
Jul 2009*
This gets a 10 mostly because it expands my favourite game. I like the fleshed out Uplift, Rebel, and Imperium strategies although it is disappointing going through only half the deck in a 2p game. It's also now possible to have an entire 10-card hand of cheap production worlds, or do an Explore +5 and see nothing but military worlds. I think the pros outweigh the cons, and the new Explore powers do a lot to mitigate this.

Takeovers are rarely seen with 2 players and it's got me thinking this expansion might improve the multiplayer game more than the 2p game. Which is fine since I had previously enjoyed 2p the most and now I am equally happy to play with any number!
2009-07-12
Owned
Steve E.
United States
Berkeley
California
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10
Aug 2009*
Equal in awesomeness to Gathering Storm. Takeovers are rare occurrences but effect game play nonetheless.

Cripes, this game is good.
2009-08-04
Owned
Kester J
United Kingdom
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10
Jul 2009*
Fantastic. Gathering Storm made the base game look one dimensional, and this does the same to Gathering Storm. There's now a rough paper-scissors-stone relationship between three general strategies: develop, settle and consume, each with their own various sub-strategies. I really like the way that a number of "Draw on produce" powers were added to give non-consumers a reason to call produce; it opens up a lot of new strategy space.
2010-06-02
Owned
Dave Peters
United States
Belmont
California
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Powers:Coleridge:Milton: Faith...must be, if anything, a clear-eyed recognition of the patterns and tendencies, to be found in every piece of the world's fabric, which are the lineaments of God.
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That's Tim Powers' fictional Samuel Coleridge "quoting" John Milton in _The Anubis Gates_.
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10
Apr 2010
--Aug2009-- Still don't have a good handle on when one wants to invoke the takeover rules (though I think I have assimilated how they work.) The new cards are quite delightful; the new goals fun. No desire to remove the set from the augmented base game.
--Dec2013-- Ok; I've long figured out the takeovers. And I think they (or, rather, the threat of them) provide some useful balancing of various tableau styles. Still very fond of the game.
2013-12-17
Owned
GANDON François
France
PARIS
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10
Jan 2010*
Another great addition to one of the best board/card games
2010-04-11
Owned
Tom Servo
United States
watkinsville
Georgia
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10
Jul 2009*
Really like the new explore powers this set brings. Takeover seems kinda useless, but I like the fact you can play the expansion with or without these in effect so it doesn't matter much to me. This expansion continues to open up new avenues of victory - and I'm having a total blast playing it.
2009-07-23
Owned
Aphicha Phawapaphawin
Thailand
Rat Burana
Bangkok
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10
May 2010
Great game for experienced players.

Takeover rules use too little in the game and can be ignore.
2011-06-07
Owned
Sarunas Cesna
Lithuania
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10
Jul 2009*
This expansion is a MUST and well worth the money.
2010-04-01
Owned
Chris
Australia
Sydney
NSW
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10
Jan 2011
Took a while to like this, but can't do without it now.
2011-01-05
Owned
Marcus Lau
Malaysia
Petaling jaya
Selangor
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10
Aug 2009*
Love it. Best expansion so far. At least they've included 41 game cards here instead of 18 cards for the first expansion (the gathering storm)
2009-08-09
Owned
Chris Farrell
United States
Cupertino
California
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10
Jun 2010
I've played this a bunch against the computer AI (at least 25+ games, not logged), and I do like it quite a lot. 5 players, takeovers always on, goals always in works quite well for me. Hopefully we'll get an AI with the new Brink of War cards
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I upped my rating on this after playing full-on. I really think you have to play with the goals when you get both expansions in play, otherwise the balance seems off - Military is too strong (which is doubly frustrating, because we took them *out* of The Gathering Storm at least in some part because we felt like they often nerfed Military strategies). With the goals back in, the balance feels to me much better. Also, I after initial skepticism, I like what the goals do for the game, making each game different in a way that goes beyond just the random flow of cards. The goals give each game a somewhat different overall texture that is helpful. Of course, sometimes you don't get the cards to compete for goals. But, that was always the case.

I'm less sympathetic than you might think to the complaints about takeovers. Yeah, I wish they were a little cleaner, or that they came up more often. But really, they just aren't that complicated, and they are a legitimate part of the game which become a major factor in maybe one game in 3. I think if you're going to do RftG:RvI, you should either decide to do takeovers all the time, or never. If you flip back and forth from game to game, they'll show up too infrequently and just seem like grit. But if they're a factor in every game, they will loom larger in your mind, even in a game where takeovers don't ultimately actually happen.

I think the ability to play with 5 or 6 is more gimmicky than practical. 5 is still pretty good, but 6 is stretched, but I think 4 is the sweet spot. If you're going to play with 5+, you probably want to be playing with experienced players.
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I still need to play this full-on - cards, objectives, takeovers, 5 or 6 players - but my initial impressions after four games are a little sketchy. Military seems *very* strong, and games seem shorter, lower-scoring, and more random. I mean, it is titled "Rebel vs. Imperium" so perhaps I shouldn't be too shocked that military seems like the way to go. But, imbalance is never desirable even in the quest for theme, and I'm a little worried consume has been eviscerated.

Anyway, I don't know. I loved Race, but somehow the expansions haven't really grabbed be. I look forward to giving the whole package a try - we ultimately tossed the goals that were in Gathering Storm as uninteresting, but it seems with the new additions maybe they need to come back. But for now, I remain somewhat skeptical.
2010-06-01
Owned

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