Race for the Galaxy is perhaps the game that I've played the most without ever reviewing it. So, despite the fact that this post is largely carrying coals to Newcastle, since everyone serious about German games has undoubtedly played Race for the Galaxy sometime in the last year+, I'm going to write about it.
I think of Race for the Galaxy as the middle game in the San Juan trilogy. These are role-selection card games where you build structures (buildings, developments, and/or planets, depending on the game) by paying for them with other cards from your hand. San Juan was the innovative originator of the genre while Glory to Rome was its much more complex second member.
Despite being the third release I call Race for the Galaxy the middle member because of its middle complexity. I also think that it's found the sweet spot, as San Juan can be a little simple and Glory to Rome a little complex.
I like the game system that you see in all of these games. They organically force tough decisions constantly because you have to throw out many cards that you might want to play in order to pay for other buildings. That also creates an interesting situation where you don't see many cards in many games, making the game feel like it has a lot more variability. Up to at least my 8th or 9th game of Race for the Galaxy I was still seeing cards that I'd never seen before.
Race for the Galaxy is particularly interesting because it's perhaps the shortest of these three games. The comparison to San Juan is arguable, but it's definitely speedier than the average game of Glory to Rome. Aaron Lawn thus talks about it as being a leading member of a brand new short but deep style of gaming. Having now played what he considers the second member of that style, Dominion, I'd tend to agree that these games are something different--a real step up from the fillers of yesteryear.
The other thing that really appeals to me about Race for the Galaxy is its theming. It's full of beautiful, evocative artwork. I goggled over it quite a bit on my first game, and still enjoy it when I play.
If I were rating Race for the Galaxy at RPGnet I'd give it top grades for Style and Substance. If I were rating it at BGG, I'd give it a "10".
We played Race for the Galaxy at my new-game/review group this Thursday, with the occasion being the release of its first supplement, The Gathering Storm.
The supplement was shamefully delayed. It took a year to produce this, despite the fact that it was planned when the original game was released, about a year ago. It was almost to the point where they would have killed Race for the Galaxy as a game system because of new games like Dominion passing it up in the game-mind-gestalt if it weren't put out, y'know, yesterday. I don't know if the author or Rio Grande was to blame, but it wasn't smart. In any case, it's finally out, and maybe we'll see the next supplement in 2010, by which time truly no one will care.
Despite my beef about the production schedule, The Gathering Storm is quite a good supplement. Perhaps not the best expansion ever, but it does some nice things.
The best thing is the inclusion of cards for a fifth player. With its simultaneous play, there isn't any reason that Race can't support at least five; I'm glad it now can.
The second best thing is the inclusion of new Victory Point tiles which give points to players who reach certain conditions first (such as the first player to discard cards or the first player to get out one of each color of production planet) or to players who have the most of something at the end of the game (such as the most military power or the most developments). It adds some badly needed interactivity to the game, and also gives you some new goals you can move toward.
There's also some new cards, and they're a nice addition, because they add yet more variability and color to the game.
Generally, a must-buy for any one who owns Race for the Galaxy, a suggestion I make without reservation.
I think of Race for the Galaxy as the middle game in the San Juan trilogy. These are role-selection card games where you build structures (buildings, developments, and/or planets, depending on the game) by paying for them with other cards from your hand. San Juan was the innovative originator of the genre while Glory to Rome was its much more complex second member.
Despite being the third release I call Race for the Galaxy the middle member because of its middle complexity. I also think that it's found the sweet spot, as San Juan can be a little simple and Glory to Rome a little complex.
I like the game system that you see in all of these games. They organically force tough decisions constantly because you have to throw out many cards that you might want to play in order to pay for other buildings. That also creates an interesting situation where you don't see many cards in many games, making the game feel like it has a lot more variability. Up to at least my 8th or 9th game of Race for the Galaxy I was still seeing cards that I'd never seen before.
Race for the Galaxy is particularly interesting because it's perhaps the shortest of these three games. The comparison to San Juan is arguable, but it's definitely speedier than the average game of Glory to Rome. Aaron Lawn thus talks about it as being a leading member of a brand new short but deep style of gaming. Having now played what he considers the second member of that style, Dominion, I'd tend to agree that these games are something different--a real step up from the fillers of yesteryear.
The other thing that really appeals to me about Race for the Galaxy is its theming. It's full of beautiful, evocative artwork. I goggled over it quite a bit on my first game, and still enjoy it when I play.
If I were rating Race for the Galaxy at RPGnet I'd give it top grades for Style and Substance. If I were rating it at BGG, I'd give it a "10".
We played Race for the Galaxy at my new-game/review group this Thursday, with the occasion being the release of its first supplement, The Gathering Storm.
The supplement was shamefully delayed. It took a year to produce this, despite the fact that it was planned when the original game was released, about a year ago. It was almost to the point where they would have killed Race for the Galaxy as a game system because of new games like Dominion passing it up in the game-mind-gestalt if it weren't put out, y'know, yesterday. I don't know if the author or Rio Grande was to blame, but it wasn't smart. In any case, it's finally out, and maybe we'll see the next supplement in 2010, by which time truly no one will care.
Despite my beef about the production schedule, The Gathering Storm is quite a good supplement. Perhaps not the best expansion ever, but it does some nice things.
The best thing is the inclusion of cards for a fifth player. With its simultaneous play, there isn't any reason that Race can't support at least five; I'm glad it now can.
The second best thing is the inclusion of new Victory Point tiles which give points to players who reach certain conditions first (such as the first player to discard cards or the first player to get out one of each color of production planet) or to players who have the most of something at the end of the game (such as the most military power or the most developments). It adds some badly needed interactivity to the game, and also gives you some new goals you can move toward.
There's also some new cards, and they're a nice addition, because they add yet more variability and color to the game.
Generally, a must-buy for any one who owns Race for the Galaxy, a suggestion I make without reservation.