Race for the Galaxy with The Gathering Storm and
Rebel vs. Imperium Expansions
Turn 1
Phase Selection
D.O.R.K. selects Produce. TKO selects Settler. OMM selects Explore (+1, +1).
Explore Phase
D.O.R.K. draws 2 cards and keeps 1. TKO draws 2 cards and keeps 1. OMM draws 3 cards and keeps 2.
Settle Phase
D.O.R.K. passes. TKO conquers Aquatic Uplift Planet, gaining 1 biological good as a windfall, and draws a card. OMM passes.Produce Phase
D.O.R.K. has nothing to produce. TKO has nothing to produce. OMM has nothing to produce.Turn 2
Phase Selection
D.O.R.K. selects Consume (Trade). TKO selects Consume (Trade). OMM selects Develop.Develop Phase
D.O.R.K. draws a card and passes. TKO discards 1 card to play R&D Crash Program. OMM discards 2 cards to play Galactic Advertisers.Consume Phase
D.O.R.K. has nothing to consume. TKO trades a biological good for 4 cards. OMM has nothing to consume.Turn 3
Phase Selection
D.O.R.K. selects Explore (+1, +1). TKO selects Develop. OMM selects Explore (+1, +1).Explore Phase
D.O.R.K. draws 3 cards and keeps 2. TKO draws 2 cards and keeps 1. OMM draws 3 cards and keeps 2.Develop Phase
D.O.R.K. draws a card then discards 6 cards to play Prospecting Guild, claiming the First 6-Cost Development goal and drawing a card. TKO discards R&D Crash Program from their tableau to play Drop Ships. OMM passes.Turn 4
Phase Selection
D.O.R.K. selects Explore (+1, +1). TKO selects Settle. OMM selects Settle.Explore Phase
D.O.R.K. draws 3 cards and keeps 2. TKO draws 2 cards and keeps 1. OMM draws 2 cards and keeps 1.Settle Phase
D.O.R.K. discards 2 cards to settle Galactic Engineers. TKO conquers Alien Uplift Center, gaining 1 alien good as a windfall, and draws a card. OMM plays Dying Colony, gaining a novelties good as a windfall, and draws a card.Turn 5
Phase Selection
D.O.R.K. selects Explore (+1, +1). TKO selects Consume (Trade). OMM selects Consume (Trade).Explore Phase
D.O.R.K. draws 3 cards, combines them with his hand and discards 1. TKO draws 3 cards and keeps 1. OMM draws 2 cards and keeps 1.Consume Phase
D.O.R.K. has nothing to consume. TKO trades an alien good for 5 cards and discards 4 cards, gaining the First to Discard goal. OMM trades a novelty good for 3 cards.Turn 6
Phase Selection
D.O.R.K. selects Explore (+1, +1). TKO selects Develop. OMM selects Develop.Explore Phase
D.O.R.K. draws 3 cards, combines them with his hand and discards 1. TKO draws 3 cards and keeps 1. OMM draws 2 cards and keeps 1.Develop Phase
D.O.R.K. draws a card and passes. TKO discards 1 card to play a Colony Ship. OMM discards 2 cards to play Terraforming Robots.Turn 7
Phase Selection
D.O.R.K. selects Develop. TKO selects Settle. OMM selects Settle.Develop Phase
D.O.R.K. draws a card and discards 5 cards to play Galactic Survey: SETI. TKO discards 4 cards to play Galactic Salon. OMM passes.Settle Phase
D.O.R.K. passes. TKO conquers Rebel Warrior Race, gaining 1 biological good as a windfall, and draws a card. OMM discards 3 cards to play Alien Rosetta Stone World and draws 2 cards.Turn 8
Phase Selection
D.O.R.K. selects Explore (+1, +1). TKO selects Consume (Trade). OMM selects Explore (+1, +1).Explore Phase
D.O.R.K. draws 5 cards, combines them with his hand and discards 3. TKO draws 3 cards and keeps 1. OMM draws 3 cards and keeps 2.Consume Phase
D.O.R.K. has nothing to consume. TKO trades a biological good for 4 cards and gains 1VP from Galactic Salon. OMM has nothing to trade.Turn 9
Phase Selection
D.O.R.K. selects Settle. TKO selects Settle. OMM selects Develop.Develop Phase
D.O.R.K. draws a card and passes. TKO discards 6 cards to play Rebel Alliance. OMM discards 2 cards to play Mercenary Fleet.Settle Phase
D.O.R.K. discards 3 cards to play Mining World, then draws a card. TKO conquers the Lost Alien Battlefleet and draws a card. OMM passes.Turn 10
Phase Selection
D.O.R.K. selects Explore (+1, +1). TKO selects Produce. OMM selects Explore (+1, +1).Explore Phase
D.O.R.K. draws 4 cards, combines them with his hand and discards 2. TKO draws 3 cards and keeps 1. OMM draws 3 cards and keeps 2.Produce Phase
D.O.R.K. produces a rarity on Mining World. TKO
produces alien goods on Alien Uplift Center and Lost Alien Fleet.
OMM does not produce.
Turn 11
Phase Selection
D.O.R.K. selects Settle. TKO selects Consume (Trade). OMM selects Settle.Settle Phase
D.O.R.K. discards 3 cards to play Prosperous World, then draws a card. TKO discards Colony Ship from his Tableau and plays New Earth. OMM conquers Clandestine Uplift Lab and draws 2 cards.Consume Phase
D.O.R.K. consumes a rare good from Mining World on Prospecting Guild, gaining 1VP and 1 card. TKO trades an alien good for 5 cards, consumes an alien good on New Earth for 1 good and 1 VP, and gains 1VP from Galactic Salon. OMM gains a card from Galactic Advertisers.Turn 12
Phase Selection
D.O.R.K. selects Explore (+1, +1). TKO selects Settle. OMM selects Settle.Explore Phase
D.O.R.K. draws 4 cards, combines them with his hand and discards 2. TKO draws 3 cards and keeps 1. OMM draws 3 cards and keeps 1.Settle Phase
D.O.R.K. discards 3 cards to play Comet Zone. TKO conquers the Rebel Homeworld and draws a card. OMM conquers Rebel Convict Mines and draws 2 cards.End of Game
TKO now has 10 cards in his tableau, ending the game.
Victory Points
6 Cost Developments
D.O.R.K. has Prospecting Guild, gaining 4 points for 2 rarity worlds and 3 points for 3 other worlds for 7 and Galactic Survey: SETI, gaining 2 point for 2 developments with Explore powers, and 5 points for other worlds for 7, totalling 14 points.
TKO has Rebel Alliance, gaining 4 points for 2 Rebel cards and 5 for other military worlds for 11 points.
OMM has no such developments.
Most Goals
Most Developments: D.O.R.K. and OMM each have 2 development cards in their tableaus and TKO has 3. Nobody has the minimum of 4 to claim the goal.
Highest Military: TKO has +9 military, OMM has +3, and D.O.R.K. has 0 TKO claims the goal.
Victory Point Totals
D.O.R.K. |
TKO |
OMM |
|
Tableau |
8 |
27 |
11 |
6-Cost Developments |
14 |
11 |
0 |
Goals |
3 |
8 |
0 |
Chits |
1 |
3 |
0 |
Total |
26 |
49 |
11 |
Congratulations to Bill on his victory!
End of Game Statements
Bill Scharf (The Kindly Ones):
Sometimes you get the cards that feed your engine and sometimes you
don’t. With my choice of new Sparta I went the military route… a number
of the military worlds I received had high value goods attached to
them, so I was able to trade for additional cards that fueled my
expansion, and I got more military capabilities and military worlds as
needed.
I was very very lucky with card pulls which is my main concern with the
game. If everyone is handed the same odds and ends yes, strategy is
key…but in more than one game someone (yes that includes me) gets
handed what they need to win… but regardless of that issue I still
enjoy trying out and switching between strategies, seeing what I can
do, win or lose.
Main keys in this game for me, build an engine that gets you cards,
that’s the lifeblood of this game and it gives you additional options
of what to do. At the same time, or secondarily, get an engine going
that gives you victory points. Thanks guys, I enjoy this game.
Christopher Hunt (Dynamic Oveerlords of the Realms of Kings):
Great game. Massive win by Bill, congratulations. Thanks as
ever to Chris for running the game. My strategy was too slow, and
expensive. Yes much depends on the cards given but not
everything. Sign me up for the next one.
Kevin Wilson (Opimum Mundos in Manu):
In case it didn’t show, my first play of the game. I’ve played
engine builder card games before but not quite like RftG and definitely
my first where the cards were not only what you played but your
currency in the game. I found that sufficiently new to struggle
with it. I kept getting distracted by new opportunities but after
the first couple of turns, it probably too late to change paths.
One more, maybe two more turns I would have been able to bring that
military power up and had a good card I’d been saving to play but even
that, now I see, wouldn’t have closed the gap much. Obviously still a
lot to learn. Thanks for letting me learn, I hope I wasn’t too
much of a distraction to the other players. Thanks to Chris for
running as always. I’m ready to try again and put what I learned
to use.
The Players
Player Name |
Player Faction |
Cards |
VPs | Claimed Goals |
Christopher Hunt |
Dynamic Overlords of the Realms of Kings (D.O.R.K.) |
0 |
1 | First 6-Cost Development |
Bill Scharf |
The Kindly Ones (TKO) |
8 |
3 | First to Discard. Highest Military |
Kevin Wilson |
Optimum Mundos in Manu (OMM) |
11 |
VP Pool: 33
Available Goals
Most Goals: Most Developments (at least 4) and Highest Military (at least 6)
First Goals: First 6-value Development, First player to have 4 goods in his tableau, First player to have to discard a card due to hand size limitations, and First player to have 3 Alien cards in his tableau.
D.O.R.K.
The Kindly Ones
Optimum Mundos in Manu (OMM)
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