Race for the Galaxy with The Gathering Storm Expansion
Round 1
Phase Selection
GCD selects Explore (+1, +1).
The New Phoenicians select Consume (Trade).
Explore
GCD draws 3 cards and keeps 2.
The New Phoenicians draw 2 cards and keep 1.
Settle
GCD passes.
The New Phoenicians pass.
Consume
GCD passes.
The New Phoenicians trade 1 biological good from Ancient Race to draw 4 cards.
Round 2
Phase Selection
GCD selects Explore (+1, +1).
The New Phoenicians select Develop.
Explore
GCD draws 3 cards and keeps 2.
The New Phoenicians draw 2 cards and keep 1.
Develop
GCD discards 2 cards to play Interstellar Bank.
The New Phoenicians discard 5 cards to develop the Galactic Genome Project, co-earning the First 6-point Development goal.
Produce
GCD does not produce.
The New Phoenicians does not produce.
Round 3
Phase Selection
GCD selects Explore (+1, +1).
The New Phoenicians select Develop.
Explore
GCD draws 3 cards and keeps 2.
The New Phoenicians draw 2 cards and keep 1.
Develop
GCD passes.
The New Phoenicians discard a card to play a Colony Shp.
Settle
GCD discards 2 cards to settle Alpha Centauri, gaining a rare windfall good.
The New Phoenicians discard the Colony Ship from their tableau to settle Plague World.
Consume
GCD consumes a rare good from Alpha Centauri on Old Earth, gaining 1VP.
The New Phoenicians pass.
Produce
GCD does not produce.
The New Phoenicians produce a biological good on Plague World.
Round 4
Phase Selection
GCD selects Explore (+1, +1).
The New Phoenicians select Consume (Trade).
Explore
GCD draws 3 cards and keeps 2.
The New Phoenicians draw 2 cards and keep 1.
Develop
GCD passes.
The New Phoenicians discard a card to play Export Duties.
Consume
GCD has nothing to consume.
The New Phoenicians trade a biological good from Plague World for 5 cards.
Produce
GCD does not produce.
The New Phoenicians produce a biological good on Plague World.
Round 5
Phase Selection
GCD selects Explore (+1, +1).
The New Phoenicians select Consume (Trade).
Explore
GCD draws 3 cards and keeps 2.
The New Phoenicians draw 2 cards and keep 1.
Settle
GCD discards 1 card to settle Expanding Colony.
The New Phoenicians discard 1 card to settle Empath world, gaining a windfall biological good.
Consume
GCD has nothing to consume.
The New Phoenicians trade a biological good from
Plague World for 5 cards and consume a biological good from Empath
World on Plague World for 1 card and 1VP, then discard 3 cards, gaining
the first player to discard goal.
Round 6
Phase Selection
GCD selects Explore (+1, +1).
The New Phoenicians select Develop.
Explore
GCD draws 3 cards and keeps 2.
The New Phoenicians draw 2 cards and keep 1.
Develop
GCD passes.
The New Phoenicians discard 5 cards to develop Pan-Galactic League.
Produce
GCD does not produce.
The New Phoenicians produce a biological good on Plague World, gaining a card.
Round 7
Phase Selection
GCD selects Settle.
The New Phoenicians select Produce.
Explore
GCD draws 2 cards and keeps 1.
The New Phoenicians draw 2 cards and keep 1.
Settle
GCD discards a card to settle Secluded World, and draws a card.
The New Phoenicians settle Refugee World, gaining a novelty windfall good.
Consume
GCD has nothing to consume.
The New Phoenicians consume a biological good from
Plague World on Plague World for 1 card and 1VP.
Produce
GCD produces a novelty good on Secluded World.
The New Phoenicians produce a biological good on Plague World and Empath World and gain 3 cards.
Round 8
Phase Selection
GCD selects Develop.
The New Phoenicians select Consume (x2VP).
Develop
GCD discards 2 cards to develop Improved Logistics, drawing a card.
The New Phoenicians discard 6 cards to develop Terraforming Guild.
Consume
GCD consumes a novelty good from Secluded World on Expanding Colony, gaining 1VP.
The New Phoenicians consume biological goods from Plague World and Empath World on Galactic Genome Project for 6VP.
Round 9
Phase Selection
GCD selects Settle.
The New Phoenicians select Produce.
Explore
GCD draws 2 cards and keeps 1.
The New Phoenicians draw 2 cards and keep 1.
Develop
GCD passes.
The New Phoenicians pass.
Settle
GCD discards a card to settle Gambling World and discards 2 cards to settle Earth's Lost Colony, and draws a card.
The New Phoenicians discards 2 cards to settle Asteroid Belt, gaining a rare windfall good and drawing a card.
Produce
GCD produces novelty goods on Secluded World and Earth's Lost Colony.
The New Phoenicians produce biological goods on Ancient Race, Plague World, and Empath World and gain 3 cards.
Round 10
Phase Selection
GCD selects Explore (+1, +1).
The New Phoenicians select Consume (x2VP).
Explore
GCD draws 3 cards and keeps 2.
The New Phoenicians draw 2 cards and keep 1.
Develop
GCD discards 2 cards to develop Genetics Lab.
The New Phoenicians discard 4 cards to develop Diversified Economy.
Consume
GCD consumes a novelty good from
Secluded World on Expanding Colony, gaining 1VP and a novelty good from
Earth's Lost Colony on Secluded World gaining 1 card.
The New Phoenicians consume biological goods from
Plague World and Ancient Race on Galactic Genome Project for 6VP and a
biological good from Empath World, a novelty good from Refugee World,
and a rare good from Asteroid Belt on Diversified Economy, gaining 6VP.
Round 11
Phase Selection
GCD selects Explore (+1, +1).
The New Phoenicians select Produce.
Explore
GCD draws 3 cards and keeps 2.
The New Phoenicians draw 2 cards and keep 1.
Develop
GCD passes.
The New Phoenicians discard 1 card to develop Contact Specialist.
Settle
GCD settles Pilgimage World and discards 5 cards to settle Galactic Trendsetters.
The New Phoenicians pass.
Produce
GCD produces novelty goods on Secluded World and Earth's Lost Colony.
The New Phoenicians produce biological goods on Ancient Race, Plague World, and Empath World and gain 4 cards.
End of Game
CJVH, SNAFU, and Benevolent Overlords now have 12 cards in their tableaux, ending the game.
Victory Points
6 Cost Developments
GCD have no 6 cost developments.Most Goals
Most Rare and Novelty Production and Windfall Worlds:
GCD has 4, UICW and Benevolent Overlords each have 3, The New
Phoenicians and CJVH each have 2, and SNAFU has 1. GCD gains 5VP.
Highest Military:
UICW has 10, CJVH has 6, SNAFU has 3, GCD and Benevolent Overlords each
have 0, and The New Phoenicians have -4. UICW gains 5VP.
Victory Point Totals
Galactic Construction and Demolition |
The New Phoenicians |
United Independent Colonial Worlds |
Christian Jihad Von his Holiness |
SNAFU | Benevolent Overlords |
|
Tableau |
15 |
8 |
19 |
15 |
24 | 20 |
6-Cost Developments |
0 |
25 |
13 |
15 |
15 | 6 |
Goals |
0 |
6 |
8 |
3 |
6 | 0 |
Chits |
3 |
20 |
4 |
1 |
12 | 8 |
Total |
18 |
59 |
44 |
34 |
57 | 34 |
End of Game Statements
Kevin Wilson (UICW):
Well, I was hoping for 1 more turn to get a few more VP from my to
6-cost development cards but it wouldn’t change things so here we are.
Congrats to Keith on a nice, narrow win. Thanks to the rest for the
play and to Chris for running the game.
I still struggle with the iconography, having to look some up often. It
was better this time but still slowed me at times. But, once things
settle into a path it got a little bit easier. I needed to have looked
for more production and a little less military but my homeworld and
initial cards pushed that way so I went with it. Still getting the feel
for the game with the small number of plays now but better. I bought
the iPad version so maybe I’ll run through a few there for a bit more
familiarity with at least the iconography.
Bill Scharf (Benevolent Overlords): Congratulations to kieth on his win, and thanks to Chris for running it. I’ve won this game going two routes, the military one, and the planets/goods/cards/consume route. By unfortunate draws I didn’t get my first planet out until round 5…. waaayyy to late to make a difference, as others on that arc were already far ahead of me. Oh well, next game, the cards will be different!
Chris Hibbert (SNAFU):
Well played, Keith! That's quite an amazing tableau: Galactic Genome
Project and Pan Galactic League with three genes worlds. Add a few
double VPs, and you're ahead of the pack.
I followed my usual strategy of high-value production worlds and trade,
and came pretty close. Having Contact Specialist and Replicant Robots
made placing both Military and non-military worlds cheap, but it was
hard to find enough valuable worlds at the end. My 6-point developments
only worked medium-well with my tableau.
Thanks for running the game, Chris H.
Christopher Hunt (CJVH): Followed a similar strategy big development cards and in my case settle military worlds. Had few militaary cards. Congrats to Keith for his fine game,and to Chris for keeping track go my cards.
Kieth Marple (The New Phoenecians):
Thank you all and especially Chris Hassler for organizing, this was my
first S.O.B. game and I really enjoy the format. This was a great
game and definitely the most fun I've ever had playing Race.
Really thought SNAFU had it for much of the game.
I leaned into synergy with my homeworld early, and made intentional
out-of-strategy moves to grab goals where possible, and then began
attempting to fulfill the goals of my 6-point developments, with the
4vp-for-1 card Contact Specialist as the coup de grace.
The Players
Player Name |
Player Faction |
Cards |
VPs |
Claimed Goals |
Bob Robles | Galactic Construction and Demolition (GCD) | 5 | 3 | |
Kieth Marple | The New Phoenicians | 4 | 20 | First 6-point Development, First to be forced to discard due to hand size |
Kevin Wilson | United Independent Colonial Worlds (UICW) | 6 | 4 | First to be forced to discard due to hand size, Highest Military |
Christopher
Hunt | Christian Jihad Von his Holiness (CJVH) | 7 | 1 | First 6-point Development |
Chris Hibbert | SNAFU |
1 |
12 |
First to gain 5VP chips, First to have 3 Alien cards in the tableau |
Bill Scharf | Benevolent Overlords |
5 |
8 |
VP Pool: 27
Available Goals
Most Goals: Highest Military (at least 6), and most novelty and rare production or windfall worlds (at least 3).
First Goals: First
player to have a have 3 Alient cards in his tableau, first player to
play a 6-cost development, first player to be forced to discard a card
due to hand limits, first player to gain 5VP counters.
Galactic Construction and Demolition
The New Phoenicians
Note: The first goal here is a stand-in for the First 6-point Development goal.
United Independent Colonial Worlds
Note: First goal here represents the first to discard due to hand size goal.
Christian Jihad Von his Holiness
SNAFU
Benevolent Overlords
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