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Gaming Blog

Roll for The Galaxy

30/7/2021

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29th July 2021

Thursday is here and it's time for some gaming on Board Game Arena.

If racing isn't your thing but rolling is, then maybe you'll prefer Roll for The Galaxy to the excellent Race for The Galaxy.
​
Roll for The Galaxy is a follow up to the aforementioned game and both are thematically similar. Both games have the same 5 phases (Although not in the same order!) and both are about are about building settlements and developments to create an engine building tableau in order to win.
Mechanically, there are numerous differences though. Roll for The Galaxy uses lots of different dice and dice rolling to manage phases as well as provide workers to build with. Gone is the card-based economy of Roll for the Galaxy.

What's in a game?
  • ​​Dice: Lots of six-siders in a variety of colours, each colour having a different distribution of the game's 6 different symbols.
    ​Players of Race for The Galaxy will recognise many of the elements and colours used below.
    • Home dice: (White.) These are essentially the game's default starting dice. 2 faces show the Explore icon, the remaining faces show Develop, Settle, Produce and Ship.
    • Military dice: (Red.) 1 face on a military die will show Explore, 2 show Develop and 2 show Settle, the final face shows the Wild symbol, an asterisk.
    • Consumption dice: (Purple.) 1 side shows Explore, another shows Develop, 3 faces show Ship and again, the final face shows the Wild symbol.
    • Novelty dice: (Blue.) This die type has 1 Explore, 2 Produce, 2 Ship and 1 Wild face.
    • Rare Elements dice: (Tan.) 1 Explore, 2 Develop, 1 Produce, 1 Ship and 1 Wild face.
    • Genes dice: (Green.) 1 Explore, 2 Settle, 1 Produce and 2 Wild faces.
    • Alien Technology dice: (Yellow.) Finally this die has 1 Develop, 1 Settle, 1 Produce and 3(!) Wild faces.
      Thus, utilising different dice will give players different results and consequently, different options. Some dice are more powerful than others but also rarer and harder to acquire.
  • Player screen: Each player will have a screen to hide their initial dice rolls from other players, these screens also display a condensed list of rules.
  • Player tile: These large tiles have a cup space (To show what goes into the player's cup.), a Citizenry space (More on this later.) and a construction zone.
    The construction zone has a square space each for a development tile and a settlement tile, finally there's also a currency track which goes from 0-10.
  • Phase strip tile: This little rectangular tile has a line of 5 symbols to represent the game's 5 phases.
  • Home world tiles: There are 9 of these home world tiles which are the game's starting tiles. Each home world will have it's own special ability.
  • Faction tiles: These rectangular tiles are twice as wide as home world tiles. Each of these 9 tiles also confers special abilities
  • Game Tiles: These square tiles are double sided and the same size as home world tiles. One side always shows a development and the other a settlement. They also list cost and any special ability or bonus they possess.
    • Developments: Usually give the controlling player some sort of bonus or special action.
    • Settlements: Apart from non-coloured settlements, there are 4 types of settlement; Novelty, Rare Elements, Genes, & Alien Tech. Usually players gain extra dice of those types of dice when constructing settlements, as well as the ability to produce and trade goods of those colours..
  • Tile bag: used to blindly draw random game tiles.
  • Currency meeple: A meeple token used to track currency.
  • Dice cup: Each player will have their own cup for dice rolling.
  • Victory points tokens: Self explanatory.
  • Phase tiles: These 5 largish square titles are used to track phases, each tile is double sided and has a active and inactive face.
The most important component here are the dice, they well made and colourful with clear iconography.
All the games tiles are made of sturdy grey board and are suitably thick.
The currency meeple is a nice little wooden token that matches colour with a dice cup, speaking of which, the cups are made of pretty standard plastic but are easily tough enough to stand up to repeated use.
Finally, the victory tokens are made of standard card token chips and are probably the most average component in the game, which is to say the components are all good quality.
Anyone familiar with Race for The Galaxy will recognise the art style on the tiles. How much of it is new and how much is recycled from Race, I couldn't say. Ultimately though, it's fairly good artwork.


How's it play?
​Setup
  • Put out a number of victory point tokens equal to the number of players x 12, thus 12-60 VP tokens.
  • Put out the 5 phase tiles, inactive side-up.
  • Put the game tiles into the bag and give it a good shake.
  • Randomly deal a faction tile and a home world tile to each player. Place the home world tile on the right side of the faction tile. This forms the player's starting tableau which has a size of 3.
  • Give each player:
    A dice cup.
    A phase strip tile.
    A currency meeple.
  • Each player now blindly draws 2 game tiles from the back. One must be placed on the development space on their player tile and the other on the settlement space, players are free to choose which way round they do it. These 2 tiles are now in construction.
  • All players take 3 white home dice and place it on the cup space on their player tile, then they take 2 more home dice and place it on the citizenry space on their player tile.
  • Depending on their faction tile and home world, players will take extra dice and place them on the cup or citizenry space, or as a good on one of their starting tiles.
  • Put the currency meeple on the 1 space on the player board's currency track.
​On to play.
Roll for The Galaxy is played out over 5 different steps, each player carries out each step simultaneously.
  • Roll: Players take all the dice on the cup space on their player board, places them into their dice cup and rolls them secretly behind their screen.
  • Assign: This sound trickier than it actually is in play.
    From behind their screen, players secretly place all dice into columns below the phase strip spots matching the symbols that were rolled on the dice. E.G., if a player has 2 dice that came up with the development symbol, they must all be placed in a column below the development symbol on the phase strip tile. An asterisk result can be placed under any phase symbol. During this step, any single die can be discarded back to the cup to move another die to any column. The number of dice in a column beneath a phase determines the number of actions the player will gain if that phase becomes active.
    Next, each player takes any single die from any column and places it on to one of the 5 phase symbols on their phase strip tile, the die can be placed on to any phase, regardless of what face the die has showing. This will activate that phase during the phases step.
  • Reveal: Now players move their screens to reveal their dice.
    For each phase chosen by a player, flip the respective phase tile from inactive to active, these are the phases that will be played in this round. The remaining phases stay inactive. Any players who has dice in a column under a phase that is inactive returns those dice to their cup.
  • Phases: This is where the bulk of the game occurs, if a phase is activated by any player, then all players may act in it (Provided they have dice below the pertinent phase. From 1 to 5 phases may be played and they are always played out in the order shown below.
    • Phase I - Explore: When this phase is activated, for each die a player has under the Explore symbol on their phase strip tile, they may blindly draw a tile from the bag and place it on to their tile, because game tiles are double-sided, the player may choose which side to use. However, there can only ever be one development and one settlement in construction at a time, additional developments and settlements must be stacked beneath the respective tiles.
      Alternatively, a player may increase their currency by 2 for each explore die they have.
    • Phase II - Develop: If this phase is activated, each die that a player has under their Develop symbol can be transferred on to the development tile they have in construction. If the number of dice on the tile equals the cost then that development is completed. The completed tile is put into that player's tableau and the dice are returned to the Citizenry space on their player tile.
      If there are not enough dice to complete the construction, then those dice stay there until the construction is completed or abandoned.
    • Phase III - Settle: This works identically to the Develop phase above, only with settlements
    • Phase IV - Produce: If this phase is activated, each die the player has beneath the Produce symbol may transferred to a settlement in their tableau that can produce goods and stays there as a goods die.
    • Phase V - Ship: For each die beneath the Ship symbol, the player may trade goods on settlements for a victory point each or currency. These dice are removed from their settlements and returned to their player's Citizenry space.
      When trading for victory points, players earn more points if the goods dice and/or the trading die's colour matches that of the settlement the player is trading from. Thus a blue planet with a blue goods die and a blue trading die would earn 1+1+1 victory points.
      If a goods die is traded for currency, the colour of the settlement determines how much the player earns; from 3 for Novelty goods to 6 for Alien Technology.
  • Manage Empire: Once all the phases are completed, it's time to do some management. Managers - even in space to you can't avoid them.
    • Recruit: You may have noticed that for most actions, dice are returned to the Citizenry space. In order for a player to gain use of them again, they must pay 1 currency per die, which moves them into the player's cup.
    • Recall: A player may move die used a goods back to their cup for free, they may also move dice from uncompleted developments and settlements back to their cup for free.
    • Flip Phase Tiles: Turn all activated phase tiles over to their inactive side in preparation for the next round.
That's it, play progresses to a new round, now players secretly roll dice and allocate them again.

Endgame
Play progresses until either a player has completed the 12th tile in their tableau, or the supply of victory point tokens has been depleted.
Players now calculate the total cost/value of completed tiles in their tableau and victory points accumulated, furthermore; some developments will have criteria that score players additional points.
All points are tallied, highest score wins.

Picture
Game end.

Overall
Players of Race for The Galaxy (Like me!) will recognise a lot of familiar theme and ideas in Roll for The Galaxy, it's quite clever how this has been achieved, although there are some differences.

For example; in Race for The Galaxy, a player's hand is also their currency, in Roll for the Galaxy though, players have no hand. The game introduces a currency track to replicate this and at first I thought it felt a little superfluous, after all, currency is only used to recover dice from the Citizenry space, then I realised without the need for currency, the decision to choose between a game tile and currency in the Explore phase becomes unnecessary as does the decision to to choose between victory points and currency in the Ship phase.
There is no military score, instead military dice provide extra opportunities to develop and settle.
Curiously, Roll for The Galaxy swaps the Produce and Ship/Consume phases round and trading is now the 5th and final phase. I guess that this decision was taken to make it a little easier to players to produce and then trade goods in the same round?
Additionally, because Roll for the Galaxy is a 5-player game, it possible for all phases to be activated. It's never been possible to activate more than 4 phases in Race for The Galaxy.
Finally; constructing developments and settlements is quite different: In Race for The Galaxy, it's a all-or-nothing affair, either you have the cards to pay for a development/settlement or you don't. Roll for The Galaxy allows player to incrementally pay for them, however, this ties up dice in construction, as a consequence players will have less dice and therefore less choices When rolling at the start of the round.

But enough of talking about another game, let's talk about Roll for The Galaxy.

In Roll for The Galaxy, players will be to some extent at the mercy of the dice they roll at the start of a round. If you're looking to finish constructing a settlement and you get no settlement dice - tough luck!
O
bviously there are rules to mitigate some of this and furthermore, correct usage of the different types of dice (Provided you get hold of them.) at the right time can be helpful and skew results in a player's favour. But on occasion, players will have to react to dice rolls that just don't go their way! Adaptation is the key here. Even so, it can prove frustrating at times when you can't do what you want to. Additionally, acquiring certain types of dice which may push players into strategies they hadn't considered before, 
Another aspect to remember when assigning dice, is to pay attention to what other players have been doing, successfully anticipating another player's choice of action can prove useful and provide extra actions to spend.

Players must balance the need to acquire developments and settlements with the need to produce and trade, this also means balancing the use of limited resources to construct improvements with the need to have actions.
Building an engine is vital, getting the special abilities provided is important, but so is acquiring extra dice to roll, which gives players more choices elsewhere.
Players will want to do all of this as efficiently as possible to outpace their opponents

In short; Roll for The Galaxy always provides players with meaningful decisions.

I'd happily play Roll for The Galaxy again in the future, but given the choice between this and Race for The Galaxy, I'd choose the latter every time. Roll for the Galaxy is a good and fun game but I sometimes find the randomness off putting. If dice games are your thing over card games for some reason, Roll for the Galaxy is definitely worth a look.
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