Race for the Galaxy

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Race for the Galaxy

Overview

Race for the Galaxy is a card-driven engine-building game where players build galactic civilizations by playing cards representing worlds and developments. Each round, players simultaneously choose action cards to select which phases occur. Cards serve triple duty: as items to build, as currency to pay costs, and as goods to consume or sell. The player with the most victory points wins.

Components

Component Quantity
Start world cards (numbered 0-4) 5
Game cards (worlds and developments) 109
Player action card sets (7 cards each) 4 sets
Duplicate action cards (for 2-player variant) 8
Summary sheets 4
VP chips (1, 5, 10 point denominations) 28

Setup

  1. Place 12 VP chips per player in a common pool (use 1 and 5 VP chips). Set aside 10 VP chips for final round.
  2. Each player takes a set of 7 action cards.
  3. Shuffle and deal 1 start world face-up to each player (or use numbered preset for first game).
  4. Shuffle remaining start worlds into the game card deck. Deal 6 cards to each player; each discards 2 face-down. Remaining cards form the draw pile.

Turn Structure

Each round:

  1. Select phase: Each player secretly chooses one action card.
  2. Reveal: All chosen action cards are revealed simultaneously.
  3. Execute phases: In order (I-V), execute only the phases that were selected. The selecting player(s) get a bonus. All players participate in each active phase.
  4. Discard action cards (retrieved at start of next round).

Actions

Phase I: Explore

Draw cards from the supply, keep some. Bonus: draw more or keep more depending on which Explore card was chosen.

Phase II: Develop

Play a development card from hand into your tableau. Pay its cost by discarding that many cards from hand. Bonus: pay 1 fewer card.

Phase III: Settle

Play a world card from hand into your tableau. Non-military worlds: pay cost by discarding cards. Military worlds: must have sufficient military strength from existing cards (no cards discarded). Bonus: draw a card after settling.

Phase IV: Consume

Use consume powers on your tableau cards to discard goods for VP chips or card draws. Two Consume variants: Trade (sell one good for cards first) or 2x VP (double VP chips gained).

Phase V: Produce

Place a card face-down on each production world without a good (as its “good”). Bonus: produce on one windfall world.

Card Powers

Cards in your tableau provide ongoing powers that modify phases – reducing costs, increasing military, allowing extra draws, converting goods more efficiently, etc.

Scoring / Victory Conditions

The game ends at the end of the round in which either:

Final score = VP chips earned + VP values printed on tableau cards + bonus VP from certain 6-cost developments.

The player with the highest total wins. Tiebreaker: most goods + cards in hand.

Special Rules & Edge Cases

Player Reference

Phase Action Bonus
I: Explore Draw cards, keep some Draw +1/+5 or Keep +1
II: Develop Build a development (pay cards) -1 cost
III: Settle Place a world (pay cards or use military) Draw 1 card
IV: Consume Use goods for VP or cards Trade first or 2x VP
V: Produce Produce goods on production worlds 1 windfall production