Wednesday, 24 March 2010

Teaser for Going Cardboard: A Board Game Documentary

Teaser for Going Cardboard: A Board Game Documentary: "

My friend Lorien Green, after being inspired by The King of Kong, TILT and other game-related documentaries, has been working on a board game-related documentary called Going Cardboard since the end of 2008, and she’s now released a rough-cut teaser for the film that includes BoardGameGeek co-owner Derk Solko, designer Stephen Glenn, and mega-game collectors Shiela and James Davis, among others. The folks aren’t labeled as Green is still editing the film, which she expects to finish by Q1 2011.







"

Review: Middle-Earth Quest:: Questing in Middle-Earth never looked so good

Review: Middle-Earth Quest:: Questing in Middle-Earth never looked so good: "

by Marcon


This review will intentionally not go into details on how the game is played. After all, it's been out for a little while now and the rulebook is available online now so you should know what it is about.



Bits, pieces and theme



I am blown away by this game. The first time you unfold the 2 boards, if there is any hint of a Tolkien fan in you at all, you will stare in awe at it. And just when you think you are back to your senses, you will realize the column on which you place Sauron's plots is in fact a gigantic representation of the Barad-Dur tower. And then you will notice that in every single frickin' circle representing a location of Middle-Earth, the artist took the time to draw a different art piece rendering what this part of the world should look like. That's over 50 locations.



And then there are the cards. The plots representing events that may or may not have happened during that long black hole of the trilogy. Again, the art is insanely gorgeous. There are quotes of the books which, despite the facts that they occurred a few years later, fit extremely well, bring back good memories and generally just immerse yourself in the game even more. Even after all those terrific games based on the Tolkien universe have come out, it still dazzles me how well Middle-Earth lends itself to boardgaming, both geographically and storywise.



The gameplay



Alright, so it's pretty. But this isn't a painting, it's a game. Well, it doesn't disappoint in that regard. There are a lot of mechanics so I will highlight the ones I deem of mention.



In most games, heroes will have a unique special power and different stats. In MEQ, they also have a unique deck of cards, complete with what I would call signature cards and a different ratio of a good variety of Ranged and Melee attacks. So despite the fact that there is only 5 heroes in the game, each of them is not just a random bunch of numbers put in a different order.



I also like the innovative 'Your deck is your life total' design twist. It's fun to see new players looking for a pile of wound tokens when their hero suffers damage. And even though the mechanic sometimes feels awkward :



Player : 'I spend my last card to travel here.'

Me : 'Hmmm, well, you're defeated then.'



It all makes sense after a short while and you'll grow used to watching your life pool deplete, counting the cards left in it and happily shuffling everything back together when your hero is healed.



If Corey Konieczka has a problem with dice, I don't mind as long as he comes up with one interesting way to handle combats after another. The fights in MEQ are a breeze to work through and when you have a few games under your belt, it will become Cat-And-Mousey or Rock-Paper-Scissorsey as you will wonder if you should play 2 consecutive ranged attacks at the risk of facing an Aimed Shot. Perhaps an Anticipate is the way to go to get the most out of your Attack of Opportunity? Having seen 2 cards in a row with a Shield icon, is it time to play this Execute you trained for to upset the Witch-King? I must admit there are some obscure interactions here and there that 2 versions of the FAQ didn't cover entirely, especially related to being exhausted and cards being cancelled. But they don't deter from the overall fun and since these situations equally happen to one side or the other, they are easy to rule from an objective perspective.



As for the goal of the game, I love the advancing tokens mechanic, driven by Sauron's plots for the evil player and by the 'Time is on our side' point of view for the good guys. I'm okay with the missions but one of them is overly difficult for each side. As thematic as the Shire one is for Sauron, I have to resort to my best poker face to retain a frown and not let out a 'To the lame tie-breaker we go at best' sigh when I draw it. Same goes for the minions mission for the heroes. With Gothmog able to choose peril at will and the Ringwraiths respawning at every turn but the last, the others pale in comparison.



Oh, right, back to that 'lame tie-breaker' allusion. Even if you've been following this game from afar, you've probably seen countless threads about the thematic-yet-badly implemented fight that takes place if no winner can be proclaimed. And mind you, this is not something along the lines of :



'OMG, we both finished at 142 victory points and both have 46$, get that rules booklet out, let's see what they came up with as a tie-breaker to see who will have bragging rights until our next game.'



What I mean is you will have to resort to the tie-breaker quite a few times in your long aventuring career in Middle-Earth. I'd say 1-in-3, 1-in-4 games? I don't mind the fact that the good players have to name ONE hero to face the Ringwraiths. After all, in Fury of Dracula for example (Another all-against-one game), it often comes down to one Hunter being elected to wait for the Count somewhere or to jump on his known location because he is the one with the best items.



My problem with the tie-breaker is that, as the Ringwraiths, your goal is to exhaust the hero. You'll be looking for shields and you'll be hoping that the hero will run out of strength before he kills you. How anti-climactic can it gets? Even if you're ahead in the tokens race, what do you get? More health and more cards to improve the odds of having more shields at your disposal. It leaves a bad taste in the mouth of the hero players to see their champion play his last card and then that's it. The Ringwraiths are not dead, the hero is not dead, but the game is over nonetheless. I can't help but think that this was a 'Friday-Late-Afternoon' idea or even something that was rushed at the last minute when the game was almost ready to ship. I know there are a lot of variants on these boards and I am grateful for them and I also know that people will sometimes reply 'Heh, just complete your mission and you'll be fine' but it's not always that simple.



Anyways, rant over, now I want you to read my review again from the beginning because this gripe is but a little inconvenience in an otherwise great game.



The replayability



I think I played this game at least 20 times. Though the time to set it up is starting to unnerve me a bit, I am discovering that some aspects of the game 'get better with age' such as the plots requirements. They're something you would just announce to a clueless bunch of players during the first game ('Okay, I play this plot, I need 8 Influence within one space of Mount Gundabad and I have them'). They are now yet another way to bluff your opponents. Put a monster token under Theoden in Helm's Deep and it will smell like 'A Promise of Rings' (Man, how thematic is this?) But what if this is just something to get the attention of a particular hero while you put down something else?



Optimal number of players



This is a 2-4 players game and I played it a few times with every configuration. The 2-player game as written favors the hero a bit since he takes 2 consecutive turns which allows him to attack a minion twice, get all the training, devote his first turn to grab favor and then use the next to run to the nearest plot, etc.



The 3-player game is by far the best. The Sauron player has very tough decisions to make since he has only 2 actions and 3 heart-breaking choices. Downtime is minimal in this configuration. After a few plays, my 2-player games have essentially become 3-player games since my friend and I were able to control 2 heroes quite easily.



The 4th player doesn't add enough to compensate for the additional downtime he will induce. The Sauron player's turn is longer and of course, it will take the heroes more time before they get a chance to act. It can add as much as an hour to a game and will put the duration over the edge for some.



The bottom line



Despite a tie-breaking mechanic that screams to be rewritten, MEQ is a solid game. It has just enough hero-building without being a complete mess of gear and bonuses, enough cooperation without being a 'Boss-Me-Around' kind of game, enough interesting fights without being a dice-fest and of course, more than enough theme. Actually, being a hero in Middle-Earth would probably feel just the same as playing MEQ, without that fuzzy smell accompanying every new board game."

Review: Citadels:: Citadels - A Card Game Of Buildings and Backstabbery

Review: Citadels:: Citadels - A Card Game Of Buildings and Backstabbery: "

by superflypete


Reprinted from The Superfly Circus: http://superflycircus.blogspot.com/





I love social tabletop games where you are forced to interact with your friends because my philosophy is that videogaming is for 'solo gaming' and tabletop games exist to give adults an excuse to get together without a live band and alcohol. Citadels, by Fantasy Flight Games, is the perfect game when a group of friends need that excuse. The game has all the social interaction any group of buddies should have - theivery, backstabbery, and all out cut-throatery. Well, my friends, anyhow.



Citadels, in short, is a well illustrated small box game in the 'Silver Line' family of games by FFG. It comes with a ton of cards, a bunch of little plastic 'gold' pieces which look to be designed to look like tiny butterscotch choking hazards for small children, a neat little concise and well laid-out rulebook, and finally, a wonderful little 'Crown' which denotes the player who is King at the time. For the MSRP of 20-ish bones, this game is an awesome investment in a dump truck full of fun. I, being a cheap bastard, really appreciate that FFG has made games like this, Drakon, and Cave Troll accessible for such a low entry price. I figure that this type of game is well worth the price of a couple of movie tickets, and as a bonus the game doesn't suck like most of the movies I've seen recently.



The game's premise is that each player takes the role of one of the eight principal character in the game, and you collect and spend gold in order to build eight 'districts' in your own little city, and each district has it's own price to build with the price being the victory points awarded for that district at the end of the game. Speaking of that, the game ends on the round when a player builds their eighth district, where players tally their gold, the cost of their districts, and then add in a couple of bonus points if applicable. One of the coolest aspects of this game is that until your character's card is called into play by the king, in numerical order, you do not know which players are holding which cards, which allows a ton of bluffing and misdirection.



Each player, on their turn, can use their power, take a district card or take gold, and finally build one district if they so desire. The gameplay is quite simple, but the choices are quite varied and make for some very tough choices at some crossroads. There is quite a bit of 'Kill The Leader' in this game where the person who has either the most districts or the highest potential victory points generally bears the brunt of the really nasty stuff like assassination, robbery, and having their districts torn to the ground. The upside of this is that due to the hidden character selection the Assassin and Thief do not know what character is in your hand, and they have to take their turns before everyone else, so they may select a character that isn't even in play on a given round, wasting their activation and leaving the player all kinds of pissed off.



The character cards are quite varied in what they do and the differences in each make for a very strategic game. You can select either the Assassin, Thief, Merchant, King, Architect, Warlord, Bishop, or Magician. Each must be played in order, as I have said, and each has his own special ability which grants him certain advantages. The tricky part is that at the beginning of each round you get to select one of these to play for that round, and depending on how many players are in the game you may select your character at random. An example of character powers is that the Assassin can select another character to assassinate, and the assassinated character loses their turn that round. Another example is the Warlord, who can destroy another player's 'districts' for a price, thereby taking victory points away from the enemy. There are also other powers that affect your cards, like the Magician's ability to swap cards and the Architect's ability to build more than the normal one district per turn. The balance for such a large cast of characters is astoundingly good, and there really is no 'kingmaking' in this game.



The districts themselves are quite varied and come in one of five different 'types' which are identified by small little colored rondelles on the card, and signify them as a 'Noble', 'Military', 'Religious', 'Trade', or 'Special' district. These types generally are matched to the characters, meaning that the King gets a bonus for 'Noble' districts and the Bishop gets a bonus for 'Religious' ones. The interaction between the districts and the characters is probably the single most important aspect of the game since most of these interactions allow you to gain extra gold which will allow you to more quickly build districts. The downside is that you can easily become a target of theivery when you hoard gold for too long, so it's also important to get decent cards quickly.



The last thing I will mention is that the 'Dark City' expansion is included with the latest printing of this game, which gives you 14 new districts and 10 new character cards that can replace some, or all, of the existing characters. The best thing about the expansion is the new districts that really add some coolness to the game with some very creative and interactive powers that had not been previously introduced, which expands the replayability even further. I am told that this expansion also has the inclusion of the wooden 'King' marker that gets passed to the player who has selected the King, but I have only ever owned this version so I always had it and quite honestly, 'meh' is the appropriate response for this addition.



At the end of the day, this game can be quite strategic due to all the variables in play at any given time. I would recommend this game to almost everyone. It's good for 1v1 play where each player can take two characters per turn to the most raucous 8-player groups starving for some death and dismemberment. It's a hell of a filler game, and the short playtime allows for both multiple games per gathering or as a 'warmup' game while waiting for the rest of your group to arrive.



Things I liked:

The game's price point is absolutely perfect for the value

The quality of art is very good, especially with as many cards as you get

Brisk play and fast turns allow for quick games and little downtime between turns

Excellent replayability potential



Things I detested:

The little gold coins are a bit on the cheesy side, but are passable and serve their purpose



Overall:

This is a great game and the varied character powers, card types, and overall bluffing mechanics in the game make this a game that I believe every person who likes card games should absolutely own.



Rating:

4.25/5



You can find Citadels HERE: http://new.fantasyflightgames.com/edge_minisite.asp?eidm=31"

Monday, 22 March 2010

Review: Maharaja: Palace Building in India:: Multiple Player Review: Maharaja: Palace building in India

Review: Maharaja: Palace Building in India:: Multiple Player Review: Maharaja: Palace building in India: "

by Choubi




(photo by ulible)



Check out my other [geeklist=49821]Multiple Player Reviews[/geeklist]



Disclaimer



Ok, just so you know where I come from and how the review will go. I'll start by an introduction so you know how I came to know the game and what my expectations of it were, then a little summary of how the game plays and what it looks like, you can skip that part if you're already familiar with it and the rules as I won't go much into detail here. I'll finish by my own opinion and my rating of the game. After that, I'll summarize what my playing group feels about the game.



About me, I started playing and fell in love with heavy games (Serenissima and Caylus). I began to play lighter games later like Odin's Ravens and Kahuna. I like mostly all types of games though I like when these are tense. I also usually don't like heavily luck-dependent games.

My favourites are Through The Ages, Race For The Galaxy, Imperial, Caylus, Dungeon Twister, Monster Mash.

Games I didn't like: Pillars of the Earth, Mykerinos, Caylus Magna Carta, Aton.





Introduction



I first heard of Maharaja through Tom Vasel's top 100 games of 2008 (I think it was the 2008 edition). It seemed like an interesting game for 3+ players that included some nice strategies and good decision making. I expected a medium weight game in the same vein as Puerto Rico. I finally bought it when it went on sale at the online website where I usually purchase my games at around 15 euros.





What is the game about



Maharaja was designed by Kramer and Kiesling. Though it is their only game I've tried yet, it seems the pair has designed a great deal of very good games.



In Maharaja, players take control of architects trying to impress the Maharaja. In order to do this, they will build great palaces throughout India, in cities the maharaja will visit.





Agra and its numerous marble palaces. See how the maharaja enjoys the view! (that's th big black guy in the picture!)

(photo by photocurio)



The goal of the game is to be the first player to build a seventh palace. But palaces aren't easy to build, they cost money, a lot of money actually.



The board is divided in 8 cities (Jaipur, Jodhpur and Delhi among others). Each turn, the maharaja will come and visit one of these cities. He will then issue generous grants to the architects who have most impressed him.



Here is how a turn is decomposed. First, the maharaja is moved to the city he'll visit, players then secretely choose which two actions they'll want to carry out during the turn using their action disk.





Action disks. The yellow player has chosen to build one palace with one action and to win 2 roupies with its second one.

(photo by Coffeebike)



Afterwards, players simultaneously reveal their chosen action and they will carry them out in order.



In order to build a palace, a player's architect has to be in the given city. Te players will therefore move their architects from city to city numerous times. However, to get from one city to another, you need to pass through built villages. The nice thing here is that if you pass through an opponent's village, you'll have to pay him so in addition to building palaces, you might want to ensure you control enough routes to move freely on the board.





Look at the roads going from Jodhpur. In order to go to Jaipur (upper-right city), player yellow will have to cross two blue villages, he'll therefore have to pay the blue player 2 roupies. Player blue could go there freely and make as many back and forth as he wants (moving isn't an action and players can do it before, between or/and after their two actions). However, no player can take the upper left route as no village has been built.

(photo by Geoman)



However, to build these villages, players need to have houses in their reserve which means that if you want to cover a lot of territory, you'll need to lose some actions replenishing your reserve with more houses. These houses can be built very cheaply in cities too which will help you impress the maharaja, albeit less effectively than palaces.



One of your possible actions is also to move one of these houses around enabling you to prevent another player to take a route right after you.



There are two very interesting actions left to discuss.



The first one concerns wich city the maharaja will visit next. There is a city ladder on the side of the board which shows the order in which the maharaja will visit te cities. Players can actually take actions to tweak the order, for example, if one player is very good in Jaipur, he migt want to move it forward several times in the game so that the city is visited several times throughout the game!





The governor's track. Next city is the blue one, and the one after that is the marron. Once a city is visited, the tile goes to the back of the line. Assume a player has a big lead on the green city, he might want to choose the action to move the green tile two spaces downward such that it will be the next visited city instead of the blue one.

(photo by matthew.marquand)



The last action concerns player roles. In maharaja, players can take several roles during the game. These roles will grant you some abilities but will also determine the order in which players will play their actions during the turn, the player with the crappiest role going first. One of your action is to change your role, either by exchanging yours with an opponents.







The different available roles. The 6th one allows you to build palaces for 9 roupies instead of 12, the 2nd one gets you 1 roupie each turn. The first one just allows you to go first (no special ability)

(photos by 4corners)



Once players have played, a scoring phase begins in the visited city. The player with most point will win a lot of roupies, the second player will win a little less and so forth and so on (the mount depends on the number of players).





A Highly contested city. The palace in the middle awards 3 points while every other palace awards only 1 point (this is because the middle palace is built on top of a hill so it is the first thing the maharaja sees when entering a city! Each house is 1 point and if your architect is present, 1 more point. One of the roles makes your surrounding palaces worth 2 points instead of 1. Here, player green has 3(middle palace)+2(surrounding palaces)+2(houses)+1(architect)=8 points. Yellow has 5 points (8 wit the right role). Red has 3. In case of a tie, player wit the best role wins.

(photo by Lord_Prussian)



Once the money awards have been dealt, another turn starts. Once a player builds his 7th palace, the game ends at the end of the turn. In case 2 players built their 7th palace in the same turn, money left s the tiebreaker (assuming of course one of the two player didn't manage to build an 8th palace in the same turn!).



That's it for the gameplay, let's see what I think of the game.





Random Musings



I must say I have grown to really like this game a lot. Yes, I admit there aren't that many strategies in here, nor that the game is particularly deep but still it provides with very good and difficult decisions to make. Some turns feel like a puzzle where you try to figure out if you can beat your opponents on the turn's city. The exchange of roles can really become nasty and thanks to that, there are some very good screwage possibilities.



Although it might seem that the first one to build a palace in any given city is virtually certain of wining the city each time it comes up, we found this was absolutely not true as houses can be built very fast and fr cheap and enable you to pull out some nice come back.



Personnally, I like concentrating on few cities and spending actions to make these come back as often as possible while a friend of mine usually likes to build a little bit everywere and is never really safe.



I like the fact that there is a lot going on, the way you open yourself routes to control the map or to rely on other players doing it for you.



The roles are balanced enough (although with few players, the very small roles usually aren't as good since you can still get first place with good roles).



To note, the rulebook proposes 2 variants, the first one lets players have 2 roles at once, I have no real preference between playing with 2 roles or just one althoug both games feel different. The other variant gives us another role (the 7th role in the pictures above). This role seems awfully broken to us and never play with it anymore. The role allows us to take one additional action on our turn (or more precisely, win a chit that one could spend in any other turn to perform one additional action). We figured, one always had to choose the action change a role as you could use your first ability before switching, then getting a new action point that you could spend on anything... (Worst case scenario, you use that point to do what you intended to do first!).



Apart from my first play that was ruined by this 7th role, all subsequent times maharaja hit the table, I had a great time.



To wrap up, Maharaja provides several doable strategies, although they might not be as diverse as some other games nor as deep. It provides a perfect level of interaction where, even though you can't directly hit the other players, you sure can pull some nasty things by stealing their victories or anticipating their tweaking of the governor track and use it yourself, blocking someone out of a city by removing your villages...



Of course, the fact that absolutely NO luck is present is a big plus for me and maybe people will think it turns the game dry as it often does but here, there are enough things going on that you can't anticipate too much and in the end, there is always something you didn't see coming happening!



One last note: the marble palaces are gorgeous! :laugh:



Overall, I rate this game an 8.



What my game group thinks



Laurène

Laurène is my girlfriend and was initiated to gaming by me, her first hit was Race For The Galaxy, she loves card games like Dominion, Lost Cities, Court of The Medici, as well as real brain burners like Caylus, Dungeon Twister, Through The Ages and Imperial. She also likes Galaxy Trucker, Princes of Florence and Agricola.

Not one of her favourites, I don't think she'd ever suggest playing it but I'm quite sure she wouldn't turn down a play if that's what the other wanted to play.



Matthieu

Matthieu likes mostly any kind of game, except the really heavy ones. His favourites are Settlers, Puerto Rico, Lost Cities, Serenissima, Agricola and Princes of Florence but isn't keen on games like Caylus or Imperial.

Although Maharaja seems to be exactly the kind of game that Matthieu would like, he didn't appreciate playing it. I think both times he played he got confused with the rules (both plays were far apart) and that lessened his enjoyment of the game. He would prefer play Puerto Rico without a doubt.



Bassem

Bassem came to gaming through me, he played Caylus and this is to this day his favourite game, he really wants brain-burning games with absolutely NO luck. Now, he is a bit more open and has started to enjoy games like Shazamm! though his preference still go to heavier games. He is a very competitive player (he's the only one with me capable of getting angry over a game). To him, games are a kind of sport. He's in it for the competition.

Although Maharaja is definitely lighter than Caylus, it is a game that Bassem enjoys playing competitively and he really gets into it, pondering every single one of his moves. I guess the no-luck factor really appeals to him a lot, as well as the numerous screwage opportunities present.



Vincent

Vincent is the less 'player' of us all, he usually comes just to spend time with friends and is rarely into the game, not really trying to win as hard as us. We usually mock him because he has some really weird ideas in games sometime but this is basically because he doesn't really try very hard. Some games however have engrossed him pretty much like Dungeon Twister or Serenissima.

The game is meh for him. I am positive he plays this to spend time with us and doesn't really like the game, like Puerto Rico or Caylus.



Thanks to ulible, photocurio, Coffeebike, Geoman, matthew.marquand, 4corners and Lord_Prussian for the photos



If you have any comments on how to make these reviews better, don't hesitate to tell me, I'm always happy to hear good criticism. Also, if you see a game in my collection you'd like me to review, go ahead and ask!

"

Designer Preview – Race for the Galaxy: The Brink of War

Designer Preview – Race for the Galaxy: The Brink of War: "

By Tom Lehmann


March 22, 2010



The first two expansions for Race for the GalaxyThe Gathering Storm and Rebel vs Imperium – expanded the game by adding start worlds, new cards, more players, and two new but optional mechanics: goals and takeovers. The Brink of War (which requires both previous expansions) adds Galactic Prestige, which is woven throughout the entire expansion.



Galactic Prestige represents the relative standing of each player’s empire and is gained by placing certain cards (with that symbol) or using various powers. With the appropruate powers, prestige can be spent to attack, enable certain powers to be used, or become cards or VPs. In addition, the Prestige Leader (the empire with the most prestige) receives a bonus each round and any unspent prestige at game end is worth 1 VP apiece.



Thematically, I had the political brinkmanship before World War II in mind, where countries – by playing on old grievances – could use their international standing to both extract territorial concessions and to rally and unify their populace. The first card I designed was Casus Belli, which allows its owner – with previously gained prestige – to either attack any player (and, if successful, gain more prestige) or convert prestige into VPs. This second power creates a new strategy (whether takeovers are being used or not): garner lots of prestige, and then Consume:2x one prestige for a net gain of 5 VPs each round.






While 37 of the 48 TBOW game cards involve prestige, this is only ~20% of the combined deck. One challenge was making sure that players who drew only a few prestige cards didn’t feel hopelessly behind a player who got an early prestige lead. If the Prestige Leader bonus was too small, then vying for the prestige lead wouldn’t matter; if it was too large, then gaining prestige early on would dominate. Our solution was to vary the per round Prestige Leader bonus: 1 VP, plus a card draw if the Leader earned a prestige on the previous round; otherwise (or if tied), just 1 VP (which is nice, but can be easily overcome by other game actions).

We also added a benefit for getting just a single prestige, namely being able to use the new “one-shot” Prestige Opportunity action card that every player starts with. By spending a prestige, a player can get a “super” action once per game (for example, turning Consume:2x into Consume:3x for one round). This action card also has another use, namely, Search, which doesn’t require a prestige, so players who don’t earn any prestige can still benefit from it.



Search: Looking for a Needle in a Draw Stack...



As the card deck gets larger and larger, while the overall variance remains the same (given we maintain the proportions of worlds versus developments, various powers, etc.), the variation in the subset of cards that any given player draws increases. This can lead to player frustration, particularly if a player is pursuing a strategy that depends on a small number of cards.



Despite adding new explore powers in the expansions, the card variance was still too high, so we added two new mechanics: draw then discard powers (in which a player draws two cards, then discards one card from hand) and search.






A player may search once per game, flipping cards from the deck to find a card that matches a selected category. There are nine possible search categories, so a player who needs just a bit more Military, for example, could search for a development granting +1 or +2 Military, while a player pursuing an Alien strategy could search for an Alien production or windfall world. When the player finds a matching card, they can either take it in hand or continue searching. If they continue, they must take the second matching card they find. The other flipped over cards go into the discard pile, so searching also increases the odds that the deck will reshuffle in games with just a few players.



Takeovers: Our Dream of Safety Must Disappear...



The second expansion, Rebel vs Imperium, introduced takeovers, in which players could, under certain circumstances, conquer a military world in another player’s tableau. The Brink of War extends this mechanic, portraying the descent of a galaxy further into warfare. With Casus Belli, a player with both prestige and a powerful Military can now potentially take over any military world, and if a player also discards the Imperium Invasion Fleet, even non-military worlds can be attacked. No empire is completely safe.






However, using the Invasion Fleet is expensive (though, if successful, prestige is gained), so aggressive players need to balance their potential gains against their costs. The Brink of War also introduces new defenses and incentives. The owner of the “Pan-Galactic Security Council” can, by spending a prestige, block one declared takeover attempt (against any empire) each round. A new 6-development, the “Universal Peace Institute,” rewards players who pursue peace by giving an endgame bonus for having negative Military. And, as before, takeovers are optional, so players who don’t enjoy this type of player interaction need not play with them.



Goals, Uplift, Aliens, Terraforming, and more...



Prestige and the tension of “Guns vs Butter” are reflected in the five new goals supplied in this expansion, including goals for most prestige, most consume powers, and the first to have two worlds and either a takeover power or negative Military.



The Uplift Code was discovered in the previous expansion, so The Brink of War details the split between those who wish to breed and exploit the Uplift races and their victims, who rise up in revolt against this.






With the discovery of an Alien Burial Site and the Alien Departure Point, galactic interest in the long-lost Aliens reaches a new peak (or low point), with the Alien Tourist Attraction.



Meanwhile, the Golden Age of Terraforming emerges, with Terraforming Engineers upgrading existing worlds and various cards with powers that allow players to use goods for discounts, increased Military, etc…



This expansion includes four new start worlds for players, plus rules and counters for using them in the solitaire game introduced in The Gathering Storm. The drafting variant now supports up to six players.



And the Winners Are...



This time, we received well over a hundred contest card submissions. Three winning cards were chosen, plus a record 32 honorable mentions for those entrants who correctly deduced various features of already designed cards. For a full list of the winners, plus the winning cards, see the Rio Grande website. Thanks to everyone who entered this contest!



The Brink of War adds four new start worlds (and tokens for them in the solitaire game), five new goals, prestige markers and a Prestige Leader tile, six search/prestige opportunity action cards, and 44 new game cards to Race for the Galaxy. Enjoy!



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