San Juan in Space …
Explore, Develop, Settle, Trade, Consume, or Produce? Which
do you need the most? Which of Earth’s former colonies will be
most successful at settling the galaxy, now that jump drive exists?
Who will discover the secrets of the mysteriously vanished Alien
Overlords? Your goal: build the most prosperous and powerful
In Race for the Galaxy, players build galactic civilizations
by game cards that represent worlds or technical and social developments.
Each round consists of one or more of five possible phases. In
each round, each player secretly and simultaneously chooses one
of seven different action cards and then reveals it. Only the
selected phases occur. For these phases, every player performs
the phase’s action, while the selecting players also get a bonus
privilege for the action chosen.
BEGINNER-LEVEL EVENT: The development of this game
came from efforts to turn Puerto Rico into a card game.
So, if you are familiar with San Juan, the card game that
did develop from Puerto Rico you’ll already know how Race
for the Galaxy works. If you are not familiar with San
Juan, attend the demo to see how easy this game is to play,
and then dive in to join the likes of players who have logged
literally hundreds of plays.
BRING A COPY OF THE GAME: While every effort will be
made to accommodate every entrant, only those bringing a copy
of the game are guaranteed entrance into this event. Upon checking
in for a heat, please indicate to the GM if you have also brought
any of the Expansions.
MULTIPLE-ENTRY HEATS: Race for the Galaxy is
a quick game. For this reason we have made a schedule to accommodate
more efficient use of your game time. There will be four heats,
but they will be paired in 2-hour time blocks in which players
can play, at their option, up to two preliminary qualifying games
in each session. Entrants may enter any or both heats, playing
as many as four games. In each heat, players will be randomly
assigned to tables for the first game and then reassigned for
the second game option (exception: during heats, don’t play at
a table with a family member, hometown friend, or Team Tournament
mate). In essence, each two-hour block is the equivalent of two
separate heats for WBC purposes. Players may drop out after the
first game without being committed to a second and new players
late for the first game may join in time for the second game.
Game winners may continue to play in subsequent games and heats
(this will not effect their eligibility for subsequent rounds,
but multiple wins will increase their chances of advancing).
Two wins in the heats has historically been enough to quality
for the semis in this event, but of course, we make no guarantees
that two wins will be sufficient to advance this year.
TOURNAMENT RULES: Expansions. In the first and second
heat, the default version is the Basic Game. In the third and
fourth heats, the default version is the Gathering Storm.
In the semifinal round, Rebel vs. Imperium and The
Gathering Storm expansions will be the default version. The
Final will be played with Alien Artifacts without the
additional orb game. NOTE: No Takeovers will be allowed when
using Expansions. If all players agree, they can use other versions,
but if any player objects they must use the defaults.
Setup: We will try for 4-player games whenever possible,
but circumstances may dictate some 3- or 5-player games. Starting
home planets and initial hands will be dealt randomly for the
TIMING: Most actions can and should be performed simultaneously
to expedite the game. However, actions will be performed in order
of starting home planets when the remaining card supply will
require a reshuffle, or when a game end could be triggered by
a Settle/Develop or by running out of VP chips in a Consume phase.
Play Verification: Players should pass their card payments
to another player, or visibly fan cards out for all to see before