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Race For The Galaxy (RFG) Email GM   Last updated July 16, 2022
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule  GM: Eric Freeman (1st Year)
Round Day Start Time Duration Location
Demo 1/1Th151Exhibit Hall Annex Table #1
Heat 1/4Sa91Seasons
Heat 2/4Sa101Seasons
Heat 3/4Su91Seasons
Heat 4/4Su101Seasons
SemifinalSu111Seasons
FinalSu121Seasons
2022 Tournament Format HMW-Points

Race for the Galaxy is the classic sci-fi themed phase/action selection game using cards to build a galactic civilization representing worlds, as well as technical and social developments. In each round, players secretly and simultaneously choose one of seven possible action cards representing one of those five phases, and then reveals those selected action cards. For those selected phases, every player performs that phase's action, with the player(s) selecting that phase also getting a bonus. Explore to draw more cards. Develop cards with diamond-shaped icons to gain special powers and bonuses. Settle black circle-shaped worlds by discarding cards, or conqueror red circle-shaped worlds with by using red military points. Consume Produced goods for Victory Point chips, or to gain more cards through trade. Produce goods on settled worlds having one of four colors (blue, brown, green or yellow) for later Consume actions. The player who creates the greatest galactic empire in terms of combined point totals from placed world and development cards, along with Victory Point chips wins.

Advancement to the semifinal will use the Heats Most Wins – Points standard tiebreakers.

The semifinal and final, will use Rebels v. Imperium (no takeover mechanic) (RvI), the Gathering Storm (TGS) expansion in addition to base game, including Goals (First and Most).

In the rounds, RvI+TGS+base will be the default preference. If not enough copies with all three expansions, then TGS+base sets will be used. If then not enough copies with two expansions, then base alone will be used.

HEATS: MOST WINS - POINTS (HMW-P):Tie-breakers are:

  1. Most Wins (e.g., total in all heats entered)
  2. Most Second Places
  3. Fewest total points behind first place in second place finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
  4. Fewest total points behind first place in all finishes. Not playing in a heat counts as an N/A for this criteria, not 0 points
  5. Fewest Heats
  6. High dice roll.

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