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Race For The Galaxy (RFG) Email GM   Updated July 1, 2023
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 (2nd Year)
Round Day Start Time Duration Location
Demo 1/1We211Exhibit Hall Annex #1
Heat 1/4Sa91Grand Ballroom
Heat 2/4Sa101Grand Ballroom
Heat 3/4Su91Alpine
Heat 4/4Su101Alpine
SemifinalSu111Alpine
FinalSu121Alpine
2023 Tournament Format Heats Most Wins - 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.

In the Heats, Semifinal, and Final the 2nd edition (or first edition with retrofit cards) base game, plus Rebels v. Imperium (no takeover mechanic) (RvI), the Gathering Storm (TGS), and New World expansions, including Goals (First and Most) will be the first preference.

Order of preference of expansions based on availability:

  1. 2nd ed - RvI, TGS, NOW
  2. 2nd ed - RvI, TGS
  3. 1st ed - RvI, TGS, NWO
  4. 1st ed - RvI, TGS
  5. 2nd ed - TGS, NWO
  6. 2nd ed - TGS

Secondary preference of Expansion based on availability if needed:

  1. 1st ed - TGS, NOW
  2. 1st ed - TGS
  3. 2nd ed - NWO
  4. 2nd ed
  5. 1st ed – NOW
  6. 1st ed

During the Heats, as people check in, I'll have anyone with a copy that satisfies the requirements above at a table. Later copies that arrive after we have enough copies that are higher in preference will not bump those already set up. If not enough copies are available for the order of preference, the secondary order of preference will be utilized to set up games. For the Semifinal, I'll wait until the field is complete before determining the copies that are used (if I can't get 4 with the top requirement). Regardless of the copy of the game used, all participants at that table should be informed before starting the edition and what expansions are included.

Advancement to the Semifinal will be determined by the Heats Most Wins Points standard tiebreakers. Semifinal winners advance to the Final.

HEATS: MOST WINS - POINTS (HMW-P):

  1. Most Wins (e.g., total in all heats entered)
  2. Total Points – Players earn the following pints in each heat they entered:
    • 1st Place - 1,000 points
    • 2nd Place - 100 points
    • 3rd Place - 10 points
    • 4th Place - 1 points
    • All other places - 0 points
    • e.g. player has a 1st, 2nd, and 4th in three heats: total points would be 1,101
  3. GM Specific Tie-breaker - None Specified
  4. High dice roll.

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