RulesPal
Chat
Rulebook
Race for the Galaxy: New Worlds Promo Cards thumbnail

Race for the Galaxy: New Worlds Promo Cards

Expansion for Race for the Galaxy

Race for the Galaxy: New Worlds Promo Cards Rulebook

Table of Contents

Table of Contents

  • To Use
  • Start Rule
  • Start World Cards
    • -1 Star Nomad Raiders
    • -2 Industrial Robots
    • -3 Galactic Trade Emissaries
    • -4 Terraforming Colonists
    • -5 Abandoned Mine Squatters
    • -6 Gateway Station
  • Notes on Printed Card Text

To Use

Add these six start worlds, numbered -6 to -1, to the base game and any expansions. Use the start rule below (from Rebel vs. Imperium).

Start Rule

Separate the start worlds by number into odd (blue) and even (red) groups. Shuffle and deal two start worlds, one from each group, to each player. Shuffle the remaining start worlds with the game cards and deal six cards to every player. Each player examines all eight cards (and any expansion goals in play) before discarding one of his two dealt start worlds and two of his six game cards.

Players then simultaneously reveal their start worlds and begin play.

Printing note: the insert card's colour words are reversed relative to the card faces. The start-world badges show odd-numbered worlds (-1, -3, -5) in red and even-numbered worlds (-2, -4, -6) in blue, and the BGG item description for this promo gives "odd (red) and even (blue)". The text above reproduces the insert as printed; the badge colours on the cards are the reliable reference when separating the groups.

Start World Cards

The six start worlds are listed by their printed number. Name, cost and value are as printed on the card faces. Only the powers whose text is legible in the scans are given; the remaining powers are printed as icons that the scan resolution does not allow reliable reading, so they are not transcribed here and the physical cards should be used.

-1 Star Nomad Raiders

  • Cost 2, value 1.
  • Icon powers only (not transcribed).

-2 Industrial Robots

  • Cost 2, value 1.
  • Icon powers only (not transcribed).

-3 Galactic Trade Emissaries

  • Cost 2, value 1.
  • Phase III, as legible: "may place a [red ring icon] as a [black ring icon] at -1 cost (with any discounts) (cannot be used to place [two gold-token icons])." The ring icons are not transcribed by name.

-4 Terraforming Colonists

  • Cost 2, value 1.
  • Phase III, as legible: "draw 1 card after you place a [icon]."
  • Phase V, as legible: "may discard 1 card to produce a good on one [icon]."

-5 Abandoned Mine Squatters

  • Cost 2, value 0.
  • Icon powers only (not transcribed).

-6 Gateway Station

  • Cost 2, value 1.
  • Icon powers only (not transcribed).

Notes on Printed Card Text

The start rule and the two insert-card notes below are the only rules text printed on the New Worlds components.

Trade Emissaries' Settle power does not combine with Contact Specialist's pay-for-military power (or any other card's pay-for-military power). This note is printed on the insert card back.

Phase V: PRODUCE, Discard to Produce Windfall. May discard a card from hand to produce a good on a windfall world (without one). This is printed on the insert card back as a rules sheet entry.