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Roll for the Galaxy: Ambition box art

Expansion for Roll for the Galaxy

Roll for the Galaxy: Ambition

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Published
2015
Reach
Well known (via base game)
Players
2–5
Play time
30–60 min
Weight
Not enough ratings yet
Ratings
0

How it plays

No rules summary yet for this game.

Main mechanics

  • Deck / bag building
  • Dice rolling
  • Action programming
  • Worker placement
  • Deck / bag building: You shape your own deck or bag of resources as you play.
  • Dice rolling: Dice create swing and force you to adapt.
  • Action programming: You commit to moves in advance and watch them play out.
  • Worker placement: You claim limited action spots before anyone else does.
Full publisher description

This expansion adds 14 new factions and 7 home worlds, 5 unique game tiles, 2 new types of dice, the Leader and Entrepreneur; plus optional objectives. One of each player s initial Home dice in the cup is replaced with a Leader die, accelerating the start of the game. Leader dice, unlike other types of dice, cannot be acquired during game play. Some Leader and Entrepreneur die faces show two phase symbols. With these faces, if their assigned phase doesn't occur but its other phase does, then the die automatically shifts to the other phase. Other Leader and Entrepreneur die faces show a dollar sign in addition to a phase symbol. With these faces, if the die is used for that phase (instead of being reassigned), then it returns to the cup (not the Citizenry) after being used. When a Leader die is used to Consume, it always matches the world s color (Entrepreneur dice never match any world). 20 objective tiles are supplied, with 6 randomly chosen each game. When an objective is satisfied, the player(s) who met it that round receive its listed number of Talent counters (from 2-5) and then that objective is no longer available. A player may assign Talent counters as one-shot wild workers (who, if used for Consume, always match their world). If their assigned phase doesn't occur, those Talent counters aren't used up, allowing for conditional assignments. At game end, any unused Talent counters are each worth a victory point.

How this expansion changes the base game

ComplexityNo change
Much lighterNo changeMuch heavier
DepthNo change
Much shallowerNo changeMuch deeper
SkillNo change
Much more luckNo changeMuch more skill
InteractionNo change
Much lessNo changeMuch more
Table ExpNo change
Much worseNo changeMuch better
Integration / RefinementNot rated yet
Makes it worseNo changeEssential
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Base vs with this expansion

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