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Expansion for Core Worlds
Core Worlds: Galactic Orders
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- Published
- 2012
- Reach
- Niche (via base game)
- Players
- 2–5
- Play time
- 90 min
- Weight
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- Ratings
- 0
- Card Game
- Civilization
- Expansion for Base-game
- Science Fiction
How it plays
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Main mechanics
- Deck / bag building
- Hand management
- Drafting
- Deck / bag building: You shape your own deck or bag of resources as you play.
- Hand management: Timing which card to spend is the core puzzle.
- Drafting: You pick from a shared pool and pass the rest along.
Full publisher description
In Core Worlds: Galactic Orders the first expansion to Core Worlds , the deck-building card game of intergalactic conquest players begin to forge alliances with the six Galactic Orders, powerful organizations that have maintained their independence in the midst of a crumbling empire. These Orders consist of the Galactic Senate, the Science Guild, the Merchant Alliance, the Mining Coalition, the Order of Knighthood, and the Mystic Brotherhood. The Galactic Orders expansion focuses on these six independent organizations and their influence upon a galaxy at war. Each Galactic Order is represented on the table by a large Galactic Order card that specifies the special power associated with that Order, and each player starts with 20 Faction Tokens that match the Faction symbols on their Starting Decks. Whenever a player deploys a Unit or plays a Tactic with a Galactic Order icon on it, he gets to place his Faction Token onto the corresponding Galactic Order card. Players must choose between leaving their Faction Tokens on the Galactic Order cards to score points at the end of the game, or removing their Faction Tokens in order to use the unique special powers associated with each Order.
How this expansion changes the base game
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