Race for the Galaxy: Rebel vs Imperium

2009 · Card Game

Race for the Galaxy: Rebel vs Imperium

An expansion that deepens the conflict between Rebel and Imperium forces by adding new cards, optional takeover rules, and alternate setup options. Players gain increased interaction through conquest mechanics that let military worlds be taken from opponents’ tableaus unless those players opt out by avoiding certain cards. A new Mix-and-Match Explore power lets players combine explore draws with their hand before discarding, changing card flow and planning. The expansion adds three start worlds (including military and non-military choices), new goals, a 2-player scenario, and support for an extra player and expanded drafting options when used with the earlier expansion.

Players
1–6 best 2
Playing time
60 min
Age
12+
Complexity
3.1 / 5
6.7 on LudoyaExpansion for Base-gameScience FictionVariable Player PowersHand ManagementSimultaneous Action Selection

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On Ludoya's tables

Full stats in Ludoya
7
Plays logged
6
Players
35
In collections
1
On wishlists
1
Pre-ordered

6.7/10

from 4 Ludoya reviews

  • FazerGD9.5

    +

  • Tom4.6

    The new cards and starting worlds are neat. Hooray. The several pages that are dedicated to combat that rarely happens; and is over complicated and boring when it does - not so neat.

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Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Can I declare a takeover against a world that was just placed this Settle phase?

No — a takeover target cannot be a newly placed world and newly placed worlds’ powers or attributes have no effect on takeovers during that Settle (Rulebook p.4).

What makes my empire vulnerable to a takeover?

Vulnerability depends on your tableau: you’re vulnerable to the Imperium Seat if you have at least one Rebel military world, vulnerable to the Rebel Alliance if you have at least one Imperium card, and some powers make you vulnerable if your total Military is ≥1 (Rulebook pp.3–4).

When a takeover is being resolved, can the defender use temporary Military boosts they haven’t spent yet?

Yes — when resolving a takeover the owner may invoke any unused temporary Military (and may finish partially used temporary powers); this can change the outcome and affect later takeover attempts (Rulebook p.5).

How do I calculate 'total Military' for takeovers — do temporary, negative, or specialized Military count?

The Military slide’s tracked total is calculated like New Galactic Order (include negative but not specialized or temporary on the slide), but for takeover comparisons any temporary, negative, or specialized Military actually being used in that resolution do apply to the players’ totals (Rulebook pp.3–5).

How does the Military slide and its cubes work — what do the cubes mark?

Use the red cube to track your total Military on the slide and place a light-red or purple cube when you put a Rebel military world or an Imperium card respectively to mark takeover vulnerability (a second light-red cube tracks additional Military vs Rebel worlds; flip/abut a second slide if >10) (Rulebook p.3).

If I Explore and draw extra cards, do I combine those with my hand before discarding?

Yes — all exploration draws are combined with your cards in hand before you discard, so an Explore+5 becomes draw 7, combine with your hand, then discard down as required (Rulebook p.9).

Opens Ludoya's rules assistant, which reads this game's rulebook.

Game facts (players, playing time, age, credits) from BoardGameGeek.