Designing Race for the Galaxy Making a strategic card game. Tom Lehmann

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Designing Race for the Galaxy Making a strategic card game Tom Lehmann

Today s Talk 1. Intro 2. Race overview 3. Design deep dive Takeaway help you make your games more strategic

1. Intro

Tom Lehmann, designer of Race for the Galaxy first published game: 1992 full time designer since 2008 board dice

card co-ops (with Matt Leacock)

card game 2007 Rio Grande Games 2-4 players 20-40 minutes

expansions Xeno Counter Strike (2019) spin-off games Q2 Q3

play online in a browser at Boardgame Arena over 5 million games played

free, open source PC version AI project by Keldon Jones

mobile app (ios, Android) by Temple Gates Games supports AI and internet play, plus a Steam version

2. Overview

action cards: select phases game cards: play to build your empire

start with 4 cards in hand 1 world in empire (tableau) 6 choose 4

players select actions secretly and simultaneously 5 possible phases: Explore, Develop, Settle, Consume, Produce only selected phases occur; everyone does them the player who selects a phase gets a bonus in it A B C Develop Develop Settle

every round is different 1 2 Explore 3 Explore Develop Settle Settle Consume Produce

Explore to find new cards Develop and Settle to build your empire developments worlds

4 kinds of goods, based on world color

Produce creates goods on production worlds Consume converts goods into VP chips / card draws sample Consume powers VP chips

2 phases: building empires 2 phases: producing / consuming goods 2 different ways to end the game 12+ cards in empire empty the VP pool (12 VPs / player)

3 ways to score VPs VP chips VP values of empire cards

VP bonuses from 6-cost developments each bonus is based on cards in your empire most VPs wins!

Race for the Galaxy simultaneous action selection find cards that fit together empire building VP engines 6-cost dev bonuses

3. Design Deep Dive

players control game pace / ending (7-11 rounds) tableau rush vs density? fast, small vs larger produce/consume VP engines?

2 different end conditions creates strategic tension invest in a VP engine or develop/settle discounts? What if Hearthstone or Magic also had tower wins?

How do you pay for cards? pay by discarding other cards 6 cards place 2 cards

cards in hand represent opportunities opportunity cost cost isn t just the resources spent, but what you could have done instead examples college electives seminar sessions job offers, investments, etc. spending mana has a much smaller opportunity cost postponing an opportunity vs giving it up

opportunity cost is often overlooked in games

players typically draw 30-50 cards in a game, but build only 8-12 of them card-sifting allows for variety (91 unique of 114 cards) variety supports many different strategies

other variety approaches: deck construction need a deck to play drafting breaks up play or must be done before play deck building uses only a subset each game deck sifting: integrates variety into game play adds hand management decisions can make an early big purchase saving cards has a cost

Criticisms too angst-y experienced players have deck knowledge advantage

my Puerto Rico card game cost structure Andreas Seyfarth s prototype Stefan Brück (alea) development & market slips

Puerto Rico card game unpublished CCG Duel for the Stars (variety) new action selection ideas

Puerto Rico is a classic euro-game play is clockwise, not simultaneous features constraining interactions limit the next players options picking a role (action) blocks it for a round left-right binding uneven skill levels

What if the actions were picked simultaneously? greater sense of player agency eliminate left-right binding games can go in more directions What if the build tempo/round was 0-2 (not 0-1)? What if the Consume bonus was x2 VPs (not +1)?

all actions must be viable in early, mid, late game Explore: easy; always looking for cards that fit Develop: good; build techs early, 6-devs late, mid-game?

Settle: early card-flow, VP engines why Settle late? Military: alternative way to place worlds

Produce had the opposite issue: looming too large how to avoid PR / SJ Who bells the cat? issue windfall worlds: get a good without calling Produce

windfall worlds don t get goods during Produce need a power or to call Produce for its bonus

Consume: its x2 VP bonus works in the late game 2nd Consume action card has a different bonus Consume:Trade sells 1 good for cards (only that player)

Why is Trade a bonus, not a separate phase? so Consume is called early on prevent rich gets richer PR has Trading House; sales are often blocked SJ has lower, varying sale prices and compensation Roll has lower returns; boosted Explore as alternative Race gives largest returns, but requires player action

Explore also has 2 action cards with different bonuses: 1 extra card or 5 extra cards to choose from

simultaneous actions led to interesting player interactions: bluffing and gambling leeching and blunting

pressuring interactions in build tempo if opponents call both Develop and Settle: 2 weak cards? 1 strong? 1 weak and save? every missed build potentially incurs an opportunity cost

multi-player solitaire? self-fulfilling prophecy no forced interaction strategy games work when all players do their best to try to win

Simultaneous play can speed up multi-player games need tie-breaker, but serialize play only when needed hide non-essential information to reduce serialization minimize synchronization points

card design: multiple powers on cards increases cognitive load

influenced card graphics

what type of powers? big effects/combos vs smaller, incremental powers? play big combo gain an edge stave off defeat until combo appears lots of small decisions that gradually produce a win lots of tough decisions with good strategic tension

most Race powers are simple variations: reduce cognitive load see cards discounts military cards draws consume powers windfall production

3 powers break the rules : pay for military worlds leech Consume to sell a good without calling Consume: Trade spend cards for VPs

icons: simple powers would have no text textless powers: model was road-signs text powers: high-light phase and use inline icons accessibility vs ease of replay for experienced players

for spin-off games, geared to more casual audiences: icons plus text for all powers helper words mixed with icons

icons paid dividends when Race was ported to devices

card design evolved through many iterations

Wei-Hwa Huang prototype icons, Roll lead Jay Tummelson Rio Grande Games Claus Stephan Martin Hoffmann covers, card art, 3D, logos Mirko Suzuki graphics, production

most cards were designed from a thematic PoV Iceland?

Race s universe has two thematic inspirations: Frederik Pohl s Heechee saga David Brin s uplift ideas

two ideas from optimization theory informed card design: to make a game more strategic, mind the gap

if all power-cost combinations present, tactical play works random draws reduce this issue: may not draw needed card CCGs, drafting, and board games need to be careful

overcoming switching costs don t want players feeling trapped by their initial draws Switching Cost

6-cost devs with both powers and VPs helped: under-costed for both their powers and bonus VPs over-costed for just their powers effects on play

want cards to appeal to various player types: Mark Rosewater s classic article describing Magic player types efficiency Spike creativity Johnny big effects Timmy

What didn t work? deck size became a problem after ~180 cards sample variance problem: led to arcs a few cards were too specialized color-blind issues (brown/green)

2nd Edition Race for the Galaxy more color-blind friendly rules completely gender-neutral (not 98%); new sample rounds of play 6 promo start worlds (from the app) and start world choice adjusted 5 cards (will be available as promos)

Takeaways

Things to Consider create strategic tension by having 2 different ways your game can end let players dictate the game pace use card-sifting to provide variety, add hand management account for opportunity cost mind the gap to make a game less tactical / more strategic design cards for different player types: big effects, efficiency, creative uses provide a way for players to overcome switching costs use simultaneous play for bluffing, leeching interactions have 1 main synchronization point

Good Luck!