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Roll for the Galaxy: Rivalry
Expansion of:
Roll for the Galaxy
30m - 60m
2 - 5 Players
Ages 14+
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the rule-set of the game.
Simultaneous Action Selection
Variable Phase Order implies that turns may not be played the same way as before and/or after.
Variable Phase Order
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
This mechanism requires players to select individual actions from a set of actions available to all players. Players generally select actions one-at-a-time and in turn order. There is usually(*) a limit on the number of times a single action may be taken. Actions are commonly selected by the placement of game pieces or tokens on the selected actions. Each player usually has a limited number of pieces with which to participate in the process.
Worker Placement
74.00
€
30 day low:
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Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Plunder boxes
Marvel: Crisis Protocol
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eimative
(TRADED IT! for Saint Petersburg and expansion) This is effectively Race for the Galaxy's Alien Artifacts expansion no one wanted, adding silly new "tacked on" concepts to what was is fantastic game... when I feel like most people just want more of the same (in this case more tiles to draw, duh!). OK, so you do get more tiles to freshen up the bag, but for the huge $$ price tag, you are paying for the build-a-bear dice nonsense. The Orb die portion works well enough as a distraction, but I just can't get into the gummy Duplo LEGO block kid's toy I am making. The Deal portion is a jumbled nightmare. It plays as such, "I guess to try something new I will make an arbitrary deal... um, sure. That was something to do." A few turns later, everyone moves on to the tried and true that works. Just avoid this one, unless it goes on sale for like $15, then just get it for the extra tiles, and tos the rest.
henrysunset
One rating doesn't make a lot of sense given that there are three modules. 1) The new cards and dice are a fine but unexciting addition. 2) The Dice addition is fun, but feels a bit unbalanced and adds even more luck to a game which so carefully reduced luck. 3) The "Deal" addition is so awkward seeming and unappealing for two players that we haven't been willing to try it yet.
cfarrell
Finally got to give The Deal a try. It’s bonkers. Great! But bonkers. I actually love both of the modular expansions in here, but they aren’t for the faint of heart. —- I’m a fan of Roll obviously, but Ambition was only an OK expansion by the standards of the RftG universe. But I’ve really enjoyed Rivalry. It uses the new dice-assembly technology previously found in Rattlebones and Dice Forge, and one always wonders if something a little gimmicky like this can be made to work as a good game. But it seemed pretty seamless, and the Alien Orb game really does add interesting depth and, IMO, feels like it gives you a bit more control. The whole thing ends up being a touch rules-y, so I wouldn’t throw a new player into the deep end by using one of the expansions on their first play, but for players with just a bit of Roll experience it’s pretty clean. I haven’t used the Deal expansion yet; it looks a little less crisp than the Orb expansion, but cool in its own way. Looking forward to trying that as well.