Table of Contents
Roll for the Galaxy is a dice rolling space empire building game. Players roll their worker dice to determine which worker will do which action this round. The workers will be assigned to settle new planets, research technologies, or get more income. The catch is that each player may only “activate” one of the 5 available actions, so not every worker will get to perform its assigned task. The game ends when one player has 12 tiles in their world, or the victory points pool is exhausted. The player with the most victory points at the end of the game wins.
Board set up
Place in center
- all dice
- Phase tiles X side up
- 55 game tiles in bag
- VP pool containing 12 VP per player + 10 for final round
Player set up
- Dice cup
- Player mat
- Credit marker on 1
- Player screen
- Phase strip
- Initial tiles
- Draw 2 game tiles and place on mat
- Put 3 white dice in cup
- Put 2 white dice on citizenry
- Take the dice as indicated by starting tiles
During each round, the players will perform these 5 steps. There are no turns, players can all play simultaneously. Repeat until one of the Game end scenario is met.
Roll all workers in the cup.
Place dice onto the phase strip using the following rules
- Initial placement
- Phase selection
All player reveal the screen. Flip over the phase tiles to the active side for any activated phases among the table. Return to the cup any dice on inactive phases and the dice used to dictate. note for 2 player game
Simultaneously resolve each of the activated phases in numeric order. Use all workers assigned to the phase, including any workers that selected it. Place any used workers in the Citizenry. Note powers of developments when placing workers or resolving phases. The phases are
Each explorer can either Scout or Stock
After abandoning tiles from construction zone, draw 1 or more tiles from bag. Choose whether each tile will be developement or world, and place under each stack. All developers and settlers stay on top of the stack, even if top tile is abandoned.
Increase credits by 2
Place developer one at a time on top of development stack. If the number of developers equal the top development’s cost, place the tile in the tableau and dice in the citizenry. Any remaining developers from the phase strip are placed on the next development tile. If the topmost tile is completed during other phases, do not place it in tableau until a develop phase is activated.
Similar to Developer. Place settlers on WorldsIf completed in other phases, do not move to tableau until settle phase is activated.
Each producer dice creates a good on a non-gray world. The producer becomes the good. Place the dice from the phase strip onto the world.
Shippers take a good from a world and either Trade or Consume it. Place both dice in citizenry when done.
Earn galactic credits according to the Good’s world
Earn 1 VP plus
- 1 VP if good color matches world color
- 1 VP if shipper color matches world color
Return any excess shippers to the cup. If the initial pool of VP runs out, add the 10 VP set aside for final round. This will be the last round.
Recruit workers from the Citizenry back into the cup by spending one credit for each dice recruited. If the credit tracker is at 0 at the end of recruitment, move it to 1 for the next round. Recall developers, settlers, and goods from the tiles back into the cup.
Flip all phases back to the X side. Check if game ends, and start new round if not.
Game end is triggered when the original VP chip pool is exhausted, or any player has 12 or more tiles. Add score as follow
- VP equal to cost of tiles in tableau
- Bonuses from 6 cost developments. Round up fractions
Ties are broken by number of dice in cup, then credits.