Manual in English

Roll for the Galaxy: Ambition — Rules Manual

Rio Grande Games, CrowD Games, Games Factory Publishing · Board game · 2015
2–5 · best 3 30–60 min Weight 2.8/5 Official PDF 4 pages
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4 pages
Full manual text available to read Open text

Wei-Hwahmann
As the invention of Jumpdrive spreads through the galaxy, new factions arise.
Charismatic leaders and entrepreneurs vie to complete objectives and recruit the best
minds. Can you expand your faction into the most successful galactic empire?
Overview
Ambition is the first expansion to Roll for the Galaxy. It adds new
faction, home world, and game tiles, two new dice types, and
optional objectives to the base game. Newer players should play
without objectives for their first few games.
Contents
14 double-size faction tiles, numbered 10-23
7 home world tiles
5 game tiles (double-sided)
20 objective tiles
80 talent counters
38 dice (see right)
1 label sheet
these rules
Before your first game, carefully remove the tiles and counters from their frames. Peel off and attach the replacement setup and dice chart labels to the 5 screens.
Setup
Add the new dice and the faction and home world tiles to those in the base game. Add the 5 new game tiles to the bag.
Perform setup normally except for step 4a: each player puts 2 Home
(white) dice and 1 Leader (black) die in the cup (not 3 Home dice).
Tiles in this expansion have on them.
Leader die (black, 5)
Entrepreneur die
(orange, 9)
Military die
(red, 10)
Consumption die (purple, 2)
Novelty die
(cyan, 3)
Rare Elements die
(brown, 3)
Genes die (green, 3)
Alien technology die (yellow, 3)
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Play proceeds normally, with the following new rules:
Die Removal. If a faction or home world instructs you to remove a die, you may choose any of your starting dice or dice granted by other tiles. (Typically, you will choose to remove a Home (white) die from your Citizenry.)
Two Phase Faces. During the Assign step, if a die face shows two phase icons (for example, Explore and Produce), assign it to either of these columns. Reassign powers may then be applied to this worker, based on the column it is assigned to. During the Reveal step, if this worker is assigned to either of its two displayed phases and that phase does not occur, immediately shift it to the other displayed phase — if it occurred — instead of the cup.
$ Faces. During the Assign and Reveal steps, the $ symbol on a worker face has no effect. During the Phases step, if a die shows a $ symbol (for example, Produce and $), and finishes a task matching its displayed face, return it to the cup, not the Citizenry.
Explore and Ship tasks are finished upon the die being used. Develop and Settle tasks are finished after that die has been used to complete a tile in the construction stack. A Produce task is finished after that good is shipped.
New D. When used in Consume, a Leader die (black) die always matches the world’s color, as either the good or the shipper. An Entrepreneur (orange) die does not match any world colors during Consume.
A Leader (black) die is treated as a Home (white) die when checking Diverse Workforce’s condition or scoring Galactic Exchange. Having at least one Entrepreneur (orange) die scores +1 VP at game end for Galactic Exchange, despite this color die not being shown.
Reaching Zero Credits (rule change). If an effect reduces a player’s credits to 0 during a phase, then after that effect is done, reset a player’s credits to 1 (instead of waiting until after Recruiting to do this).
If such an effect is triggered multiple times in a phase, such as when completing several tiles with Terraforming Specialists, then a player’s credits could be reset multiple times. This can happen between multiple uses of a power or between different powers.
Resetting a player’s credits to 1 occurs before any effects triggered by completing a tile (such as Galactic Recycling).
Leader
Entrepreneur
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3
Objectives (optional)
Setup. Shuffle the objective tiles face down. Select 6 to use and flip
them face up. Put the rest away. Put the talent counters nearby to
form a supply.
Claiming
Objectives. Each objective lists a condition that a player’s
empire must meet and the phase or step during a round when it may
be achieved. During a round, check each objective at the end of the
listed phases (or as indicated during a step). If its condition has been
met, give the player(s) who achieved it the listed number of Talent
counters from the supply, worker side face up, and flip the objective
tile face down to show it has been claimed and is no longer available.
For some conditions, the graphics show an example that satisfies the
condition. You do not have to match the illustrated example exactly,
just the condition itself. Some conditions (e.g. System Diversity) are
worded to allow for possible future expansions. For conditions that
require you to own dice, these dice may be anywhere in your empire,
among your tiles, construction zone, phase strip, cup, Citizenry, etc.
Using Talent Counters. During the Assign step, players keep any
Talent counters owned behind their screens. A Talent counter is considered a die and can be returned to the supply to satisfy immediate effects. A player may assign Talent counters to any phase(s); they then become workers. Talent workers may be reassigned (in the rare cases where this is useful). Talent workers may not be used to Dictate dice. Talent counters need not be assigned; keep any unassigned counters separate from assigned Talent workers.
During Reveal, any Talent workers assigned to phases that didn’t
occur are returned to a player’s unused Talent counters.
During Phases, each Talent worker assigned to a phase does work
normally. When a Talent worker finishes a task, remove it (returning
the counter to the supply). If a Talent worker did not do a task,
return it to its owner’s unassigned Talent counters.
Talent counters used as either goods or shippers during Consume
always match the color of the world the good is being shipped from.
During the Manage Empire step, Talent workers can be recalled
normally. If recalled, return them to their owners’ unused Talent
counters.
Scoring. At game end, each Talent counter held by a player is worth
1 VP.

After Assign, before Reveal
After Reveal, only
Develop
and Settle selected
phase(s)
condition
talent counter
unassigned
talent counters
unassigned
talent counters
talent counter
award
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Fine Points
Contact Specialist: The Military die removed may be from anywhere
in your empire. If it is removed from the world you are completing, it
does not count as a settler towards completing that world.
Deficit Spending: This power may be used only once per phase. If
you have only $1, you may not spend $1 twice for 2 VPs. If you have
Free Trade Association, you choose the order to do these powers.
Market Pioneers: These dice need not be in “pairs” in any way.
Round up an odd total. For example, you would get $3 for having one Entrepreneur and four Consumption dice in your Citizenry.
Psi-Crystal Forecasters: During the Assign step, you must still put
a die on your phase strip. During the Reveal step, moving your die
changes which phase you select, as if you had selected that phase
before Reveal, and occurs before any phase tiles are flipped over.
2-Player Game (rule change): Roll the spare Home (white) die before the
owner of Psi-Crystal Forecasters decides whether to use its power.
Tip: Once this tile has been built, all players should take care not to
immediately put dice for unselected phases into cups.
This power is neither a Reassign nor a phase power.
Uplift Mercenaries: To earn this bonus, each pair of Military and
Genes dice must be used to complete a single world. Several such
pairs can complete the same world or different worlds.
Credits
Design and rules: Wei-Hwa Huang and Tom Lehmann
Original graphics: Wei-Hwa Huang
Illustrations: Martin Hoffmann and Claus Stephan
Graphics: Mirko Suzuki
Playtesting and Advice: Matt Anderson, Ralph
Anderson,
Richard Aronson, Sterling Babcock, Dan Blum, Eric Brosius,
Guy Builta, Hal Burch, Ting Chow, Chris Cieslik,
Dominic Crapchuettes, Jacob Davenport, Jeroen Doumen,
Bianca van Duijl, Barry Enyon, Ambrose Feinstein, Mike Fitzgerald,
Chris George, Jennifer Geske, Jay and Katrina Gischer,
Jeff Goldsmith, David Grainger, Eddie Hagiwara, John Hart,
Ryan Hatch, David Helmbold, Jay Heyman, Gil Hova,
Beth, Bryan, and Tommy Howard, David Hu, Trisha Huang,
Walter Hunt, Laurie Jones, David Klempner, Dave Kohr,
Ron Krantz, Adam Kunsemiller, Dee Lee, Herb Levy, Larry Levy,
Chris Lopez, Terry Lyzen, Ian Mackey, Paul Markarian,
Kristin Matherly, Art Maurice, Elliott Mitchell, James Nelli,
Janna Nelson, Peter Okina, Jon Perkins, Mary and Ravindra Prasad,
Jeff Rawlings, Dan Rosart, Adam Ruprecht, Scott Russell,
Ron Sapolsky, Andy Scheffler, Jeffrey Shih, Alex Simmons,
Rob Smolka, Derek Snyder, Steven Szymanski, Tucker Taylor,
Steve Thomas, Randall Tice, Jay Tummelson, Ana Ulin,
Julia Urquhart, Luke Warren, Rob Watkins, Dayton Williams,
Joanna Winter, Don Woods, and Michelle Zentis
Special Thanks: Ken Chaney
Contact Specialist
Market Pioneers
Uplift Mercenaries
Deficit Spending
Psi-Crystal Forecasters
If you have any comments, questions, or
suggestions, please write to us at:
Rio
Grande Games
PO Box 1033, Placitas, NM 87043, USA
E-Mail: RioGames@aol.com
www.riograndegames.com © 2015 Wei-Hwa Huang, Tom Lehmann
© 2015 Rio Grande Games
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