dukepucciniWelcome to *Roll for the Galaxy*!
This is a *dice game* of *building space empires* for 2 to 5 players, designed by *Wei-Hwa Huang* and *Tom Lehmann*. Dice represent workers who develop new technologies, settle worlds, and ship goods.
As players build their empires, they keep adding *Development* tiles and *Planet* tiles to their player areas.1board_88196698000world_in_built_88196698 aHR0cHM6Ly94LmJvYXJkZ2FtZWFyZW5hLm5ldC9kYXRhL3R1dG9yaWFscy9odHRwc19fX3NuaXBib2FyZC5pb191VjJVT2UuanBn/219/4
dukepucciniThe *final round* is triggered when a player builds their *12th tile*, or when the *VP chips run out* (there is a common pool of *12 VP chips per player*).
The player with the most victory points is the winner!
!!! Due to the game's implementation on BGA, this tutorial is best viewed on a computer.2world_in_built_88196698_item_32000
dukepucciniThis is the player mat.4board_88196698000board_88196698 1
dukepucciniThese dice are in the *Cup*. As part of setup, all players get 3 Home (white) dice into their *Cup*, to roll on their first turn.5board_88196698000cup_88196698 1
dukepucciniHere is the *Citizenry*. Two white dice are also placed here as part of setup.
Dice in the *Citizenry* cannot be rolled, but they can be *Recalled* to the *Cup* before the end of a round by paying 1 *Credit* per die.
So, during the first turn, these dice will not be rolled.6citizenry_88196698000citizenry_88196698_item_14 1 citizenry_88196698_item_17 1
dukepucciniThis is the *Construction Area*. I will get back to it in a few moments.7world_in_built_88196698_item_32000dev_in_built_88196698 1 world_in_built_88196698 1
dukepucciniAt the bottom of the player mat there is a *Galactic Credit Tracker*, where we can store a maximum of *10 Credits*.
We begin the game with *1 Credit*.8credit_88196698_selector000credit_88196698_0 2 credit_88196698_2 2 credit_88196698_3 2 credit_88196698_4 2 credit_88196698_5 2 credit_88196698_6 2 credit_88196698_7 2 credit_88196698_8 2 credit_88196698_9 2 credit_88196698_10 2 credit_88196698_selector 2
dukepucciniThis is the *Phase Strip*. Rolled dice will be placed under it according to the symbols matching the 5 *Phases* of the game.9dicerow_header_88196698_1000
dukepucciniAs part of setup, we have randomly been assigned one *Starting Faction*, comprised of a *Development* (Galactic Religion) and a *Planet* (Pilgrimage World), as well as one other *Starting Planet* (Earth's Lost Colony).
We need to build 9 more tiles in order to trigger the end of the game, unless the VP chip pool runs out first.10tableau_88196698000tableau_88196698 1
dukepuccini!!! In the following sections of the tutorial I will explain the round structure, with a few words about each step. This is optional and you can skip over them if you prefer to jump into the gameplay.11dicerow_background_88196698_4000dicerow_header_88196698_1 6 dicerow_header_88196698_2 7 dicerow_header_88196698_3 8 dicerow_header_88196698_4 6 dicerow_header_88196698_5 7
dukepucciniEach game round consists of 5 steps: *Roll*, *Assign*, *Reveal*, *Resolve Selected Phases* and *Manage Empire*. The first two steps, *Roll* and *Assign* are performed simultaneously, in secret, by all players.
1. *Roll*: Players roll all the dice in their *Cup*.12dicerow_background_88196698_2000
dukepuccini2. *Assign*
2.1. Rolled dice are placed under the *Phase Strip*, matching the symbols on the dice with the symbols on the *Phase Strip*.
Note that all non-white dice have one or more wild faces, which can be freely allocated to any *Phase*. By hovering over any die you can see the distribution of symbols.13dicerow_background_88196698_2000
dukepuccini2.2. *Phase Selection*: Each player selects a *Phase* by selecting one die and placing it on any space on the *Phase Strip*.
By selecting an action with this die, it effectively becomes a worker which will perform that action, so this die's face can be ignored for the rest of the round.14dicerow_background_88196698_4000
dukepuccini2.3. *Reassign*: some *Developments* grant players the ability to relocate some of their dice to a different column than the one showing on the die.
All players can *Dictate* once per round, by placing any die to the right of the *Phase Strip* and then relocating another die to a different phase. The die
used for *Dictating* will return to the *Cup* after all dice are revealed.15dicerow_background_88196698_5000
dukepuccini3. *Reveal*: all players reveal their allocated dice and selected phase. In a 2-player game, a white neutral die is now rolled to potentially select an additional phase.
Any dice allocated to phases which were not selected are immediately returned to the players' cups.16dicerow_background_88196698_3000
dukepuccini4. *Perform Selected Phases*: this step always occurs in numerical order, from *Phase I* to *Phase V*. Phases that were not selected will be skipped entirely.17dicerow_background_88196698_4000dicerow_header_88196698_1 5
dukepucciniDuring *Phase I* (*Explore*), players have two options. Either:
1. *Scout* for new tiles (and optionally *Abandon* as many tiles from their *Construction Zone* as they want, in order to draw more tiles when *Scouting*)
Or:
2. *Stock* in order to generate *Credits*.18dicerow_header_88196698_1000
dukepucciniDuring *Phase II* (*Develop*), players allocate dice to the *Developments* in their *Construction Zone*. The number within the diamond symbol represents the amount of dice required to complete a *Development*, as well as the number of victory points obtained for building it.
*Phase III* (*Settle*) works same as *Phase II*, but for *Planet* tiles.19dicerow_header_88196698_2000dicerow_header_88196698_2 5 dicerow_header_88196698_3 5
dukepucciniDuring *Phase IV* (*Produce*), players add a die to any of their *Planets* which are not grey (dice become *Goods*).
Finally, during *Phase V* (*Ship*), players can turn the *Goods* on their planets either into *Credits* or into *VPs*.20dicerow_header_88196698_4000dicerow_header_88196698_4 5 dicerow_header_88196698_5 5
dukepuccini5. *Manage Empire*
5.1. *Recruit*: Dice in the *Citizenry* can now be moved into the *Cup* by spending *1 Credit per die*.
5.2. Optionally *Recall* dice from *Developments* and *Planets* under construction, as well as *Goods* dice, back into their *Cup*.
5.3. Check if any of the two end-game triggers has been met. If yes, the game is immediately over. Otherwise, play a new round.21dicerow_background_88196698_4000
dukepucciniNote that we have a special ability on Galactic Religion: if *Phase II* is selected, we generate *1 Credit* for every cyan die in our *Citizenry*.
So we can form an early strategy for this game: *Explore* and *complete Developments* using *cyan dice*, as those dice will end up in the *Citizenry* after being used.23tableau_88196698_item_80000tableau_88196698_item_80 6
dukepucciniAs part of setup, we have also drawn 2 random tiles. All tiles are double-sided, having a *Development* on one side, and a *Planet* on the other. We must start the game with one of each in our *Construction zone*, so now is the time to look at both sides by flipping the tiles over.
Click on "Flip tiles" at the top of the screen.24dev_in_built_88196698_item_17010dev_in_built_88196698_item_17 7 world_in_built_88196698_item_32 7
dukepucciniThe other *Planet* is identical to the first one, so we just need to decide which *Development* we prefer. Space Tourism provides extra *Credits* during the *Ship* phase, but since our starting ability grants us a benefit when we *Develop*, we will probably not focus on shipping this game, so we decide to keep the other *Development*.
Click again on "Flip tiles".1dev_in_built_88196698_item_326352e7e413f7110
dukepucciniSpace Marines immediately generates 1 Credit when built and lets us replace one of our dice with a red one. If we hover over the red die in our opponent's cup, we can see that there is a 50% chance of rolling the *Develop* face (if we include the wild die face), so this synergizes with our strategy of focusing on *Developments*.
Confirm our choice by clicking "Done"1dev_in_built_88196698_item_176352e7e653f5410
dukepuccini*Planets* always grant dice of various colors (red, purple, cyan, brown, green or yellow), and, depending on the planet, dice could either go directly in the *Cup*, in the *Citizenry*, or on the *Planet* itself, where they represent a *Good* ready to be shipped.
This is why our opponent begins the game with a brown die in their *Citizenry* and a red die in their *Cup*.3world_in_built_88196698_item_326352e7e8afccd00tableau_88904839_item_61 1 tableau_88904839_item_66 1
dukepucciniOnce all players have decided on the initial pair of tiles in their construction zone, the dice in the cup are automatically rolled.1tableau_panel_881966986352e97dd86c300
dukepucciniLet us take advantage of our starting situation and generate money by *Shipping* those 2 cyan *Goods*.2resourcezone_tableau_88196698_item_60_item_656352e97f42d6300
dukepucciniWe select the *Ship* action by first clicking on the die which landed on it's *Produce* face, then by clicking on *Phase V*.
!!! Due to interface restrictions, assigning dice to phases does not work for this tutorial, so click *Continue* and the dice will be moved automatically3dicerow_background_88196698_56352e97f42d6300dicerow_content_88196698_4_item_10 16 dicerow_header_88196698_5 1
dukepucciniThe face showing on the die used for action selection will not be relevant anymore, as it effectively becomes a *Ship* die once it is placed on the *Phase V* black space.1dicerow_background_88196698_56352ea56a6ee300dicerow_headercontent_88196698_5_item_10 1
dukepucciniAll dice are revealed. Our opponent selected the *Explore* action, so we will definitely take advantage of that, since we have rolled one *Explore* die.1archiveCommentElementPointerTargetInner6352ea57d2bff00
dukepucciniA neutral white die is now rolled to potentially select a different phase than the one(s) selected by the two players.
The result of this roll is *Explore* (note the replay log), so it does not change the situation this round, since *Phase I* has already been selected. All dice assigned to the phases that were not selected are automatically returned to their owners' cups.2dicerow_background_88196698_36352ea57d2d1800
dukepucciniThe active phases will next be performed simultaneously by all players, in ascending order, starting with the *Explore* phase.
This round we will generate enough income by shipping the goods on the planets, so let's use this *Explore* die to *Scout* for new tiles.3resourcezone_tableau_88196698_item_60_item_656352ea57d331400
dukepucciniBefore *Scouting*, we decide to *Abandon* the *Planet* from our *Construction Zone*, as we want to draw an extra tile, increasing our chances to find *Developments* and/or *Planets* that might be better for us.
Select the *Planet* and then click on "Abandon tile(s)"
4world_in_built_88196698_item_326352ea57d331410
dukepucciniThe die used for *Scouting* has completed its action and it is immediately moved to the *Citizenry*.1citizenry_881966986352ea74b81c800
dukepucciniWhen *Scouting*, if we *Abandoned* X tiles from our construction area, we will get to draw X+1 new random tiles. One tile was abandoned, so we draw 2 new tiles. We must now choose whether we want to add these tiles to our construction area on their development side, or on their planet side.
Note that our decision is final and we will not be able to change it later, unless we have a special ability2scout_panel6352ea74b875900resourcezone_scout_dev_item_36 17 resourcezone_scout_dev_item_24 18
dukepucciniWe like both developments, but we first select Information Tech, in order to gain its benefits asap.
It synergizes with our *starting ability* since it replaces one of our dice with 2 cyan dice. The selected *Development* goes to the bottom of our *Construction stack*.3scout_dev_item_366352ea74b875900resourcezone_scout_dev_item_36 17 resourcezone_scout_dev_item_24 18
dukepucciniGalactic Federation is a really strong development due to it's ongoing ability, but additionally it also provides *extra VP at the end of the game*.
[tip] Note that the *6+ development* tiles are the only *end-game scoring* tiles in Roll for the Galaxy.5scout_dev_item_246352ea901680900resourcezone_scout_dev_item_24 18
dukepucciniAfter skipping Phases II to IV, it is now time to *Ship* the *Goods* on our *Planets*. Each *Ship* die can ship one *Good*.1dicerow_content_88196698_5_item_96354308242fcc00
dukepucciniAs part of the *Ship* Phase, *Goods* can be *traded for Credits* or *Consumed for VPs*.
When *Trading*, the amount of Credits received depends on the *Good*'s color. *Cyan* dice are traded for *3 Credits*, *Brown for 4*, *Green for 5* and *Yellow for 6*. *Red dice* cannot be *Traded*, nor *Consumed*. *Purple dice* can only be *Consumed*.2tableau_88196698_item_60635431923334500
dukepucciniWe are choosing to *Trade*, so click on "Trade for 3", then Continue.3shipping_choice_trade635431923334500
dukepucciniAfter *Trading* the first *Good*, we received *3 Credits*, so our *Credit Tracker* now indicates *4 Credits*.1credit_88196698_selector635431940f87000
dukepucciniBoth the *Good* die and the *Ship* die are exhausted and placed in the *Citizenry*.2citizenry_88196698_item_65635431940f8b000
dukepucciniWhen *consuming* a good, the amount of VPs gained depends on the color of the dice. *Consuming* always generates 1 VP, but if the color of the good matches the color of the planet, a bonus VP is gained. Likewise, if the *Ship* die is the same color as the *Planet*, another bonus VP is gained, for a maximum of 3 VP per consume action.
Purple dice are considered wild for the purpose of consumption.3shipping_choice_consume635431b0d1c1600
dukepucciniSo for example, in this particular case, we would be *Consuming* a cyan *Good* using a white *Ship* die on a cyan *Planet*, which would generate 2 VP.
However, we will not *Consume* at this time, so click again on "Trade for 3", then Continue.4shipping_choice_consume635431b0d1c1600
dukepucciniWe have a total of *7 Credits* before the end of this round, which we will use to *Recruit* dice from the *Citizenry* back into the *Cup*, by spending *1 Credit* per die.
*Recruiting* is *not optional*, so if we have enough money to *recruit all dice in the Citizenry*, then we must do so.1credit_88196698_selector635431b2adf6100
dukepucciniAfter *Recruiting*, Credits are automatically adjusted from zero to one.1credit_88196698_selector635431b86ae8200
dukepucciniNone of the end-game triggers has been met, so a new round begins. All dice in the cup are rolled in secret.1board_881966986355aec5bda5d00
dukepucciniSince we have rolled three *Explore* dice, let's focus on *Phase I* this round.2dicerow_background_88196698_16355aec5be90b00
dukepucciniWe select the *Explore* action with one of the *Produce* dice.3dicerow_background_88196698_46355aec5bed4000dicerow_header_88196698_1 1 dicerow_content_88196698_4_item_70 11
dukepucciniWe want to add one more die to the *Explore* phase
Therefore, we use one of the *Settle* dice to *Dictate*, returning it to the cup, allowing us to *Reassign* any die to any other phase.1board_881966986355b0ad3560a00dicerow_content_88196698_3_item_14 13
dukepucciniIn this case, we decide to *Reassign* the other cyan die from *Produce* phase to *Explore* phase.2board_881966986355b0c523f2700dicerow_background_88196698_1 11 dicerow_content_88196698_4_item_65 16
dukepucciniWe cannot make any further changes to our dice, so we are ready to *Reveal*.3board_881966986355b0c6df13600
dukepucciniA neutral white die is again rolled to randomly select one more action which will occur this round. It will be the *Ship* action.1dicetable_881966986355b0c98292800
dukepucciniThe *Settle* die was returned to our cup, since *Phase III* was not selected.
We will begin the *Phase I* actions by *Scouting*. We want to build the *Developments* we already have in our *Construction Area*, so we will *Scout* without abandoning any tiles.2cup_88196698_item_136355b0c98372300
dukepucciniThe die used for *Scouting* is exhausted and goes to the *Citizenry*.
We draw one random tile, and we pick the *Planet* side. It is placed in our *Construction Zone*.1citizenry_88196698_item_96355b0d6bc6df00scout_world_item_45 16
dukepucciniWe decide to *Abandon* the tile we just obtained and we *Scout* again, drawing 2 new random tiles.2world_in_built_88196698_item_456355b0db54caa00world_in_built_88196698_item_45 13
dukepucciniWe pick the Mad Scientists *Development*, since it allows us to *Reassign* 1 or 2 of our cyan dice to any phase, which is great since we already have 2 cyan dice, and we will gain 2 more after we complete the Information Tech *Development*.1scout_panel6355b0df7400a00scout_dev_item_28 16 scout_world_item_32 16
dukepucciniWe *Abandon* Universal Exports to increase our scouting strength and we *Scout* again, drawing 2 new tiles.1world_in_built_88196698_item_326355b0ec373c100world_in_built_88196698_item_32 13
dukepucciniWe add Technology Affinity to the bottom of our *Developments* stack, and we select the Alien Sentinels *Planet*.1scout_panel6355b0f0194ac00scout_dev_item_42 16 scout_world_item_46 16
dukepucciniSince each *Explore* die goes to the *Citizenry* after use, we will have 5 dice that we need to pay for at the end of this round. We should therefore generate 4 more *Credits*. We use our last two dice from *Explore* action to *Stock*, gaining *2 Credits* per die.1board_881966986355b10e578b600
dukepucciniIf we would have any leftover Credits after paying for the dice in the *Citizenry*, those Credits would be saved for the next round.1credit_88196698_selector6355b112b82aa00
dukepucciniSince we have added several *Developments* to our *Construction Zone*, going forward we will focus on completing them, while also generating enough Credits to keep *Recruiting* as many dice as possible every round.1dev_dice_8819669863568d09aa4e900
dukepucciniWe select *Phase II* using the cyan *Produce* die.2dicerow_content_88196698_4_item_7063568d09ac51500dicerow_header_88196698_2 1 dicerow_content_88196698_4_item_70 12
dukepucciniNext we *Dictate*, to add one more die to *Develop*.3dicetable_8819669863568d0e3119900dicerow_background_88196698_2 12 dicerow_content_88196698_4_item_14 1 dicerow_content_88196698_5_item_17 13
dukepucciniEven though we have rolled no development dice faces, we decide to select the Development phase to start working on them.
We use the cyan die from Produce phase to select the Development phase.4world_in_built_88196698_item_4663568d09ac5b500dicerow_header_88196698_2 1 dicerow_content_88196698_4_item_70 11
dukepucciniOur opponent also picked *Phase II* and the neutral die rolled *Produce*. *Explore* will not happen this round, so the *Explore* dice go back in the *Cup*.1dicerow_content_88196698_1_item_656357ad23694a300
dukepucciniWe send both our *Develop* dice to the *Development in Construction*. Since we need 3 dice to complete it, these two dice will remain on the tile until next round.
We will have the option to *Recall* them back to our *cup* before the end of the round, if we want to.2dicerow_background_88196698_26357ad2369e3b00
dukepuccini*Phase IV* is now activated and we must *Produce* as we have one die assigned to this phase. This white die becomes a *Good* on a *Planet* of our choice.3dicerow_background_88196698_46357ad236be4000
dukepucciniOur opponent is completing a 1-cost *development*, which will be added to their *player area*.4dev_dice_88904839_item_236357ad236a23100
dukepucciniTheir remaining *Develop* dice are automatically assigned to their next *development* in the stack.5dev_dice_88904839_item_226357ad236aa4000
dukepucciniEven though we generated a *Goods* die on Pilgrimage World, we are currently focused on *Developing* and we realize that locking this die as *Goods* on a *Planet* would slow us down. Therefore, at the end of the round we *Recall* the *Goods* die to our *Cup*.1resourcezone_tableau_88196698_item_77_item_136357df70eab5c00
dukepucciniNote that our score is still 7 (the sum of the values on our *Starting Faction* and *Planet*).1tableau_88196698635a36f5311ce00
dukepucciniDice are rolled for the next round.
Once again, none of our dice landed on the *Development* face. We need to finish the Space Marines development, so we use the cyan die with the *Produce* side to select *Phase II*.2dicetable_88196698635a36f53358300dicerow_header_88196698_2 1 dicerow_content_88196698_4_item_65 11
dukepucciniWe also *Dictate* again to add one more die to *Phase II*.1dicetable_88196698635a81907359800dicerow_content_88196698_1_item_17 1 dicerow_background_88196698_2 11 dicerow_content_88196698_3_item_10 13
dukepucciniWe can now choose which of the *Develop* dice to use first. We complete Space Marines with the cyan die. 1dev_in_built_88196698_item_17635a81a26b6aa00dicerow_headercontent_88196698_2_item_65 1
dukepucciniThe *Development* is now completed and it increases our score by 3. We receive 1 Credit and we also need to immediately choose one of our dice to be replaced with a red die. We pick the white die from the *Citizenry*, since the red die will go straight into the *Cup*.1tableau_88196698_item_17635a81b533bb100
dukepucciniThe remaining white die from *Develop* phase will be automatically assigned to the next *Development* in our stack.1dicerow_content_88196698_2_item_17635a81c3ba60300
dukepucciniOur *starting ability* will now trigger since we have 2 cyan dice in our *Citizenry*. We gain 2 Credits.2tableau_88196698_item_80635a81c3bae0100citizenry_88196698_item_70 7 citizenry_88196698_item_65 7
dukepucciniThis game will continue until one of the players builds 12 or more tiles, or until the 24 VPs run out due to *Consume* actions. However, the tutorial ends here. You should now be able to play a full game of Roll for the Galaxy. *Have fun!*1world_in_built_88196698_item_46635a81f2bd02d00
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