Galactic Renaissance

2024 · Card Game

Galactic Renaissance

Players assemble a customized team by adding unique specialist cards to a core deck and use that team to explore a galaxy of planets and systems. Emissaries are sent to discover new civilizations or strengthen ties with known worlds, while opponents contest those efforts and can create disorder to undermine influence. Actions include expanding presence, building embassies, and exploiting political opportunities to score victory points; play revolves around deck composition, area contests, and timing to outscore rivals.

Players
2–4 best 3
Playing time
90 min
Age
14+
Complexity
2.8 / 5
4 on Ludoyafrom $57.03Science FictionSpace ExplorationAction DraftingArea Majority / InfluenceModular Board

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Full stats in Ludoya
5
Plays logged
17
Players
2h
Average play
5
In collections
13
On wishlists
1
Pre-ordered

4.0/10

from 1 Ludoya review

  • Balleflass4.0

    I have now played the game 5 times, and it all fell apart after the 2nd play. The way you stay in areas together with enemies "peacfully", while also building your action pool through unique Specialist cards, and that you are always trying to alter the game state to be just correct to utilize the scoring cards to the fullest made this game feel close to Pax Pamir which is a game I really love. BUT the problem is mainly how you score. All players will most likely only hunt for abilities that lets you draw and cycle your deck quicker because you and ONLY you gets points by playing your scoring card. This way the focus is less on messing up the board state for others, but more about getting that card played as much as possible. The game would be waaaay better if every player scored on every scoring card, because that way players would try to mess with opponents before playing their scoring card. TLDR. It felt like a terrible quasi-imitation of Pax Pamir and Inis.

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Game facts (players, playing time, age, credits) from BoardGameGeek.