Race for the Galaxy: Xeno Invasion

2015 · Card Game

Race for the Galaxy: Xeno Invasion

Players confront a new crisis as waves of xenophobic invaders sweep the galaxy, introducing occupied military worlds and a fresh ANTI‑XENO keyword. The expansion alters Explore to a mix-with-hand mechanic, adds 51 cards and components for an optional Invasion variant that tracks attacks, repulse progress, bunkers, damaged worlds and repair actions. During the Invasion game, Xeno assaults occur from round three onward; players repair damaged worlds, donate goods to the war effort for points, and compete for military awards by repelling attackers. Games can end by repulsing the invasion or falling to it, and damaged worlds remain unusable until repaired.

Players
2–5 best 2
Playing time
30–60 min
Age
13+
Complexity
3.3 / 5
from $17.99Expansion for Base-gameScience FictionVariable Player PowersHand ManagementSimultaneous Action Selection

On Ludoya's tables

Full stats in Ludoya
11
Plays logged
8
Players
19m 53s
Average play
17
In collections
2
On wishlists

Rules questions

Answered from the rulebook by Ludoya's rules assistant.

When I Explore, do I have to discard the cards I just drew?

No. Add your Explore draws to your hand, then discard the required number from any cards in your hand. (p. 2)

Can I use Pay-for-Military to settle a Xeno military world?

No. Xeno military worlds cannot be settled with any Pay-for-Military power, including Contact Specialist. (pp. 2, 10)

Do Xeno Defense powers count when we check whether our combined military repulses the Xenos?

No. The repulse check uses the players’ total Military vs. Xenos, excluding Xeno Defense powers and temporary military. Xeno Defense does count when resolving an invasion against your empire. (pp. 5–6)

If the invasion strength ties my defense, do I still defend successfully?

No. If the invasion strength is equal to or greater than your total, the Xenos damage one of your undamaged worlds, if possible. You earn defense awards only when your total is greater than the invasion strength. (p. 6)

Do invasions happen in the first two rounds, and how does the first Settle phase work?

There is no invasion step in rounds 1 or 2; invasion steps begin in round 3. A Settle phase happens automatically in round 1, but if anyone selected Settle, it occurs only once. (pp. 4–5)

Do I need a repair power to fix a damaged world?

No. During a Produce phase, you can repair one by discarding two cards, discarding a good, using a repair power, or using half of the Produce: Repair bonus. (p. 7)

Opens Ludoya's rules assistant, which reads this game's rulebook.

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