Roll for the Galaxy

2014 · Civilization

Roll for the Galaxy

Players use dice as a workforce to develop technologies, settle planets, and produce and ship goods in a bid to expand a space empire. Each round players secretly assign their dice to actions, resolve them with a simultaneous action-selection mechanic, and acquire tiles that grant new abilities and victory points. The game emphasizes worker management, engine building through tableau development, and tactical use of dice values to optimize production and expansion.

Players
2–5 best 3
Playing time
45 min
Age
13+
Complexity
2.8 / 5
6.9 on Ludoyafrom $56.95DiceSpace ExplorationVariable Phase OrderVariable Set-upWorker Placement with Dice Workers

On Ludoya's tables

Full stats in Ludoya
1,246
Plays logged
612
Players
33m 23s
Average play
117
In collections
37
On wishlists
1
Pre-ordered

6.9/10

from 79 Ludoya reviews

  • Daniel7.0

    Con Expansiones: Roll for the Galaxy: Ambition

  • Benjamín Amorín8.0

    Awesome dice game, just mind-blowing! So many options, so much replayability, very good components and art, different to anything else. Masterpiece

  • Garfield8.0

    #54 Easy to teach, quick to learn, funny. But a little bit short?

Read the reviews and rate it

Rules questions

Answered from the rulebook by Ludoya's rules assistant.

Do I have to assign every die I roll, or can I leave some unassigned?

You assign your rolled workers to phase columns during the Assign step (place them below the phase strip); you can then use Reassign/Dictate powers to move them if available (p.3). Any workers that end the round unused are returned to the cup, not the Citizenry (p.12).

If I Dictate to reassign a die, what happens to the die I put in the Dictate area?

The die you place in the Dictate area is used to allow a Reassign but the Dictate die itself is returned to your cup at Reveal — it does not stay to perform a task (p.3, p.4).

Can I use a development’s power in the same phase I build that development?

Yes — many developments grant powers that can be used immediately, and you may trigger a development’s power in the same phase you complete it (p.6; clarification p.11).

Does the color of the producer die have to match the world to produce a good?

No — any producer die of any color can become a good on any non-gray world; color matching only matters later if you Consume the good, not when you Produce it (p.7).

When I Ship, do Trade earnings depend on the die color or the world color, and how do Consume bonuses work?

Trade earnings are determined by the color of the world the good is on (not the die color) and pay 3–6 ₠ according to world color (p.7). Consuming gives 1 VP plus +1 if the good’s color matches the world and +1 if the shipper’s color matches the good’s world, while Consumption (purple) dice count as matching all colors for these bonuses (p.7).

Where do workers go after they do tasks vs. if they’re unused, and how do I recruit them?

Workers that complete tasks are returned to the Citizenry, while unused workers are returned to the cup (p.4; p.12). During Manage Empire you may recruit dice from the Citizenry into your cup by paying 1 Galactic Credit per die (recalling dice from stacks or worlds returns them to your cup at no cost) (p.8).

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Score sheets and play helpers

  • ES ✶ Roll For The Galaxy
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Game facts (players, playing time, age, credits) from BoardGameGeek.