SKU: 17277570159

Roll for the Galaxy - Rivalry

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Description

Roll for the Galaxy - RivalryRoll for the Galaxy: Rivalry, the second expansion for Roll for the Galaxy, consists of three expansions in one box. First, it adds expansion content to the base game: 62 more game dice, a new die type, start factions, home worlds, and more than double the number of game tiles for the bag as in Ambition, the first expansion for Roll. This material is compatible with Ambition, but that expansion is not required to play Rivalry. If you are familiar with

Roll for the Galaxy: Rivalry, the second expansion for Roll for the Galaxy, consists of three expansions in one box.

First, it adds expansion content to the base game: 62 more game dice, a new die type, start factions, home worlds, and more than double the number of game tiles for the bag as in Ambition, the first expansion for Roll. This material is compatible with Ambition, but that expansion is not required to play Rivalry. If you are familiar with the dice from Ambition, then you can add this content and start playing immediately. (If not, you'll need to read about the new dice.)

Rivalry also contains two optional game modules — the Deal Game and the Orb Game — which can be played separately or combined. These modules can also be combined with the goals in Ambition, although the publisher suggests not combining them all at once for new players!

• The Deal Game has a new deal phase in which players assign $ dice to a new deal board in order to swap assets they don't want for those they do — and pretty much everything is fair game in terms of possible trades. Not using all your credit track? Why not trade in the top part of it to get a useful die? Or, if you're running a large economy and need a credit track that goes to 11 (or even 16), why not trade away a couple of white dice to get a larger track?

Have a bunch of extra tiles clogging up your construction zones from previous Explores? Why not trade them in for new dice? Or, a chance to draw from the bag until you find a 6 cost development? Or a pair of VP chips? Or a talent counter? Or some credits? Or, another Leader die? Or, a chance to draw a world of a desired color from the bag? Or, to turn some Citizenry dice directly into Developers or Settlers? Or...

Seven deal dice are rolled each turn before players assign their workers to determine what asset types can be potentially gained or traded in that round. After you swap assets, your deal will start to mature over several rounds. If you (or someone else) calls "Deal" again before your deal expires, then you might want to send another dealer in to reverse your trade, trading back for what you originally spent and making some credits and talent counters along the way. Of course, while your deal is maturing, some other player might swoop in and reverse it before you wanted to, taking their cut and converting your attempted temporary loan into a permanent exchange. These things happen...

• The Orb Game gives one yellow "Alien Orb" die to each player, and the faces of these dice can be popped out and upgraded to various "lines" of faces that allow you to customize what you can do in the game. (Think of the lines as being akin to a tech tree.)

You can assign dice to become researchers in the Research phase, and for each assigned researcher, when someone calls Research, you get two "dots" of upgrades to your dice. The first dot gets you a 1-dot face in any line; extra dots get you better faces in that line. (If you want to switch lines for a given face after entering a line, pay 1 dot more.) These upgraded dice affect your play. For example, if you roll the 2-dot beige -1 develop face, you receive a -1 die discount on all developments you build that turn.

Orb dice are rolled in front of player screens at the start of a round. If, for example, you roll a face that grants virtual workers, then everyone knows that you will benefit if Explore occurs and can plan accordingly as they assign their dice and decide which phase to call.

To allow improved Orb dice more opportunities to affect play, the Orb game ends at 15+ tiles or when the initial VP chip pool is exhausted, which is increased to 15 VPs per player. At game end, each 2-dot and 4-dot face on your Orb die is worth 1 and 2 VPs, respectively.

• Replacement player screens including a summary of the optional games (in different colored type faces) and all three added dice types are also included.

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SKU: 17277570159

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4.4 ★★★★★
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Ryan Siriwardene
Louisville, US
★★★★★ 5
moelicious
Format: Hardcover
i cant wait to read it!!!!! It came in great condition just like the ones I bought in australia
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Reviewed in the United States on May 10, 2009
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Verified Purchase
Drewsci27
Birmingham, US
★★★★★ 3
not as funny as others
the other simpsons libary of wisdom books are better. but still a fun read and good for the price. Moe
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Reviewed in the United States on April 10, 2013
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Verified Purchase
Elvin Ortiz
Dallas, US
★★★★★ 5
Batman for the Sake of Art: A Great Collection
Format: Paperback
I enjoyed this very much. I also found it an adventure to read and view these Batman tales because they were different from what I've read so far. Mark Chairello wanted to create a Batman volume with different artists collaborating on it and he accomplished that. But what was most impressing to me and what I found so different from what I've ever read on the Batman is the impressionistic style of the artwork and perhaps, the absence of plots. The narratives that we find here are most likely to be vignettes, shorter than short stories. This narrative style accompanied by the impressionistic artwork where we see each artist's interpretation of the Batman defines the tone, mood, and characterization of this collection of stories. Although each artist showed his own version of the Batman, the artwork of each had one thing in common: it stressed the Dark Knight persona of the Batman. The stories were less controlled by a sense of plot than a sense of atmosphere and characterization. These were darker than what I'm accustomed to read. Death permeates its pages. Batman fights crime but he can't prevent the bloodbath while he's doing so. The very first story, Perpetual Mourning, shows the detective seeking a clue for a murderer on a corpse in a morgue. While doing so, an interior monologue reveals the Batman's thoughts and his feelings toward the victim. Readers see their hero internalize the loss of this victim. McKeever intensifies this feeling by presenting a couple dancing: is this the woman while alive dancing with Batman? Was this someone Batman knew as Bruce Wayne? Other stories that I immediately classified as favorite are Joe Kubert's The Hunt; Good Evening, Midnight by Klaus Janson; a psychological drama, In Dreams, by Andrew Helfer and art by Liberatore; Heist, written and illustrated by a minimalist artist, Matt Wagner; Brian Bolland's An Innocent Guy is quite interesting because it summarizes Batman's life from the point of view of a person who plans on killing him; and Archie Goodwin's Heroes illustrated by Gary Gianni. This latter story is a WWII story where Batman deals with Nazis. Bruce Timm's Two of a Kind, is really a Two-Face story more than a Batman story. It has the traits of noirish films of the 40s where the attempts of criminal to reform are thwarted by fate. Two Face finally gets a human face, falls in love with the doctor who made it possible, but fate eventually gets in the way. There are some R-rated panels in this story. Walter Simonson gives us a futuristic story about the Batman, while veteran Dennis O'Neil shares a narrative that goes deep into Batman's psyche and a Christmas story that reminds us of some of his early works in the seventies. Batman pursues a strange serial killer in Howard Chaykin's Petty Crimes and Goodwin tells a haunting tale of a demonic trumpet, illustrated by Jose Munoz. Monster Maker by Jan Strnad was also quite haunting for it shoes the influence of gang violence on children. Illustrated by Richard Corbin, it is perhaps the most graphically violent of this collection. I notice that the title of this collection is accompanied by the name of Frank Miller, but he only makes one cover artwork contribution in this book. Thus, do not expect plotted narratives in this tome. Just enjoy the artwork and short vignettes about who the Batman is and the world in which he lives. I was not disappointed by this purchase and enjoyed the reading very much.
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Reviewed in the United States on July 21, 2017
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Tom Reagan
Chelsea, US
★★★★★ 5
Must-Own for True Batman Fans
Format: Paperback
I own and have read all 3 volumes of these Batman: Black and White books. They're all good, and in order of volume, so Volume #1 is the best, by far. What makes them great (and I'm mostly referring to volume one, although these can apply to all volumes): - Large collection of unique stories, and the stories are short - about 8 pages, I think. So I made a habit of reading just one or a few stories at the end of each night, for example. There's 20 different stories! So if you're a big Bat-Fan like me, you're bound to like most. - A different writer and artist for each story. So, some of the stories you'll love, and some you might hate. But for the most part, I liked a large percentage of them. And when they're good, they're REALLY GOOD! And sometimes, if the story isn't that great, the artwork might make up for it (or vice versa). - The artwork! Again, a large percentage of the stories really do have fantastic art. It's a real treat turn the page and read an entirely different story with a completely different (artistic) take on Batman. Plain and simple, every huge Batman fan should own all of these books. Start with this volume.
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Reviewed in the United States on May 11, 2010
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D. Bartz
Chelsea, US
★★★★★ 4
Short Story Collection
Format: Paperback
This wasn't quite what I expected. It's a random selection of writers and illustrators all doing short stories that are just a few pages long. It gives you a deep appreciation for some of the talent many of these guys have and gives you many different perspectives on batman. Having said that, I have to be honest. Some of the illustrations were sub-par and some of the stories mediocre. A couple of the stories left me wondering if some of these guys had written batman anything before and others whether they were able to earn a living with their drawings. Despite that, there were many really good stories in here that are worth reading.
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Reviewed in the United States on April 10, 2015

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