by Tom Lehmann
I first wrote a "secret history" for the
Brink of War expansion; here's one for
Alien Artifacts.
Rebooting Race for the GalaxyIn the last of the first arc's expansions,
The Brink of War, I pushed
RFTG's complexity and deck size about as far as it could go. I (and many others) do enjoy playing
RFTG with "all the bells and whistles", but it was no longer either a quick "super-filler" nor something easily taught to new players. It was time for a reboot.
One advantage of reboots is that you get to tell different stories. Since the first "arc" of expansions depicted the descent from galactic expansion to the brink of full-out warfare, this time I wanted a non-war theme.
What about exploration? What if a large Alien Orb was discovered in deep space? Each empire would have to decide how much effort to put into exploring it and deciphering its secrets, to reap the benefits of long-lost Alien Overlord technology, versus simply ignoring it and expanding their own empires.
I sketched out an exploration game, with a "board" constructed from overlapping cards, and decided how it would tie into the card game and, in turn, how the card game would affect it. I then put this orb game aside and concentrated on designing and testing a really solid set of "reboot" cards.
I view
RFTG: Alien Artifacts as "two games in one". First, it's a full expansion that offers new strategies and rebalances older ones, while being easy to learn: just add the new cards and go. Second, the orb game forces players to manage two different arenas of play to win. I spent lots of time developing both versions.
Designing the CardsSince the orb game involved new rules, I wanted the expansion cards to be easy to learn by players who had only played the base game. This led me to design cards which mostly use base game powers in new ways.
Consider
Mercenary Guild, a defense 3, 2 VPs Novelty windfall world with +2 Military. It's useful as a "stepping stone" between medium Military (enough to conquer it) and big Military (enough to conquer high defense Rebel or Alien worlds). It's simple; anyone who's played RFTG can figure it out.
Which would you rather have: it or
Rebel Warrior Race (a 3 defense, +1 Military, Genes windfall world)? Early on, I'd take
Rebel Warrior Race (to trade the Genes good for cards), while, in the mid-game, I'd take
Mercenary Guild (when I'm often more interested in building up my Military).
Or, consider
Imperium Stealth Tactics. This 2 cost, 1 VP development combines +1 Military and
New Military Tactics' power: discard from tableau for +3 temporary Military (+4 Military total on the round you discard it).
Again, simple to learn, but it presents an interesting choice if you are considering whether to build it or
Expedition Force (+1 Military, draw1 Explore; 1 cost) or
Space Marines (+2 Military, cost 2) from the base set.
If you never use
IST's"one shot" power or score its Imperium keyword, then it is over-priced compared to them. But, if that one-shot +4 Military enables you to place a high defense Alien world that neither of them could conquer, then
IST might well be worth building.
Of the 30 new powers, 18 are simple variations of base set powers. For example, Consume 2 Genes goods for 3 VPs is a variation on Consume 2 goods for 3 VPs.
5 powers are simple extensions of base set concepts. Discarding an Alien good for +3 temporary Military isn't in the base set, but the concept of expending a good in Settle to gain a benefit isn't difficult for players used to turning in goods for VPs or cards during Consume.
2 powers apply only in the orb game, so that leaves just 5 new powers to figure out when encountered (all have text explanations), plus the concept of choosing from two start worlds to begin the game. That's it. This allows players who have played and enjoyed the base game to move on to
Alien Artifacts as soon as they want to.
During development, the hard part was coming up with good card concepts, not fine-tuning new powers. I began with a set of 40 different cards (plus 6 duplicate developments) that eventually became 39 cards (and 7 duplicates). 17 cards never changed. Two cards were merged and another two were replaced. The rest were revised by varying amounts.
The five new start worlds changed due to designing the
New Worlds promo set of six new start worlds while testing
Alien Artifacts. This promo set was given to Goko for a limited time to help promote their online version. We swapped several start worlds between the two sets to better balance each one.
Sentient Robots provides both a 1 cost Settle discount and +1 Military. How useful is this flexibility, especially when some 6-devs score for either military or non-military worlds, but not both?
Alien Artifact Hunters was Joe Huber's entry in the first card contest. It appears specialized for Aliens (it consumes an Alien good for 2 VPs), but is actually generally useful due to its Explore power (which
keeps another card).
Joe suggested draw 2, keep 1, which was fine when this card wasn't a start world (since its 3 cost is fairly pricey for a "gray" world). As a start world, it had too much card selection given the extra cards kept. Reducing it to draw 1, keep1 fixed this. (And players do still buy it from hand during play.)
Rebel Mutineers was added after two cards moved to the promo set and I wanted a +1 Military Novelty windfall world. To differentiate it from
Former Penal Colony, we gave it Explore draw 1, the Rebel keyword, and removed its VP. Thematically, I envisioned the space equivalent of Pitcairn Island settlers from the
Bounty who would then join the Rebels, while the artists gave it a more urban look.
Uplift Researchers began with a +2/-2 Gene worlds' Settle power, which was too specialized. So we changed this to a chromosome-only pay-for-military power plus a separate, generally useful, -1 cost Settle power. These powers have a nice synergy. It took a while to find this solution, but I'm quite happy with it.
Frontier Capital combines a development power with +1 Military. We tried -1 dev cost, but this was too weak during early rounds (when its owner is often selecting Develop to place 1 cost developments, resulting in no benefit). Draw 1 was too powerful, with +1 Military, for a start world. Draw 1 after placing a development worked.
One advantage of a reboot is that I'm not bound by the earlier expansions. I can make both
Frontier Capital and
Sentient Robots 1 defense military worlds, which increases their synergy with military 6-devs, without worrying about them being immediately taken over (which I couldn't do if
Alien Artifacts had to be compatible with
Rebel versus Imperium).
(In the first arc, this "takeover concern" forced many "military" start worlds to be non-military worlds.)
Reducing their defenses made these worlds more useful as "building blocks" when they are not start worlds.
Since
Alien Artifacts is a self-contained "arc", I wanted to use all the keywords (Uplift, "chromosome", Rebel, Imperium, Terraforming, and Alien) introduced in the base game.
Besides
Uplift Researchers, five cards refer to Uplift. Two of them,
Amphibian Uplift Race and
Arboreal Uplift Race, are familiar 2 defense, 2 VPs Genes windfall chromosome worlds.
The
Rebel Uplift World is a 1 defense chromosome world that provides +1 Military for each chromosome world in tableau; another nice "building block" for military paths.
The
Uplift Alliance is a 6-dev that rewards both Genes and Uplift strategies. In the orb game, it also scores 1 point extra for chromosome artifacts.
The
Alien Uplift Chamber is a 6 cost Alien windfall world that scores 2 VPs per Uplift card in tableau (like ? 6-cost developments). It synergizes nicely with
Uplift Alliance and supports a yellow/green strategy with +2/-2 for settling Genes worlds.
Originally, this card cost 5 and was either too specialized or too powerful when its "combo" occurred. To fix this, we added a draw 1 Produce power and raised its cost to 6 (since it's an Alien world, we didn't have to worry about it being placed cheaply via
Colony Ships).
Turning to the Rebel and Imperium keywords, since direct military takeovers aren't in this expansion, I decided to portray these factions as rivals stockpiling resources and armaments in preparation for future conflict.
To convey this, I gave both
Rebel Resistance and the 6-cost development
Imperium War Faction Produce powers, drawing a card for each Rebel military word in tableau and each Rare good produced, respectively.
Similar to the
Alien Uplift Chamber, the
Rebel Resistance is an 8 defense world that scores 2 VPs per Rebel military world in tableau. Sometimes, it scores very well; other times, you might conquer it for just its Produce power to leech off a produce/consume empire.
One goal with
Alien Artifacts was to "promote" specialized cards from the base set, such as
Blaster Gem Mines and
Imperium Armaments World, both non-military rare worlds.
Imperium War Faction's Rare Produce power synergizes with them and scores for Imperium cards, military worlds, and
Blaster Gem Mines, as well as having a Settle power to discard a Rare good for +2 Military.
I further underscored this connection between Rare goods, blaster gems, and Military by adding
Imperium Blaster Gem Depot, a 5 defense Rare windfall world that provides +2 Military and +1 Trade for Rare goods.
I eventually combined two cards together to make
Rebel Gem Smugglers, a 2 defense Rare windfall world with a Settle power to discard a Rare good for +2 Military and a Produce power to draw 1 when a windfall good is produced on it.
I love the art for
Rebel Gem Smugglers, which portrays marsupial aliens whose child in pouch openly wears a set of blaster gems as they go through customs.
To underscore the theme of preparing for future conflict, I added
Imperium Fifth Column, based on an earlier suggestion by Don Woods. It is a 1 defense world that provides 1 card during Produce for each Imperium card in its owner's tableau, as well as +1 Military (yet another card that helps +1 Military worlds get started).
Imperium Stealth Tactics, discussed above, was added to provide military "glue" to smooth out Military growth strategies. Giving it the Imperium keyword sharpens the decision to use its "one-shot" discard ability if its owner also has a card in play that refers to Imperium cards.
Having
Alien Artifacts be a reboot let me revisit tableau tempo without being limited by the Gathering Storm card
Improved Logistics.
Imperium Supply Convoy is a cost 3 development that allows a player to settle a second military world after conquering a military world, using only
excess Military beyond that used to conquer the first world.
ISC also provides a card draw during Produce, which represent the arrival of new "supplies" and reinforces the theme of "stockpiling" for a future conflict.
Terraforming Project is a cost 3 development that plays with tableau tempo differently.
Similar to
Colony Ship, it can be discarded from tableau to place a non-military world (or a non-Alien military world when combined with a pay-for-military power) at 0 cost. However, this is
in addition to any (or no) Settle action. Thus, it allows a player to swap a development for a world without reducing tableau size while gaining a small discount.
Its higher cost, compared to
Colony Ship, reduces its discount; its real advantage is to place two worlds in a one Settle phase. This is particularly useful to speed a transition to Produce/Consume when an opponent is strongly pushing Develop.
To sharpen the decision of whether to use
Terraforming Project, the Terraforming keyword was added to it, along with a Rare windfall production power. To make it less attractive when unused compared to
Colony Ship, it is worth 0 VPs.
Terraforming Unlimited is a 6-cost development that scores for the Terraforming keyword, other non-military worlds,
Terraformed World (in the base set), and Alien Science tokens (in the orb game). Its powers are +1 Explore, -1 Settle cost, and Consume 1 Rare good for 2 VPs. Its consume power supports Rare strategies, while its scoring and Settle discount supports non-military tableau building.
Its Settle discount was originally -2, but this was far too strong.
Terraforming Colony is a 5 cost Novelty windfall world with a deficit spending power for 1 VP and a nice Consume power: consume any 1 good for 1 VP and 2 cards. If built on the final turn by a player who chose Consume 2x, it is worth 5 VPs (comparable to Galactic Trendsetters and Terraformed World); the issue is whether you have any windfall production to exploit it fully if you build it earlier.
It was originally worth 3 VPs, but I reduced this to 2 VPs after adding the Terraforming keyword to it.
The Alien developments were a bit tricky as they form a major link from the cards to the orb game.
Alien Survey Technology is a 1 cost development with an Alien pay-for-military power. In the orb game, it adds 2 Movement to its owner's survey team(s).
Alien Research Ship is a 4 cost development with +1 Explore, +1/-1 to settle "yellow" worlds, and an Alien windfall Produce power. In the orb game, it gives a player a second survey team (which is very powerful if done early enough).
Are these cards too specialized when not playing the orb game? In practice, they worked ok since there is no other Alien pay-for-military power in the game and because
Alien Artifacts includes no generic windfall production powers. The last also promotes
Galactic Engineers and
Alien Rosetta Stone World from the base set.
Alien Researchers is a 6-cost development that is -3/+3 to settle "yellow" worlds and can consume an Alien good for 2 VPs.
It scores extra for the
Alien Rosetta Stone World, Alien technology artifacts (in the orb game), bit scores just 1 VP for other Alien cards. As such, it scores less than
Alien Technology Institute when built near game end. An AR player needs to build it earlier use it to score lots of VPs and Settle settle valuable worlds. This gives it quite a different feel from ATI.
Besides the orb-specific development powers on these cards, the "regular" game also affects the orb game via high Military being needed for survey teams to pass through beam barriers.
High cost/defense Alien worlds are easy to add to RFTG. Due to the no-Alien restrictions on
Contact Specialist and
Colony Ship, they are never easy to place, so they can be quite powerful and high-scoring. Besides the 6 cost
Alien Uplift Chamber, discussed above,
Alien Sentinels is a 9-defense, 9 VPs, Alien windfall world.
This world is "dominated" by
Alien Guardian in
Brink of War (an example of power creep in the first arc), but this wasn't a concern since the expansions are not compatible with each other.
Low-cost Alien worlds are trickier to design, since Alien goods sell for so many cards.
Alien Fuel Refinery is a 2 cost, 2 VP Alien production world with a "no-trade" restriction, plus a -1 dev power. Of course, its no-trade restriction can be circumvented with either
Black Market Trading World or
Trade League...
Self-Repairing Alien Artillery is a 4 defense Alien production world with a Settle power to discard an Alien good for +3 Military. It implicitly asks, "Do you want to use its Alien good to gain cards via Trade or temporary Military?" It is worth only 1 VP, so its owner must successfully leverage it during play. This card took a couple of versions to find, but I'm quite happy with the result.
Turning to the non-military worlds,
Galactic Survey Headquarters is a familiar 2 cost, 1 VP Novelty production world with "something extra": Explore draw 2 and +1 Trade from this world only. Given the small number of cards with Explore powers in both the base game and
Alien Artifacts, its Explore power is surprisingly useful.
In each expansion, I try to add a few new "strategy in a box" cards.
Galactic News Hub is a cost 4 Novelty windfall world with the Produce power: draw 1 card if its owner produced more Novelty goods than any other player. This is similar to
Mining Conglomerate's power in the base game and can generate interesting player interactions.
GNH also consumes 2 Novelty goods for 3 VPs. Paired with any Novelty production world, GNH can be a quick produce/consume engine. Before testing, I was concerned that it might be too powerful (a la
Alien Toy Shop from the
Gathering Storm), but being cost 4 and Novelty based is fine.
Interstellar Trade Port is a 5 cost, 3 VPs Novelty production world with a Consume power to trade up to four goods of four different kinds for 1 VP and 1 card apiece. This is a powerful consume power, but you have to assemble enough different kind worlds to make it work. Now, the Novelty production world -- ordinarily the cheapest of the four -- is often the most expensive…
In the base game, Rare strategies sometimes fail due to a lack of Consume powers.
Tranship Point is a 0 cost, 2 VPs world that reduces the cost of settling Rare worlds by 1 and can store any number of Rare goods on it (any Rare goods in its owner's empire are moved to it at the start of Produce). Now, a player can stockpile Rare goods and then Consume 2x them later repeatedly, after placing the needed Consume powers.
Originally, this card cost 1, but this strategy turned out to be very specialized, so I reduced its cost to 0. As with
Pilgrimage World in the base set, sometimes you will play it for just 2 VPs. This stockpiling can be useful for the two powers in this set that discard Rare goods for temporary Military.
Jumpdrive Fuel Refinery is a 3 cost, 2 VPs Rare production world that draws 1 card after placing a world. This variant on the base set Rare worlds that draw 1 on Produce emphasizes tableau building instead of produce/consume. This world works quite well in mixed Military/discount Settle strategies.
Ore-Rich World is a 2 cost, 1 VP Rare production world with the option, when placed, for its owner to discard a card to place a good on it. It effectively serves as both a production world and an "honorary" windfall world. We tried various versions of this during testing, but this was the simplest and cleanest.
Some testers were bothered by this card dominating
Volcanic World (a vanilla 2 cost, 1 VP Rare production world from the first arc's
Gathering Storm expansion). Since
Alien Artifacts is a reboot, incompatible with that expansion, this isn't a problem.
There are two non-Uplift Genes worlds.
Deep Space Symbionts, Ltd. is a 3 cost 1 VP Genes windfall world with a -1 Develop discount and a thematic and artistic nod to John Varley's short story,
Gotta Sing, Gotta Dance.
Designer Species, Ultd. is a 5 cost, 3 VPs Genes production world with a Consume 2 Genes goods for 3 VPs power.
This initially had a Produce power to draw1 if its owner produced the most Genes goods (similar to
Galactic News Hub, discussed above). This was too powerful, as not enough players typically produce Genes goods to result in interesting rivalries. Removing it balanced these two cards relative to each other, given their different kinds of goods.
Wormhole Prospectors is a 6-cost development that rewards Trade strategies, has +2 Trade, a "Deficit Spending" Consume power, and the most complicated power in this set: its owner may optionally, as their Settle action, reveal the top card from the draw pile and, if it is a non-military world, place it for free or, if not, add it to their hand.
Wei-Hwa, of course, had to immediately try this card and promptly revealed just about every high-cost, non-military card in the deck! Sigh.
Subsequent testing revealed that this power wasn't broken. The risk/reward calculation of using it versus simply placing a less useful card already in hand often makes for a tough decision. It does add luck that some players will dislike, but I believe this reflects its inspiration: the late, great Fred Pohl's novel
Gateway.
Scientific Cruisers is another nod to SF and a certain enterprising Captain (which I did not explain to the art team). Like
Sentient Robots, it has both +1 Military and 1 discount Settle powers. It is cost 2, 1 VP, +1 Explore, and can Consume 1 good for 2 cards.
I originally tried this at 1 good for 1 VP and a card (to represent obtaining valuable samples), but this was too strong. The final version is still quite flexible and useful early on. When you are able to make good use of both its settle powers, its a bit underpriced.
In Military paths, do you build this card or
Imperium Stealth Tactics (both +1 Military, +2 cost)? Would you rather have the Explore draw 1 and consumption leeching or the Imperium keyword and option for an additional +3 temporary Military?
For Develop strategies, I wanted something interesting and different, not just another low cost card that gave development card flow.
Galactic Investors was the result: cost 5, 3 VPs, draw 2 cards after placing a development, and draw 1 card for each 5+ cost development in tableau on Produce.
Originally, I tried this with just draw 1 after placing a development, but it lacked enough "oomph". Changing this to 2 cards definitely worked. This card is almost like
Galactic Federation, but without its scoring potential. It sharpens the decision of whether to continue building infrastructure or to "stretch" and place a 6-cost development instead.
Galactic Expansionists rewards both dev strategies (scoring 1 VP per development) and production strategies (scoring 1 VP per production world), while supplying generally useful powers: draw 1 during Develop, draw 1 after placing a world, and Consume 1 good for 1 VP. It can support almost any strategy, but works against the tide of selection, synergy, and specialization that tends to win many RFTG games.
GE is just one of two cards in this set (along with
Terraforming Colony) that provides any "generic" consumption for VPs. This is intentional.
One complaint about the first expansion arc was that many base set cards got overshadowed by later expansion cards. Some of this is almost inevitable "power creep" -- which I've tried to really tone down in
Alien Artifacts -- but some of it was due to adding developments with Consume powers that rendered cards such as
Gambling World,
Outlaw World,
Expanding Colony,
Terraformed World, and even
Tourist World or
Galactic Trendsetters, far less valuable.
By
omission -- not including certain powers, such as generic consume powers or windfall powers -- I could rebalance the importance of some base set cards, effectively "promoting" them to become more valuable in the new arc.
To "promote" other cards, I used VP rewards in 6-cost developments or created synergies between their powers and new powers in this set. One challenge
Alien Artifacts poses for experienced players is whether they can revisit their earlier base game card evaluations in this new play context.
[p]
Revisiting the OrbThe new cards worked well. Mostly, they were not too complicated for fairly new
RFTG players, while still offering interesting new takes on familiar concepts for experienced
RFTG players. The three design sub-themes (efficient specialized consumption, cost discounts, and combining military with non-military) give this set a distinct flavor.
I originally sketched out the
orb game, then turned to developing the AA card set, figuring I'd get the process of fine-tuning them done before returning to the details of the orb game. After the cards had mostly settled down, I turned the AA cards in to the artists so they could work on the illustrations while I finished the orb game.
However, it then became clear that the art team wouldn't get to
Alien Artifacts for at least another 6-9 months, due to other commitments.
At that point, I moved to other projects (to pay my bills). When the art team was ready, I was now tied up with other projects and unavailable. When I was finally available again, what I expected to be a quick process of finishing the orb game turned into an unexpected long slog.
The big snag was that my earlier plays had all been with constructive players. When testing the orb game with destructive players, it turned into a mess. I then spent some time analyzing the tempo of orb games under both constructive and destructive play, as well as different ways that new cards could be added to the orb.
In addition to new cards being played by players, I had always wanted some orb cards to be placed unexpectedly. Otherwise, each player tends to go off in a different direction and not interact very much.
Originally, these extra orb cards were placed by the next player clockwise, but this proved too frustrating with destructive players. Eventually, we moved to a scheme where players got to play these "extra" orb cards themselves, with the restriction that these new cards couldn't be attached to the orb card that the survey team triggering this new card placement was currently on.
This produces incentives for other players to enter areas that another player is in, while providing a stronger incentive for players to play constructively (since they now often want to play cards to connect the orb card their team was on to nearby orb cards with artifacts).
We also removed some walls to open up cards so that they could more easily both abut each other and changed the restrictions on how orb cards could overlap each other. With these changes, the orb game became robust with respect to destructive play.
At this point, finishing the orb game was down to fine-tuning and stream-lining everything and then getting it to the now-impatient art team and publisher for production. However, after being delivered to the printer, another snag was hit; namely, the custom Space "meeples" took longer to produce than expected, delaying an already late publication.
Final ThoughtsDuring testing, I noticed several splits in my potential audience.
Some players who played just the new cards missed the scoring opportunities (goals, prestige, various 6-dev combos) from the first expansion arc. For them, the orb game was more interesting than playing with the expansion cards alone.
Other testers just wanted to play
RFTG as a quick "super-filler" with the new cards. These players got very impatient with the additional time that the orb game added (even though this extra time does come down significantly with experience), but enjoyed exploring the new strategies in the cards: discounts, efficient specific consumption, mixed military and non-military powers, and new approaches to tableau tempo.
In between these extremes, some players enjoyed the orb game as a change of pace, but didn't want to play it all the time. These groups would often play one orb game, followed by two non-orb "closers".
My hope is that many groups will gradually migrate to this last style of play and come to appreciate both the new strategies in the cards themselves and the tension between two quite different arenas of play available in the orb game.
For myself, I'm quite happy with
Alien Artifacts. New players, and those who mostly play
RFTG as a quick "super-filler", can easily enjoy the new cards by just adding them to the base game. Those who want a new experience -- and who don't mind some additional rules and extra length -- can play the orb game.
I believe I achieved my "two games in one" and "reboot" design objectives with
Alien Artifacts. Enjoy!