So imagine this: you already have a card game called Race for the Galaxy,  and you’ve designed multiple expansions for it. Then you design a spin-off dice game called Roll for the Galaxy, which sells well enough to warrant an expansion of its own. Do you borrow ideas from your Race expansions, or do you branch in a wildly different direction? Join me in unboxing the first Roll for the Galaxy expansion, Ambition, and find out!

Get Your Own Copy of Roll for the Galaxy: Ambition Expanion

Having played Roll for the Galaxy a number of times since this unboxing, i can safely say that the two games are different and distinct enough that owning both isn’t redundant. There are situations where i’d reach for one, and not the other, and both have a place in your collection. If you don’t own either, and are trying to decide, i’ll offer that Race seems a little more aggressive and hardcore than Roll. If you want a somewhat lighter, faster, and somehow less serious game, add Roll for the Galaxy to your collection instead of Race.

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Roll for the Galaxy: Ambition Expantion

As the invention of Jump drive spreads through the galaxy, new factions arise.  Charismatic leaders and entrepreneurs vie to complete objectives and recruit the best minds. Can you expand your faction into the most successful galactic empire? Ambition is the first expansion to Roll for the Galaxy. It adds new factions, home worlds, and game tiles, two new dice types, and optional objectives to the base game. Newer players should play  without objectives for their first few games.

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