这么多不要乱讲啊...求各种真相!!!扑朔迷离了...
fthj2 发表于 2010-6-23 10:18 
BGG上有寫
Race for the Galaxy's development began when Thomas Lehmann started work on a card game version of Puerto Rico in parallel with Andreas Seyfarth's own. Their independent efforts resulted in some degree of collaboration, and though some of Mr. Lehmann's design ideas did not make it into what eventually became San Juan, he continued to develop his concepts, taking the theme and other elements from an unpublished customizable card game he had previously designed. For a more detailed narrative from the designer, himself, please see these three articles at Boardgamenews.com:
這個是作者的設計手稿
Race for the Galaxy is a card game of economic expansion set in space. It has two primary sources: the unpublished CCG Duel for the Stars that I designed in the mid-1990s (with assistance from Rob Watkins) and a Puerto Rico card game prototype. I designed this prototype, at Alea’s request, based on an idea that Richard Borg and I came up with, namely that cards could serve multiple purposes in an economic game: what you build, the money you pay, and the goods you produce.
This idea was merged by Alea with Andreas Seyfarth’s own Puerto Rico card game prototype to form San Juan. Players familiar with San Juan should find Race fairly easy to learn.
Race is built on the notion of simultaneous play. Unlike San Juan (and Puerto Rico), players secretly select their actions from a personal set of seven action cards. After revealing them, only the game phases chosen by one or more players occur; the rest are skipped. Thus, a round might consist of nothing but Develop, if that’s what everyone selected, or—in a four player game—any four of the five phases (Explore, Develop, Settle, Consume, and Produce) could occur (in this order).
The players choosing a phase receive a bonus while everyone performs the phase’s action. Two phases—Explore and Consume—have two different bonuses available (thus the seven action cards for only five phases). For example, the base Explore action is that everyone draws two cards and selects one of them to keep. The two possible Explore bonuses are: Draw five more cards to select from (still keeping just one card), or draw one more card and keep one more card (i.e. draw three cards and keep two of them).
Phases are performed simultaneously. For example, during Settle, each player selects a world to place and then, once everyone is ready, they all flip these cards over and pay for—or militarily conquer—them. (The Settle bonus is to draw a card after settling a world.)
This phase structure not only reduces downtime but changes the game’s feel. If there’s an action you need to do, you can always play its action card to force that phase to occur. Alternatively, you can guess, based on your opponents’ positions, that one of them will call that phase and then choose another phase that also helps you, with the risk that the phase you really need doesn’t occur if your estimate is incorrect. Thus, instead of tactical denial (as in Puerto Rico or San Juan), you are faced with the “piggy-back” problem—how to most effectively take advantage of your opponents’ actions while pursuing your own strategy.
Players begin play with four cards in hand and a start world—each with a different special power—in their tableau. All cards are one of two kinds: developments, placed during Develop, or worlds, placed during Settle. Some worlds have military defense and can only be placed by being conquered. (If one has the development Contact Specialist, most military worlds can be placed by paying for them instead.)
Some worlds receive a good when they are first settled; others don’t start with a good but do receive one every time Produce is called.
Victory chips are earned by consuming goods. Empires have no inherent consumption abilities (though some start worlds have consume powers). One route to victory is to construct an economy by settling worlds that produce goods (not all worlds do) and building developments or worlds with consume powers, then turning this produce/consume “crank” over several rounds to earn lots of victory chips.
The game can end in two different ways, either when the last victory point chip is handed out or when a player has twelve or more cards in his or her tableau. Since two cards can potentially be placed each round (if both Develop and Settle are called and a player can afford both), a game can end in as few as six rounds. (Nine or ten rounds is typical.) Managing this variable tempo is one play challenge.
Developments and worlds are also worth victory points themselves. Worlds can be settled either by payment or, if they are military worlds, by conquering them (for no cost). Building a large military, by buying developments such as Space Marines or Drop Ships, then conquering valuable Rebel or Alien worlds is another victory route. Alternatively, by settling windfall worlds (those with a good placed on them upon first being settled), then selling these goods for cards, players can afford the more expensive worlds and developments that are worth more victory points.
The 6-cost developments are the third source of victory points. Each one is unique and provides bonus victory points for having cards of a specific kind (such as Genes worlds for the Pan-Galactic League) or with certain powers (such as Explore powers for the Galactic Survey). Each 6-cost development also has a useful power which encourages players to build them before the end of the game. Building several “interlocking” 6s, so that your other tableau cards earn victory point bonuses multiple times, is another path to victory.
Card powers can provide discounts, trade bonuses, extra production, bonus card draws, etc. Selecting which cards to build, which ones to spend as money, and when to explore to find the cards that will work best with the ones you have are some of the skills you will need in your quest to build the most powerful and prosperous space empire. Enjoy!