Super Race for the Galaxy 超级银河竞逐
by Wei-Hwa Huang(黄炜华,银河竞逐的开发助理和原创美工)
原载于BGG论坛
中文翻译:soul
Does "the game end when stuff is just getting interesting"? Do you feel that 40 minutes is way too short for a game with so much depth and complexity?
感觉“刚产生兴趣游戏就结束了”?感觉40分钟对于这个如此深度和复杂的游戏太短了?
Here's a variant just for you. (We tried this a few times during playtesting, and I think it works well.)
这是正适合你的变体规则(我们在游戏测试时试验过几次,我认为该变体很好)。
Super Race for the Galaxy 超级银河竞逐
Remove the standard "Game End" conditions. There is no more tableau size limit, and the number of VP chips is now unlimited.
去除标准的“游戏结束”条件。不再有场景牌数量上限,且分数筹码没有上限。
Production worlds (worlds with a solid color in the circle) do not produce an unlimited supply of goods. Instead, each world has a limited amount of resources, usually 5, and it can run out. When a production world is settled, denote this by dealing 5 cards from the deck, face-down, underneath the world. During the Produce phase, move one card from beneath the world to the top of the world, indicating that the world has produced.
生产星球不再能无限生产商品,而是有资源上限,通常为5,且会耗尽。当一个生产星球放置后,从抽牌堆抓5张牌面朝下放在该星球牌下面。在生产阶段,移动一张放在星球上面,表示该星球进行了生产。
Windfall production abilities do not produce an unlimited supply of goods. Instead, each such card has a limited amount of times it can create production, namely three. When such a card is developed or settled, denote this by dealing 3 cards from the deck, face-down, underneath the world or development. During the Produce phase, move one card from beneath the world to become a good on an appropriate world.
意外收获生产能力不再产生无限量的商品,而是有限定的产生数量(次数),比方说3。当该星球或开发设施放置时,抽3张牌面朝下放在该牌下面。在生产阶段,移动一张到对应的意外收获星球上。
The windfall production cards are:
** Alien Rosetta Stone World
** Expanding Colony
** Galactic Engineers
** Mining League
** Free Trade Association
** Genetics Labs
** Mining Robots
意外收获生产牌包括:
外星罗塞塔石碑星球
扩张殖民地
银河工程师
矿业联盟
自由贸易组织
基因工程实验室
采矿机器人
Depleted Production worlds are considered Windfall worlds, for purposes of Windfall Production. For example, if Comet Zone has produced five times and is now depleted, and you develop Mining Robots, you can use Mining Robots to produce on Comet Zone (and then draw a card, as per extension of Comet Zone's production ability).
生产竭尽的星球视为意外收获星球,可用于意外收获生产。例如,如果彗星带已生产了5次,现在竭尽,那么玩家放置采矿机器人,就可以利用采矿机器人在彗星带上生产(抽一张牌,相当于彗星带生产能力的扩展)。
The windfall production bonus on the Produce Action is unlimited.
生产行动的意外收获星球奖励不受限制。
Reshuffle the discards and create a new draw pile when the draw pile is depleted, as per normal game rules.
当抽牌堆用完时,重新洗匀弃牌堆组成新的抽牌堆。这跟标准规则一样。
The game ends when there are not enough cards in the draw/discard to fulfill some action. For example, there are only 10 cards left and all players choose "Explore +5". Or, three players all Settle a production world. At that point, the game ends immediately, unless the current phase is Consume.
当抽牌堆和弃牌堆没有足够牌满足行动时,游戏结束。例如,只剩下10张牌,所有玩家选择“探索+5”行动,或三个玩家都扩张生产星球。这时,游戏立即结束,除了当前阶段是消费。
On the rare case where the draw/discard is going to be depleted on the Consume phase, give out tokens representing cards as players need then, finish the Consume phase, and then end the game.
较少的情况下,抽牌/弃牌堆在消费阶段用完,那么分发筹码代表玩家需要的卡牌,完成消费阶段,然后结束游戏。
To make this variant extra long, buy a second set and use the combined cards. This is not recommended for a two-player game, as in some cases the game can get stuck, as the only cards left are developments that both players have.
为了使该变体时间更长,买两副牌并组合使用。这不建议两人游戏使用,因为某些情况下游戏因剩下的牌都是双方玩家已有的开发设施而变得无趣。
My experience playing this variant is that you definitely get to see the "ebb-and-flow" of an empire. You'll go through peaceful phases where you're producing lots of goods and consuming them, as well as expansionist phases where you're aggressively conquering new worlds. Near the end of the game you'll see your empire go into decline as the good worlds are mostly gone and what's left are slim pickings -- think of that as the heat death of the universe. Oh, and as a warning: more likely than not, it will seem like one player is so far ahead that no one can catch up to them in points. That ends up usually being correct. So if you prefer your games without a "runaway leader" problem, don't play this variant.
我对这一变体的体验是玩家清楚地看到帝国的兴亡衰落。玩家将进行和平阶段以生产大量商品并消费掉。在游戏尾声,玩家将看到帝国因商品消耗殆尽而进入衰落,就像宇宙的放热死亡。作为一个警告:很可能也不是这样,可能某玩家远远超前,其他玩家无法追上分数。这种情况通常正确。因此如果你倾向于游戏没有“巨大领先优势”问题,不要玩这个变体。