Board Game
Race for the Galaxy
★★★★☆
June 3, 2026 · by Colin Merritt
I have to warn people about this one before they play it, every single time, because the first game is genuinely rough. The icons on these cards are doing an enormous amount of work with almost no text to back them up, and until you’ve internalized what a given symbol means your first couple of sessions are going to feel like reading a language you’re only half taught. I’ve had people want to quit twenty minutes in. I always tell them to push through to a second game, because that’s usually where it clicks.
And it does click, hard. This is functionally a spiritual successor to San Juan, cards doing double duty as both the resources you’re managing and the developments you’re building, and once the icon vocabulary is in your head the actual decisions come fast. Turns move quick since everyone’s choosing their action simultaneously rather than waiting on each other, which keeps a four player game from dragging the way a lot of card-based games do.
Setup is minimal, shuffle and deal, teardown just as fast, so this earns a spot in the rotation even on nights where I don’t have three hours to spend. That’s a real point in its favor against something like Terraforming Mars, which scratches a similar engine-building itch but demands a much bigger chunk of the evening.
The one real critique I keep coming back to, and I’ve seen plenty of other people land here too, is that with the deck this dense and this varied, no two games ever draw the same way, which sounds like a strength until you realize it also means you can’t reliably plan a strategy around what you’ll actually see. Some sessions you draw into a beautiful synergy and coast. Others you never see the card type your whole build depends on and you’re stuck improvising the entire game. I’ve made peace with that unpredictability. Not everyone does, and I understand why.