Rivalry, the second expansion for Roll for the Galaxy, consists of three expansions in one box. First, it adds expansion content to the base game: 62 more game dice, a new die type, start factions, home worlds, and more than double the number of game tiles for the bag as in Ambition, the first expansion for Roll. This material is compatible with Ambition, but that expansion is not required. If you are familiar with the dice from Ambition, then you can add this content and start playing immediately. (If not, you'll need to read about the new dice.) Rivalry also contains two optional game modules - the Deal Game and the Orb Game - which can be played separately or combined.
The Deal Game has a new deal phase in which players assign $ dice to a new deal board in order to swap assets they don't want for those they do - and pretty much everything is fair game in terms of possible trades. Not using all your credit track? Why not trade in the top part of it to get a useful die? Or, if you're running a large economy and need a credit track that goes to 11 (or even 16), why not trade away a couple of white dice to get a larger track? The Orb Game gives one yellow "Alien Orb" die to each player, and the faces of these dice can be popped out and upgraded to various "lines" of faces that allow you to customize what you can do in the game. (Think of the lines as being akin to a tech tree.) These modules can also be combined with the goals in Ambition, although the publisher suggests not combining them all at once for new players!
No. of Players: 2 to 5
Min. Age: 14