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Race for the Galaxy: Xeno Counterstrike
Rio Grande Games
Designer Preview by Tom Lehmann
Xeno Counterstrke is the second and final expansion in Race for the Galaxy's Xeno arc. Introduced in the Xeno Invasion expansion, the Xenos are a violent xenophobic alien race that cannot be negotiated with.
Taking place after their invasion of galactic space, Xeno Counterstrike portrays the galactic empire's expansion through the frontier zone into Xeno space.
Xeno Counterstrike features two play experiences: a frontier game, with powerful new worlds to explore and settle, and a bonus counterstrike game, which continues the invasion game from Xeno Invasion and takes the fight to the Xeno worlds.
The Xeno Invasion expansion is recommended but not required for the frontier game, which can be played by 2-4 players with just the RFTG base set. The counterstrike game requires Xeno Invasion, which also adds a 5th player option to both experiences.
Frontier Ho!
The frontier game adds 46 frontier worlds divided into two separate decks of Near and Far frontier worlds, plus a new Frontier Settle action card.
Frontier worlds are located in the starry rift section of space that separates the galactic empires from Xeno space. These worlds are populated by a mix of pioneers, outlaws, and worlds previously conquered by Xenos.
Xeno Counterstrike uses several concepts introduced in Xeno Invasion:
* mix-with-hand for all Explore actions,
* Xeno worlds -- worlds already conquered by the Xenos,
* specialized military vs. Xenos (similar to military vs. Rebels), and
* the Anti-Xeno "keyword" -- groups opposing the Xenos.
Initially, players can choose to settle only Near frontier worlds. Once an empire has grown to 5+ cards in tableau, it can settle either Near or Far frontier worlds.
Settling a frontier world is a plunge into the unknown. To do so, a player plays Frontier Settle (triggering a normal Settle phase for the other players) and draws 3 cards from a frontier deck. They can choose to play and pay for or conquer one of them, discarding the other two worlds face down to that deck's discard pile. (Unlike a normal settle, they don't draw a card afterwards, as their card bonus is the card they drew.)
If the player is unable or chooses not to settle any of them, they keep one card for a later normal settle or card payment; thereby losing a tableau-building tempo, but gaining a card.
However, this risk is balanced by the frontier worlds being cosiderably better than similar cost regular game worlds. Deciding when you are ready to settle frontier worlds and whether they should be Near or Far ones adds new decisions to the game.
Some cards have powers that help you settle frontier worlds and some 6-cost developments reward players for settling frontier worlds.
Thematically, settling frontier worlds is a resource committment across considerable time and space, so each player can do so only every other round (their used Frontier Settle card is tucked under their start world for one round to mark this). When playing the experienced 2-player variant, players may do a Frontier settle every round.
Design Considerations
Mechanically, having frontier worlds be separate decks, instead of adding them to the game deck, solves two potential expansion issues:
First, in an expansion, players want new, fun cards to play. Satisfying this desire often leads to "expansion creep", where expansion cards are just better than the original cards. By placing the better worlds in separate decks with a risk-reward mechanism to obtain them, I can give players access to lots of really great worlds without diminishing the base game worlds (as players still need to build up to afford frontier worlds and also need worlds to settle when other players call Frontier settle).
On the development side, the higher military defenses in the Far frontier deck creates a need for more military cards, allowing me to make a few fun but costly military cards:
Second, single-deck games (such as Race for the Galaxy) have the "sample variation problem" where, as the deck grows in size, the odds that a player draws a bunch of one type of cards (say, developments) and none of another type (say, worlds) increases with each expansion that adds more cards, increasing the luck of the draw.
This issue, along with a desire to tell different stories, led me to create separate expansion arcs.
With almost half this expansion's cards in the frontier decks, I could design a lean addition of 6 start worlds and 25 game cards to the main deck, concentrating on interesting variations of existing cards that didn't produce expansion creep:
These cards had to provide enough Xeno Worlds, military vs Xenos, and Anti-Xeno keywords so that Xeno Counterstrike could work without Xeno Invasion.
Testing revealed an issue: namely, the game was a bit too short for the powers of Far frontier worlds to have an impact, as by the time players had built up and acquired them, it was often over.
The solution was to add some VPs to the initial common pool (15, not 12, VPs per player) and to play to 15, not 12, cards in tableau to make the game 1-2 rounds longer. This still keeps the frontier game reasonably short and snappy, but allows those big Far frontier worlds a chance to strut their stuff.
The Empires Strike Back
Beyond depicting a varied frontier, I wanted Xeno Counterstrike to continue Xeno Invasion's storyline: what happens after the invasion is repulsed? Can the empires then take the fight to the Xeno hive worlds? Could I give this an epic feel?
The optional counterstrike game begins as a combined frontier and Xeno Invasion game until the invasion is successfully repulsed (if the Xenos win, the players all lose). Then it shifts into the counterstrike game, replacing the invasion game tiles and cards with the counterstrike versions.
To ensure that this game doesn't end prematurely, I greatly enlarged the VP pool (to 30 VPs per player) and eliminated tableau size as an end condition. Players have to either exhaust this larger VP pool, conquer all the Xeno systems (which scale with number of players), or have a combined military vs. Xenos that is equal to or greater than the Xeno conquest value, as shown on this track:
After a successful repulse, play resumes, except that now the players are on the attack and the Xenos, if at least one Xeno system isn't attacked each round, carry out retaliatory strikes (similar to the old invasions, but with a new deck).
The Xeno systems are a deck of Sattelite and Hive worlds of varying strengths.
To attack them, an empire plays their Frontier Settle card, using its conquest portion, provided they have either 16+ cards in tableau or contain at least one Far frontier world. A failed Xeno system conquest increases their retaliation strengths that round.
Some Xeno retaliation strengths and all Hive world strengths are equal to the the attacking empire's military + military vs. Xenos + 2-6 more. To defeat them, the empire must have at least 9 military vs. Xenos and additional temporary military equal to the card's extra 2-6 military.
Thematically, this represents Xeno swarming tactics, where they bring more than the opposing force to overwhelm them. Only surprise tactics, represented by temporary military, can defeat them.
The extra awards for successful defeat of retaliating forces is the reverse of Xeno Invasion, which favored being the smallest military capable of holding them off. Now, the military that defeats the largest attacking force gets the extra awards.
Players can win either by military conquest or by churning out massive war production represented by VPs (as all empires are now assumed to be on a fully mobilized war footing).
The optional counterstrike game changes Race for the Galaxy considerably, as tableaus of 20-25 cards are not unusual and game time is roughly doubled. This is the version for the players who want a longer, more epic version of Race for the Galaxy against a common foe.
Finishing Touches
In developing Xeno Counterstrike, I was aided by my long-time partner Wei-Hwa Huang, his wife Trisha Huang, and Chris Lopez. They tirelessly playtested both versions and made many useful suggestions. Thanks!
With more than 75 different card illustrations, this was a demanding assignment for the illustrators, Martin Hoffmann and Claus Stephan, and the graphic artist, Mirko Suzuki. This product marks more than 20 years we have worked together. I would like to thank them for all their contributions over the years.
Jay Tummelson of Rio Grande Games, as always, was very supportive. Bringing games to market during these times is quite difficult and I deeply appreciate his efforts in doing so.
It's been a privilege to work on Race for the Galaxy and be able to tell different stories. I'd like to thank all the fans for their interest and support. I hope you enjoy the stories of exploring the frontier and defeating an xenophobic race that Xeno Counterstrike offers. Enjoy!
-- Tom Lehmann

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