No.150 / 280Strategy & systems · Drafting & allocation

Pick a Phase Everyone Uses

The phase you choose runs for everyone, but only you get the bonus.

Prototype complexity
Who plays
Competitive play
Design focus
Information · Planning
Race for the GalaxyNo.150Race for the Galaxy

01The core loop

Action → feedback → next choice
  1. 01Secretly choose a phase
  2. 02Reveal together
  3. 03Everyone runs chosen phases
  4. 04Choosers get a bonus

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    You need Produce and Consume; a rival with full goods will likely pick Consume.

  2. T2

    Turn 2 · The player chooses

    You pick Produce, betting the rival picks Consume.

  3. T3

    Turn 3 · The feedback

    They do; you produce, then consume for 6 points, plus your Produce bonus.

  4. T4

    Turn 4 · The next decision

    Next round the rival tries to predict you in turn.

How it plays

Each round players choose phases; only chosen phases happen, but everyone executes them. The chooser gets a bonus in that phase. Players predict others’ picks to ride along and spend their own choice elsewhere.

What the player weighs

  • Choose what you need vs bet someone else will
  • Help yourself vs accidentally helping rivals

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Competitive play

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Race for the Galaxy
R

Race for the Galaxy

P1

Each player secretly picks an action card; chosen phases run for all, and choosers get that phase’s bonus.

Roll for the Galaxy
R

Roll for the Galaxy

P2

Players roll worker dice and assign them to phases, using one to select a phase; only selected phases run, and everyone’s dice work in them.

The difference worth noticing

Race picks phases with cards; Roll uses dice faces to decide how many workers each phase gets.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Pick a Phase Everyone UsesDrafting & allocation+

Map phases to stages of a production chain, so choosing a stage advances everyone’s goods, and players predict which link others will push.

Prototype this combo in Yoroll

→Follow the next idea

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Pick From the Common Pool

Everyone picks from the same pile in turn; what you take, others can’t.

Prototype complexity
Who plays
Competitive play
  1. 01Reveal a shared pool
  2. 02Pick in turn order
  3. 03Read what others need
  4. 04Take one and build
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Whoever has the most presence in an area controls it.

Prototype complexity
Who plays
Competitive play
  1. 01Commit units to an area
  2. 02Compare presence
  3. 03The majority takes control
  4. 04Control pays out
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Race for the Shared Goal

The goal is visible to all, but only the first to reach it gets paid.

Prototype complexity
Who plays
Competitive play
  1. 01Reveal goals and rewards
  2. 02Gauge your distance
  3. 03Sprint or abandon
  4. 04First to finish claims it
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yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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