Pyramid Review

Galactic Destiny

Published by Golden Laurel

Designed by Jonathan Mauro, Elegwen Ó Maoileóin, Richard Pulis, & Wayne Pulis

Illustrations & graphics by Marcel Chenier, Tristan Noone, Wayne Pulis, & Richard Pulis

Full-color boxed set with foldout mounted map board, 10 six-sided dice, 225 cards (50 each of Action, Senator, Event, & Sector; six Party; five Ministers; one Rebellion; & 13 Sector Abilities), seven sets of ownership counters (for six players & the Ke'Ras), 45 Corruption/Shadow tokens (two-sided), 25 track counters, & rulebook; $60

Still playing Diplomacy but find you have too many friends left when it's over? For a change of pace, try Galactic Destiny. The saga takes place on a much larger scale, and you can lose just as many friends if done correctly.

The object of the game is to achieve control of 10 sectors before evil overcomes known space. Barring that, anyone who can control the entire Ministry wins.

Three to six players play political parties vying for control of the galactic government. Starting with a small fleet and a sector under the control of their faction, they attempt to expand their holdings. The board depicts the galaxy, spiraling out from the center; that core is too cosmopolitan for anyone to easily take, but further out people are willing to listen to a good speech.

Turns go through the Galactic, Senate, and Intrigue Phases. The first is mostly a bookkeeping segment during which new senators become available and the events that color the turn . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: June 20, 2008


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