Roll for the Galaxy

Roll for the Galaxy

Use colored dice as your galactic population, secretly assigning exploration, development, settlement, production and shipping while managing phases and the workforce cycle.

Roll for the Galaxy supports 2–5 players; community best: 3–4 players; playing time: 45 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Roll for the Galaxy builds space empires with dice. Everyone rolls and assigns behind screens, then selects one phase. All selected phases occur in order, so whether assigned workers act depends on the combined choices of you and your opponents.

Developments and worlds are built gradually with workers on construction tiles rather than cards played from hand. Worlds add population or production space, and developments alter assignment and efficiency. Workers completing tasks enter Citizenry and normally need Galactic Credits to return to the cup.

Production turns workers into goods on worlds; shipping trades those goods for cash or consumes them for victory points. Limited funds, different dice distributions and reading opponents’ phase choices shape how effectively your empire grows before the final round.

Core rules & scoring

  1. Setup: two to five players receive a random faction and home world, together three tile squares, and two construction tiles, one development-side and one world-side up. Begin with three white dice in the cup, two in Citizenry and additional starting-world dice/effects. Credits normally start at one, subject to starting effects; pool twelve VP per player.

  2. Each simultaneous round rolls, assigns, reveals, resolves I Explore, II Develop, III Settle, IV Produce and V Ship, then manages empires. Use every assigned worker that can perform a task, one at a time. Only phases selected by someone occur. In two-player play, a spare white die rolled at Reveal may also select an otherwise unselected phase.

  3. Assign dice by their rolled faces, with wilds freely assigned. Select exactly one phase by placing a die on the phase strip: it ignores its old face and is also a worker for that phase. Do not wait until Reveal to place wild workers after seeing others’ choices.

  4. Reassign after selecting a phase. Built-in Dictate once per round puts one worker in its area to reassign another to a different column; the dictated die returns to the cup at Reveal. Each other Reassign power is usable at most once per round. Workers in unselected phases return to the cup rather than Citizenry.

  5. Explore one worker at a time: Stock gains two credits; Scout may abandon any number of construction tiles, draw one more than abandoned and place chosen development/world sides under the respective stacks. Construction stacks may be empty during play; their one-of-each requirement applies only at setup.

  6. Develop/Settle places workers one by one on the top construction tile until its cost is met. Move a completed tile into the tableau and used workers to Citizenry, then continue the next tile with remaining workers. Unfinished workers stay; excess after all available tiles are completed returns to the cup. Discounts cannot reduce required workers below one; worlds grant their immediate effects once.

  7. Produce puts a worker on one of your non-gray worlds as a good, regardless of die color. Normally each world holds one good, with explicit development exceptions. Excess workers return to the cup; a good stays on its world rather than also entering Citizenry.

  8. Ship each good with one shipper, choosing Trade or Consume for each pair; both dice enter Citizenry. Trade earns three/four/five/six credits by world color, not good color. Consume earns one VP plus one each for matching good and shipper colors; purple matches colors for Consume only. Credits cap at ten, with excess lost.

  9. Manage: recruit as many Citizenry dice as affordable at one credit each, choosing colors when funds are short. After recruiting, reset zero credits to one. Freely recall construction workers and goods to the cup; if it is empty after recruiting, recall at least one. Reset phase tiles and check game end.

  10. End after the complete round if the initial VP pool empties or a tableau reaches twelve tile squares; the large faction counts as two and twelve is not a maximum. Score VP chips, completed tiles’ printed costs and extra six-cost-development bonuses, rounding the relevant formulas up. Construction tiles do not score. Break ties by cup dice plus remaining credits, then share victory.

Rules & gameplay questions

Does selecting a phase give a bonus, and does the selecting die work?

There is no extra selection bonus: you guarantee that phase occurs. Its selecting die is a worker and ignores its rolled face. Other workers in unselected phases and the dictated die return to the cup, not Citizenry.

Can Dictate move its own die to the desired column?

No. Putting one die into Dictate reassigns another die. The first returns to the cup at Reveal and cannot be moved out by Reassign powers. Built-in Dictate is once per round, after phase selection.

Must a producer match its world, and which color sets a good’s price?

Any producer color can become a good on a non-gray world. Trade value uses world color. Consume separately checks whether the good and shipper match that world; purple can match here but does not count as other colors for unrelated powers or final scoring.

Do Citizenry dice return free, and may I decline recruitment?

Normal recruitment costs one credit each and must recruit as many as possible, choosing colors if short. Construction workers and goods can instead be recalled free during Manage Empire; an empty cup requires at least one recall. Completed-task workers do not automatically return free.

Does reaching twelve tiles immediately stop play or limit tableau size?

No to both. Twelve tile squares or an empty initial VP pool triggers ending after the entire round, allowing further construction and shipping. The two-square faction plus home world already starts at three. Score completed tableau, VP chips and applicable development bonuses; cup dice plus credits breaks ties.

Rules & introduction sources
Edition
Roll for the Galaxy original base game for two to five players, using the current publisher-hosted twelve-page ©2014/2020 rules and included Fine Points FAQ. Excludes Ambition, Rivalry, the Race for the Galaxy card game and unofficial solo rules.
Introduction source
BoardGameGeek

WANGO editorial

Roll for the Galaxy · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#176
Complexity Weight2.78 / 5
Best player count (community)3–4
Player range2–5
Playing time (minutes)45
Core mechanismsAction Retrieval · Contracts · Deck, Bag, and Pool Building · Dice Rolling · Die Icon Resolution · Follow · Hand Management · Race · Simultaneous Action Selection · Tags · Tile Placement · Variable Phase Order · Variable Player Powers · Variable Set-up · Worker Placement with Dice Workers
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2014
Suggested age13+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Roll for the Galaxy, and can I play online?

Roll for the Galaxy supports 2–5 players; community best: 3–4 players; playing time: 45 minutes. A WANGO browser trial has not been confirmed.

How complex is Roll for the Galaxy, and which mechanisms does it use?

Weight: 2.78 / 5. Mechanisms: Action Retrieval · Contracts · Deck, Bag, and Pool Building · Dice Rolling · Die Icon Resolution · Follow · Hand Management · Race · Simultaneous Action Selection · Tags · Tile Placement · Variable Phase Order · Variable Player Powers · Variable Set-up · Worker Placement with Dice Workers. Chinese publication: Unconfirmed.

Where can I learn Roll for the Galaxy?

No rule guide, strategy article or WANGO trial has been confirmed for this record.