There are 40 unique cards in the deck. You draw 7 at the beginning of the game—and that’s it. The rest goes back in the box. Those 7 are your hand for the entire game. And because each card is multi-use, you’re suddenly staring the game with 21 possible decisions. Neat.
3 of these cards will form your Galactic Alliance. 1 card will be your Ideology—that’s your end-game scoring bonus. And the remaining three? Like in Imperial Settlers, you just raze them. Grab resources and toss the card. Again, neat.
So now, let’s talk about the elephant in the room—Age of Galaxy has a generic name like hundreds of other SF games. Has a standard, weird-looking alien art on the cards that we already’ve seen hundreds of times. And has a cover that kind of whispers “Star Trek,” but doesn’t exactly whisper “You must have it”
You’ve got a dozen games like this on your shelf already.
So… why would you care?
You would care because you love card games. You would care because the edge is not in the cover. It is in the cards.
It’s in that hand of 7.
It’s in the thrill of planning a galaxy-shaking combo and executing it one turn at a time.
It’s in watching your friends pull off their own powerful alliances.
If you’re into card games, you already know—the magic is in the multi-use cards. In the decisions which cards to Raze, and which turn into 3 card alliance. In the way, those 7 cards give crazy synergies.
You smile.
You know.
Forget the generic title. Ignore the vanilla setting.
You’re ready for one more awesome card game in your life. You know the edge is right there in your hand of seven starting cards.
***
You can learn more about Age of Galaxy HERE.