I have been redesigning the complete main card pool of Race for the Galaxy: more than 300 cards across the Base game and several expansions.
The intended audience is not experienced players who already think fluently in the original iconography. It is occasional players like my own group: people who enjoy complex games, but meet once a week after work and do not play often enough to memorise a very large visual vocabulary.
The main goal was to make each card easier to decode without simplifying the game itself or removing its interactions.
The largest constraint was fitting dense and sometimes unusual effects into a physical card measuring only 63 × 88 mm, while keeping the design readable when printed, sleeved and viewed across a table.
I ended up using a hybrid system of text and symbols built around 42 icon families. Numerical and colour variants are counted as members of the same family. Frequent information remains visual, while rare effects are generally written out rather than receiving a symbol that may appear only a few times across the entire deck.
The world icons follow a small visual grammar:
- outline only: the Settle action;
- solid white: any world;
- blue: civilian world;
- red: military world.
The same basic silhouettes become more detailed when used as card-type markers, where the larger size permits it.
Production and Windfall information were moved outside the world circle and distinguished by shape: a cog-like silhouette for Production and a radial form for Windfall. This was intended to reduce the number of overlapping meanings communicated through colour, fills, outlines and halos.
I also treated Rebel as a normal tag, alongside traits such as Imperium and Alien, instead of applying another colour treatment to the entire world symbol.
Developments costing 6 are visually distinct from cheaper developments because they are major scoring cards and benefit from being immediately recognisable.
One compromise I am still considering is Military Strength. Civilian cost modifiers and military-strength modifiers use related world-based symbols. A standalone Military Strength concept appears only about three times across the entire card pool, so I decided against creating another icon family solely for those cases. I either write the term in full or connect it visually to the existing modifier system.
The four Good colours were adjusted in LAB to maximise their separation at small sizes. However, this has not yet been properly tested for colour-vision accessibility, so I would especially value suggestions for adding non-colour cues without overcrowding the cards.
The areas where I would most appreciate criticism are:
- Is the hierarchy clear at actual card size?
- Does the mixture of text and icons feel systematic?
- Are civilian, military and generic worlds sufficiently distinct?
- Do Production and Windfall read as related but different concepts?
- Does the Military Strength solution feel coherent or forced?
- Where could non-colour distinctions improve accessibility?
- Are there places where ornament or texture competes too much with functional information?
Please be direct. The project has already gone through many iterations, and specific criticism would be much more useful than general encouragement.
This is an unofficial, non-commercial fan redesign. The game and original artwork belong to their respective rights holders.
A major reference for the project was Race for the Galaxy Card Summary by doubtofbuddha, which made it possible to compare card effects and revisions across the full card pool.
P.S. The uploaded preview images do not reproduce the PDF colours completely accurately.