


Race for the Galaxy: Xeno Counterstrike
🐸 Dettagli da BoardGameGeek
Consiglio BGG sul numero di giocatori
Categorie
Meccaniche
Design & Art
Lingua
Pairs well with
FroGames — Moments You'll Remember
Empires that span over fifteen worlds. Risky frontiers where every choice counts double. Games that last as long as a galactic conquest should.
WHAT IT'S ABOUT
The galactic conquest fans have been waiting for for years
Thomas Lehmann concludes the third expansion arc of Race for the Galaxy with Xeno Counterstrike, a direct sequel to Xeno Invasion. This expansion takes the game beyond the stellar frontier, into the border zone between galactic empires and Xeno hive worlds. Martin Hoffmann and Claus Stephan return to provide illustrations for over 40 new frontier worlds, organized into separate decks with unprecedented risk/reward mechanics.
At the table, you build empires that reach 15+ cards in tableau, with extended game end conditions and games that last 1-2 rounds longer than classic Race. Frontier worlds are colonized with a different system than the base game: dedicated decks, calculated risks, higher rewards. The lead often changes in the final turns, when massive economic engines come online and the larger worlds are finally colonized.
What they're saying abroad
The Race that doesn't end when you think it does
— FroGames
25-card empires. Frontiers that overturn established strategies. Thomas Lehmann means business
— FroGames
Race for the Galaxy: Xeno Counterstrike
What's in the box
Over 40 new worlds and a frontier to conquer
Frontier Worlds
Separate decks of risky worlds in the border zone. Colonized with different mechanics, high rewards, calculated risks. The frontier changes established strategies.
Extended conditions
Game ends at 15+ cards in tableau and 15 VP per player in the common pool. Games last 1-2 rounds longer, enough to see massive economic engines come online.
Counterstrike Mode
Xeno invasion turns into a galactic counterattack. Epic games with no tableau limit, economic or military victory against the Xeno. 25-card empires are not uncommon.
Fifth player
Components to bring Race to 5 players. Requires Xeno Invasion for this mode and for the full counterstrike game.
In three hours you will have colonized frontiers you didn't know existed. And your empire will be too big to fit on the table.
A game in five moments
What happens at the table
Not the rules. The experience.
Extended Setup
Frontier decks on the table, VP pool doubled, starting cards dealt. Someone asks if the game really goes up to 15 cards in the tableau. The answer is yes. And perhaps even beyond.
First Frontier Colonizations
Border worlds appear on the table. Separate decks, risky mechanics, tempting rewards. Someone tries the frontier immediately, someone waits. No one knows if it's the right choice.
Growing Empires
Tableaus exceed 10 cards, then 12. The game doesn't end when you thought it would. Economic engines start producing high numbers. The lead changes three times in two rounds.
6-dev Worlds on the Table
The most expensive worlds in the game are finally colonized. Someone places a huge frontier, someone completes a devastating military engine. The VP pool empties quickly.
Final Count
Empires of 15, 17, maybe 20 cards. VPs scattered everywhere, objectives completed, frontiers colonized. The winner is the one who built the most solid empire. Or the one who dared the most on the frontier.
How to play
The flow of each round
Race for the Galaxy with extended conditions and frontier worlds that change risk calculation.
Each player simultaneously and secretly chooses a phase to activate. The chosen phases determine what happens in the round: Explore, Develop, Settle, Consume, Produce.
Phases are executed in order. The player who chose a phase receives a bonus. All players participate in all active phases. Frontier worlds are drawn from separate decks with risk/reward mechanics.
Developments and worlds are played from the personal tableau, paid for with discarded cards. Economic engines grow, synergies multiply, tableaus exceed 15 cards.
The game ends when someone reaches 15+ cards in their tableau or the VP pool drops below 15 per player. In counterstrike mode, only economic or military victory against Xeno ends the game.
Why it's different from others
Six mechanics that make the difference
Frontier worlds in separate decks
Over 40 worlds in the galactic border zone, organized into dedicated decks. You don't draw them from the normal deck: you reveal them from the frontier decks. Unprecedented risk/reward mechanics, different costs, higher benefits. The frontier changes the strategies you knew.
Extended end game conditions
15+ cards in tableau instead of 12. VP pool at 15 per player instead of 12. Games last 1-2 rounds longer than the base Race. Enough to see massive economic engines come into full swing and 6-dev worlds finally colonized.
Optional counterstrike mode
Starts as a Xeno invasion, transforms into a galactic counterattack beyond the stellar frontier. Requires Xeno Invasion. The tableau no longer limits the end game: you continue until economic or military victory against the Xenos. Empires of 25 cards are not uncommon.
Lead changes until the end
Endings are tight. The player ahead in round 8 often doesn't win. Large frontier worlds reverse positions. Economic engines explode in the final turns. The game is always decided in the last 2 rounds.
More complex economic engines
Tableaus of 15+ cards mean deeper synergies, more intricate combos, long-term planning. Every card counts double when the empire is so large. Mistakes are costly, winning choices pay off immensely.
Fifth player and scalability
Components to play Race with 5 players (requires Xeno Invasion). The game scales well: more players mean more competition on the frontier decks and a VP pool that empties faster. Game time remains contained thanks to simultaneous actions.
How it ends
How to win and how to lose
Victory to the one who builds the most solid empire or conquers the Xenos in counterstrike mode.
Victory
- More total Victory Points at the end of the game (cards in tableau, objectives, accumulated VPs)
- Economic victory in counterstrike mode: common VP pool exhausted
- Military victory in counterstrike mode: conquering Xeno systems beyond the frontier
Defeat
- Fewer total VPs than opponents at the end of the game
- Economic engine too slow: others colonize huge frontiers while you fall behind
- Xeno defeat in counterstrike mode: invasion completed before your counter-offensive
Xeno Counterstrike is Race for the Galaxy that stops apologizing for being complex. It's the game fans wanted: longer, bigger, more epic.
Frequently asked questions
FAQ about Race for the Galaxy: Xeno Counterstrike
Is the base game required to play?
Yes, Xeno Counterstrike is an expansion. It requires the base Race for the Galaxy. The fifth player and the complete counterstrike mode also require Xeno Invasion (the previous expansion in the same arc).
How much longer are games compared to the base Race?
On average 1-2 rounds longer. The base game typically ends in rounds 7-9, Xeno Counterstrike in rounds 9-11. In epic counterstrike mode, games can last much longer: 12-15 rounds are not uncommon when aiming for military conquest of the Xenos.
Are frontier worlds difficult to colonize?
They have different risk/reward mechanics than the base game. You don't draw them from the normal deck: they are in separate decks. They often cost more but offer higher benefits. They require planning: you have to decide when it's worth risking on the frontier instead of colonizing standard worlds.
Can I play only with Xeno Counterstrike without Xeno Invasion?
Yes, for standard 2-4 player games with frontier worlds and extended conditions. No for the fifth player and the complete counterstrike mode, which require components from Xeno Invasion.
Is it available in Italian?
No, this edition is in English. Race for the Galaxy requires familiarity with iconography and card texts, but experienced Race players can play with translated reference cards (available online in the community).
Race for the Galaxy: Xeno Counterstrike is the epic expansion designed by Thomas Lehmann for 2-5 players, duration 30-60 minutes, ages 13+. A sequel to Xeno Invasion, it brings galactic empires with 15+ cards in tableau, over 40 frontier worlds in separate decks with risk/reward mechanics, and games 1-2 rounds longer than the base game. The optional counterstrike mode transforms the Xeno invasion into a galactic counterattack with empires up to 25 cards. Published by Rio Grande Games, it requires the base Race for the Galaxy. Available on FroGames.it.

Race for the Galaxy: Xeno Counterstrike
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
🔒Can I trust buying here?
Absolutely! Secure payments, tracked shipments, and a team that loves board games as much as you do. If something goes wrong, we'll do our best to fix it.
🛠There's a problem with my order, what should I do?
Write to us now! Whether it's a missing part, damage, or an error, we'll help you resolve it as soon as possible. Your experience truly matters to us.
