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Rating: 8 Very Good
Players: 2-5 players
Playing time: 75-168 minutes

Official Site: New Frontiers on Rio Grande Games

Created by: Thomas Lehmann, Martin Hoffmann, Claus Stephan

Published by: Rio Grande Games


In New Frontiers, a standalone game in the Race for the Galaxy family, players build galactic empires by selecting, in turn, an action that everyone may do, with only the selecting player gaining that action's bonus.

The developments to be used are determined during setup, allowing players to make strategic plans based on them before play begins. One group of eight developments is always in play.

The game includes a suggested set of sixteen additional developments for your first game; in later games, players randomly select which side of eight double-sided "small" developments and eight double-sided "large" 9-cost developments to use during setup.

Many worlds that players can acquire have special powers, with these worlds being drawn from a bag during the Explore phase. Unlike in Race, in New Frontiers worlds need colonists to be settled, in addition to either payments or conquest.

Some worlds are "windfall" worlds and receive a good upon being settled. Others are production worlds and receive goods when the Produce action is selected. Goods can be traded for credits or consumed for victory points.

Play continues until one or more of four game ending conditions is reached. After all actions for that round have been done, the player with the most victory points from settled worlds, developments, 9-cost development bonuses, and VP chips earned from consuming goods wins.

Retail Price:$75

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After the invention of Jump Drive, every colony could expand to new worlds and dream of empire... In New Frontiers, players build space empires by developing technologies, exploring and settling worlds, producing goods, and trading these goods for credits or victory points.

Can you build the most successful galactic empire?


  • 8 empire mats
  • 60 goods cubes
  • 60 colonist pieces
  • 2 development mats
  • 56 development tiles
  • 60 world tiles
  • 7 action tiles (gray)
  • 8 goal tiles
  • 5 stockpile mats
  • 1 setup summary/colonists mat
  • 1 world summary tile
  • 40 victory point chips (hexagons)
  • 56 credit chips (rectangles)
  • 1 priority track
  • 10 player disks, 2 each in 5 colors
  • 1 bag


Put the two development mats in the center of the table and place the developments on them: …


Replace the action Retreat into Isolation by Chart Galactic Goals by flipping its action tile over. Give each player a stockpile mat. Shuffle the goal tiles face down. Stack them under the Chart Galactic Goals tile.

Chart Galactic Goals

Action: none.

Bonus: Gain +1 priority and 1 credit. Draw 3 goals, keep 1 face down, and return the other 2 face down to the bottom of the goal stack.

This tile has no action; just three bonuses that the selecting player gains:

  • 1 position on the priority track, inserting their disk in front of the disk immediately before it,
  • 1 credit, and
  • draw and inspect the top three goal tiles (or all of them if fewer than three are available), choosing one to keep face down in front of them and returning the other two tiles face down to the bottom of the goal stack (in whichever order that player chooses).

Then, flip over any previous face down goal tile held by any player to be face up. (No more than one goal tile is ever face down at a time). …

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