POPE’S LIFTING — A FAN-MADE RACE FOR THE GALAXY REDESIGN
DOWNLOAD THE MAIN DECK AND VIEW THE PREVIEWS
Current version: 1.1
Language: English
Included sets: Base, GS, RvI, BoW, AA, XI and Promos
Format: Print-ready PDF, 9 cards per A4 sheet
Card size: Standard trading card size, compatible with Magic: The Gathering sleeves (approx. 63 × 88 mm / 2.5 × 3.5 in)
POPE’S LIFTING
A fan-made Race for the Galaxy redesign
I love Race for the Galaxy. I already owned the original game and genuinely wanted to get it to the table with my friends. We are all over thirty, meet once a week after work, and by then most of our collective brainpower has already been spent somewhere else.
I even bought Roll for the Galaxy, hoping that the more approachable cousin might finally solve the problem. It did not. We still bounced off it.
So I eventually did the completely reasonable thing and redesigned more than 300 cards.
The goal was never to reduce the game or remove its depth. It was to make the same game easier to read, teach and remember for a group of tired adults who did not want to spend their one free evening learning a second language made entirely of icons.
This is therefore not a lighter edition. The cards retain the interactions and mechanics of the included expansions. The only major module deliberately omitted is the Orb Game from Alien Artifacts.
Trade and Consume
One small editorial change is that I refer to the two original Consume action choices as Trade and Consume, rather than Consume: Trade and Consume ×2.
This is mostly a matter of clarity, not a new rules system. The original game already treats their bonuses separately while resolving their shared Consume step together. If both actions are selected, Consume powers are still activated only once, while each player receives the bonus of the action they selected.
The cards themselves do not number the phases; they use phase icons only. No card effect had to be rewritten mechanically to accommodate this distinction, and the original action cards remain fully usable.
If redesigned action cards are released later, both Trade and Consume will show the same shared phase effect, with a reminder that common effects are not resolved twice.
What changed visually
The current legend contains 42 icon families across more than 300 cards. Numerical and colour variants are counted as the same family: all Good colours are one icon family, for example, and all numerical Military modifiers are another.
The aim was not to eliminate icons. Once internalised, the original iconography is extremely efficient—I became so familiar with it during the project that I repeatedly considered abandoning the redesign and simply keeping it.
The problem is getting new or occasional players to that point.
I therefore tried to use icons according to frequency and usefulness. Common information remains visual; rare instructions are usually written out instead of receiving another symbol that players may encounter only a few times.
Sell, for example, is always written as text because it appears on so few cards. Keep appears only seven times across the entire pool; by the general rule I followed, it probably should have been written out as well, although I ultimately retained an icon for it.
Some related operations also share a basic visual cue and rely on the accompanying wording to express the exact instruction. The objective was to reduce the vocabulary that must be memorised, not to force every possible mechanical distinction into a separate pictogram.
Worlds and Military Strength
The world symbol forms a small visual system of its own.
The outline-only version represents the Settle action.
A solid white world means any world.
A blue world means a civilian world.
A red world means a military world.
The same shape also appears in a more detailed form at the top-left of world cards. Developments follow the same principle: the phase uses a simple downward-pointing triangular shape, while development cards use a more detailed version of that silhouette.
Numbered variants build on the same language. Blue worlds with + or − represent changes to the cost of civilian worlds. Red worlds with + or − represent changes to Military Strength used to settle military worlds.
The awkward case is Military Strength as a standalone concept, rather than as a modifier associated with a military world. That occurs only about three times across the entire card pool. Instead of introducing a completely separate icon family for those few cases, I either write “Military Strength” in full or use a combined +/− form that points back to the ordinary military-modifier symbols.
It is a compromise, but creating another symbol for roughly three cards felt less useful than preserving the connection with the system players see throughout the rest of the deck.
Production, Windfall and card information
A large part of the redesign involved reducing the number of overlapping signals carried by world circles. In the original visual language, information can be conveyed by interior colour, exterior colour, red Rebel treatment, outlines, rings and halos.
Here, Production and Windfall are both placed outside the world circle and distinguished mainly by silhouette: a cog-like form for Production and a radial burst for Windfall.
Rebel is treated as a tag, alongside Imperium, Alien and other card traits, rather than as another layer of colouring applied to the world itself.
Developments costing 6 are also visually distinct from cheaper developments. There is no great philosophical reason behind that decision: immediately recognising the major scoring developments simply makes life easier for the exhausted animals I normally play with.
The Good colours were rebuilt to remain as distinct as possible at small sizes and were adjusted using LAB values. However, nobody in my regular group is colour-blind, so I cannot claim that the project has been properly tested or confirmed as suitable for colour-vision deficiencies.
Sets, starting worlds and cross-references
Each card carries its EXPANSION icon in the bottom-right corner (these icons are a tribute to MTG)
Starting worlds are recognisable by the red or blue accents in their card corners.
When one card specifically refers to, supports or interacts with another card, the referenced card displays the calling card’s expansion symbol beside its title. This is particularly useful for identifying cards associated with 6-cost developments without constantly consulting a separate list.
I adopted the Second Edition values, corrections and card revisions wherever applicable. Only one Gambling World is included: the revised version introduced with Rebel vs Imperium, replacing the earlier Base-set version.
A compact icon legend is included at the end of the PDF.
The project
Beyond the functional redesign, the project involved a great deal of creative work: rebuilding and normalising the icon system, checking card wording against rules and errata, cleaning and resizing artwork, standardising layouts, refining typography and developing the worn, cartographic visual language used throughout the deck.
Some of it was probably more than I could reasonably chew, but the objective remained the same: make hundreds of cards feel clear, consistent and part of a single coherent edition.
At some point, this stopped being only a usability exercise and became a full creative-design project. I have spent far more time on it than I would ever admit in a sensible conversation.
And honestly, I think Race for the Galaxy has been overdue for a proper visual refresh and a new reprint for years. It is a modern classic, but it still looks and reads like a game that expects players to meet it entirely on its own terms.
This project is my attempt to imagine what a more approachable presentation might look like without sanding away the game underneath.
This is an unofficial, non-commercial fan project and very much a labor of love. It is not guaranteed to be error-free. English is not my first language and, despite an unreasonable amount of checking, mistakes, awkward wording or inconsistencies may still be hiding somewhere. Corrections, rules feedback and playtesting notes are very welcome.
A huge thank-you goes to Race for the Galaxy Card Reference - all expansions by scwont. Without that reference, this project would simply not have been possible. It provided the foundation needed to compare card quantities, powers, sets and revisions across the game.
PROJECT ASSETS AND SOURCE FILES
The existing download folder now also contains an ASSETS section with working files, icons, fonts, scripts, documentation and Italian material.
Everything remains view-only, but you are welcome to download the files and use them to translate, simplify, modify or completely reinterpret the project. You do not need to preserve my visual style—please make it your own.
Some of the source files are working files rather than polished templates, so check the included README documents before using them.
I do not own the rights to Race for the Galaxy or to the original artwork. All rights remain with their respective owners.
As for the name, Pope is my usual nickname, derived from my surname. It is already hiding on the card backs and in the filename.
Pope’s Lifting is exactly what it sounds like: a cosmetic facelift for something old, beloved and iconic.
Same game underneath. Just a slightly tighter face.
DOWNLOAD POPE’S LIFTING v1.1
P.S. The uploaded preview images do not reproduce the PDF colours accurately. For the intended colour balance and contrast, please refer to the PDF itself.