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Race to Kepler: A Deckbuilding Space Adventure box art

Race to Kepler: A Deckbuilding Space Adventure

Game ID: GID0452115
Game Info
Year
2026
Players
2-4
Age
12+
Playtime
45 min
Collection
Rating
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Combo-driven deckbuilding space race where you command a unique city-ship and recruit elite crew members racing 20 star systems to colonize Kepler-452b

Description

Combo-driven deckbuilding space race where you command a unique city-ship and recruit elite crew members racing 20 star systems to colonize Kepler-452b

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment: pos 3 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–3 of 3
Video HayXPfkdXbM The Brothers Murph Playthrough at 0:00 sentiment: positive
video_pk 42887 · mention_pk 130350
The Brothers Murph - Race to Kepler: A Deckbuilding Space Adventure video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fast-paced two-player engine-building with meaningful Titan bids
  • City-specific traits add asymmetry and replayability
  • Ejection and engine-building create rich decision space and combo potential
Cons
  • Complex rule set that may tax new players
  • Titan encounter timing can stall or accelerate pacing depending on bids
Thematic elements
  • Interstellar migration and settlement through rapid deck-building and resource management
  • Space, racing to reach Kepler-452b by constructing and upgrading crews and ships through deck-building and Titan encounters
  • A competitive space-race with faction cities, Titan encounter bidding, and engine-building
Comparison games
none
Mechanics (from transcript analysis)
  • Auction / Bidding — At Titan phases, three Titan cards are revealed and players bid using card values to gain a Titan and its abilities, with all bid cards discarded afterward
  • City trait asymmetry — Each city has unique abilities that influence jumps, energy use, and encounters, creating varied playstyles
  • Deck building — Acquire crew and Titan cards to generate resources and perform actions; cards flow between market, discard, and hand depending on Titan encounters
  • deck manipulation — Some card abilities let you look at or draw from the top of the deck, and resolve effects from discarded or ejected cards
  • deck-building — Acquire crew and Titan cards to generate resources and perform actions; cards flow between market, discard, and hand depending on Titan encounters
  • hand management — You can eject or discard cards to gain effects and fuel energy; ejected cards can return via certain triggers
  • Hand management and ejection — You can eject or discard cards to gain effects and fuel energy; ejected cards can return via certain triggers
  • Resource management — Manage money, energy, and market tokens to buy cards and fuel actions
  • Titan encounter bidding — At Titan phases, three Titan cards are revealed and players bid using card values to gain a Titan and its abilities, with all bid cards discarded afterward
  • Top-deck look and draw — Some card abilities let you look at or draw from the top of the deck, and resolve effects from discarded or ejected cards
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Titans have powerful abilities, so players will want to collect them if they can
  • We are racing to jump 20 sectors as fast as possible
  • The first phase of the launch phase, then we're into the race phase
  • We are bidding, but I end up discarding used cards
References (from this video)
No references stored for this video.
Video S3rEDieKPDU Good Time Society Rules Teach at 0:00 sentiment: positive
video_pk 42156 · mention_pk 127884
Good Time Society - Race to Kepler: A Deckbuilding Space Adventure video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging deck-building core with clear thematic flavor
  • Titan encounters add strategic tension and player interaction
  • Compelling objective with race-style pacing
  • Distinct city ship operations offer meaningful choices
  • Narrative flavor is reinforced by card art and terminology
Cons
  • Learning curve may challenge new players
  • Downtime during Titan phase can extend playtime
  • Token management adds bookkeeping
  • Reliance on player count for pacing; lower player counts may feel slower
Thematic elements
  • A space-ops race with titan encounters, crew management, and city-level progression
  • A distant solar system where rival city ships race across a space-time board toward Kepler 452b.
  • emergent story driven by card combinations, bidding, and race dynamics
Comparison games
none
Mechanics (from transcript analysis)
  • bidding/titan encounters — During Titan Encounter phase, players bid with cards to claim powerful Titan cards.
  • Card Acquisition — Market and city cards cost resources and grant abilities, draw power, or energy.
  • Deck building — Players start with personal decks and draw five cards, improving hands over time.
  • deck-building — Players start with personal decks and draw five cards, improving hands over time.
  • hand management — Discard and draw phases control card flow; decisions impact timing of actions.
  • Phase-based turns — Turns split into action and cleanup phases; timing lines influence opportunities.
  • Resource management — Iron and gold tokens fuel card acquisition and city operations.
  • set collection — Acquired cards unlock departments and synergy with crew and titan cards.
  • set collection/variable upgrades — Acquired cards unlock departments and synergy with crew and titan cards.
  • tile/board track progression — The space-time board tracks progress toward Kepler; movement advances on a space track.
  • Track advancement — The space-time board tracks progress toward Kepler; movement advances on a space track.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Race to Kepler from Conduit Games.
  • The first player to reach Kepler secures it for themselves and no one else and wins the game.
  • Moving spaces is the main objective of the game.
References (from this video)
No references stored for this video.
Video L4iW4ndXp-A Merchants of Play Playthrough at 0:00 sentiment: positive
video_pk 33661 · mention_pk 100107
Merchants of Play - Race to Kepler: A Deckbuilding Space Adventure video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging and dynamic deck-building with interactive city growth
  • Titan bidding adds tension and high-impact turns
  • Two-player dynamic offers tense strategic choices and bluff opportunities
  • Appealing artwork and concept; strong thematic flavor
Cons
  • Live online prototype run can be clunky; occasional interface issues
  • The learning curve is relatively steep for new players
  • Streaming introduces latency and visual glitches that can slow play
Thematic elements
  • Space race, resource management, deck-building, bidding, and Titan encounters.
  • Humans have damaged Earth; they convert cities into giant spaceships and head toward Kepler 452b to survive.
  • Tutorial and playthrough with live rule explanations and viewer engagement.
Comparison games
  • Cosmic Dragons
Mechanics (from transcript analysis)
  • Airlock / discarding — Some cards eject cards from play into the airlock; ejected cards can grant energy or draw, and Titans affect these interactions.
  • Auction / Bidding — When Titan tokens appear, players bid to win Titan cards; the winning bid gains the Titan, others discard bid cards.
  • Deck building — Players start with identical 10-card decks and acquire new cards from a market/crew row to improve future turns.
  • deck-building — Players start with identical 10-card decks and acquire new cards from a market/crew row to improve future turns.
  • Energy economy — Energy is earned from cards and spent to power the city ship; energy cannot be saved across rounds and tokens are used to track it.
  • Market and crew — Crew cards are bought off the crew supply using money; crew use generates energy and provides special effects.
  • Movement / Jump — Spend energy to 'jump' the city ships along a track; the first to reach space 20 wins.
  • Stash — A card can be stashed face-down next to the city to be drawn later, providing strategic tempo at the cost of energy.
  • Titan bidding — When Titan tokens appear, players bid to win Titan cards; the winning bid gains the Titan, others discard bid cards.
  • Titan phase escalation — After initial launches, Titan phase introduces a rapid escalation in market and card selection, accelerating the game.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The designers of the game watching us.
  • This is a sponsored playthrough video, so you're not going to get any opinions from us, but we are going to explain the rules.
  • The first player to get to space 20 wins.
  • Race to Kepler is a two to four player, competitive deck building style game.
References (from this video)
No references stored for this video.
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