# Galaxy Trucker: Another Big Expansion ## General Info - **Year Published**: 2012 - **BGG Rating**: 8.0 - **BGG Rank**: — - **Players**: 2-5 (Best with: 4) - **Duration**: 60-90 min - **Weight**: 2.98 / 5 - **Designers**: Vlaada Chvátil - **Artists**: Niemi, Radim Pech, Tomáš Kučerovský - **Publishers**: Czech Games Edition (CGE), Heidelberger Spieleverlag, IELLO, Rexhry, Rio Grande Games - **Categories**: Expansion for Base-game, Real-time, Science Fiction, Space Exploration, Transportation - **Mechanics**: Dice Rolling, Memory, Tile Placement ## Verdict If you're a fan of Galaxy Trucker and crave more frantic space mayhem, this expansion is for you! It adds elements that make the game even more chaotic and challenging.More tiles and ships!New dangers and intrudersExpands the base experienceIncreases overall madnessRequires base gameMore setup timeFOR GENRE FANS ## Description Get ready, crew! The "Another Big Expansion" for Galaxy Trucker doesn't disappoint, bringing even more of the chaos we love. If you thought the base game was already frantic, just wait until you see what this beauty adds. We've got new tiles to build even more bizarre and, perhaps, more resilient ships. And it doesn't stop there: a new support team can be hired to give that extra boost to your intergalactic journey. But things get serious with the new ship classes, including the gigantic Class IV ships. Yes, you read that right, IV! And the universe isn't playing around: prepare to encounter more treacherous cards, especially the intruders that can now board your ship. They'll wander around, eat your supplies, and blow things up if your crew isn't quick enough to stop them. It almost sounds like a different game, right? But don't worry, it's just Galaxy Trucker getting even more intense. This expansion raises the level of challenge and fun, ensuring that each game is a new adventure full of dangers and laughs. If you enjoy the madness of Galaxy Trucker, this expansion is a must-have for those seeking more excitement and new challenges. ## How to Play Objective of the Game In Galaxy Trucker: Another Big Expansion, players are trying to build the best possible spaceship to transport goods across the galaxy. The game involves constructing ships from various components and then flying them through hazardous adventures. The goal is to successfully navigate these adventures, deal with intruders, and manage your ship's capabilities. While the ultimate victory condition isn't explicitly stated, the game revolves around building and flying ships, suggesting that successful completion of adventures and accumulation of resources or avoidance of damage are key to winning. Preparation (Setup) To set up the game, you will combine components from the original set and this expansion. The manual provides specific instructions based on the number of players and which ship classes you intend to use: At the start of the game, mix together all components from the original set and this expansion face down. If you have fewer than the maximum number of players, remove components randomly for each player less than the maximum. The number of components removed depends on the number of players, the ships you plan to use, and the number of components you have. If you will not be using Class IIA ships this time, remove more components. Return all removed components to the box without looking at them. They will not be used in any round of your game. If you have The First Big Expansion, you have more components and pieces for a 5-player game. In this case, at the start of the game, mix together all components from the original set and both expansions face down. If you have fewer than five players, remove components randomly for each player less than five. If you will not be using Class IIA ships this time, remove more components. Return all removed components to the box without looking at them. They will not be used in any round of your game. If you have both expansions and have already mixed all components together and want to use the Class IIA ships every time, ignore all the stuff above and just remember to remove components for each player less than 4. You can use any ships you want in any order. It is recommended to play a three-round game, starting with Class I, then playing Class II, and finishing with Class III. Your group can agree to play more or fewer rounds. You can use whichever ship classes you want in any order. The Class IIB ship boards are made by combining the back sides of boards. Five sets are included. So if you have The First Big Expansion you can use these boards in a five-player game. When building a Class IIB ship, imagine that your ship board is wrapped around a cylinder. The far left edge is wrapped around and glued to the edge on the far right. This makes the leftmost and rightmost columns adjacent to each other. When you place a component in the leftmost column, its connector on the left edge must match the right edge of the component in the same row of the rightmost column. Similarly, if you have a component in the leftmost column that requires an empty square on the left (such as a thruster or cannon pointing left), that square in the rightmost column must be empty. Analogous rules apply to components in the rightmost column. For Class IIIB ships, at the beginning of building, simultaneously with the turning of the timer, roll two dice. The numbers on the dice indicate which squares of the ship board will be holes in the ship. It is illegal to place components on these squares. If the two dice match, then all players remove their starting components from their ship boards. Players are not allowed to build on the starting component square or on the squares corresponding to the single number rolled. You will not use your starting component for this flight. You may start building by placing any component on any legal square after that, according to the usual rules. The expansion includes Adventure Card Deck IV as well as 4 new cards each for Decks I, II, and III. The major addition is a new type of card representing intruders that move through your ship. Each of Decks I, II, and III gets 3 intruders (explained in the Intruders section) and one Hazardous Sector card. Fluxo do Jogo Consulte o manual para detalhes sobre esta seção. Ações e Como Jogar New Components The new components give your ship new capabilities, including the ability to deal with intruders. Most of these components are completely new and should not be considered a special version of a basic type. Thrusters are not engines, but defense systems are not cannons. Crubots are not robots. Stations are not cabins. Solar panels are not batteries. Exceptions to this will be stated explicitly in the rules or on the cards. Solar Panels Solar panels catch starlight and turn it into energy. This allows them to power a component that would normally require batteries. Each solar panel component may be used only once per adventure card. A solar panel can provide the power of a battery token to one of the components joined to it. If it is joined to multiple components, you choose which one it powers. You can choose a different one when you get the next adventure card. If the solar panel is not joined to a component that uses batteries, it has no effect. A solar panel cannot recharge a battery. It cannot power a component that is not joined to it. It cannot be used more than once during the same adventure card. The energy from an unused solar panel cannot be saved for later. If a solar panel is used to power a shield or double cannon that is joined to it, you spend a battery token. The solar panel cannot power the cannon because it has already been used. Likewise, the solar panel cannot be used to defend against the final small meteor. The battery token will have to be spent to use the shield defense again in response to this adventure card. On the next adventure card, the player will once again have the solar panel available or either the shield or the double cannon. Thrusters Thrusters are used for fine maneuvers such as dodging cannons or meteors. They can also be used to dodge intruders under special circumstances. These circumstances are explained at the end of this section. Intruders are explained in their own section of this book. Thrusters are not engines. They cannot affect the engine strength of your ship. A thruster component has thruster points pointing in two directions. Unlike engines, thrusters are not required to point to the rear. They can point anywhere. No component can sit on the two squares the thrusters point to. Thrusters can be used every time the dice are rolled to determine the row or column of an incoming meteor or cannon fire. After you know the roll of the dice, you decide whether to use thrusters. Thrusters cost a battery token. This activates the thrusters pointing in the direction perpendicular to the incoming hit. The thrusters push your ship in a direction that changes the row or column of the hit. This change applies to your ship only. If you have multiple thrusters in the same direction, you can never change the row or column by more than 1. Thrusters can be used once for each roll of the die. Thrusters cannot be used against attacks in which the row or column is not determined by a die roll. Thrusters cannot be used against an attack from inside the ship, like the Sabotage adventure card. Thrusters can be used against intruders (intruders initially come from outside the ship) but only under certain conditions. Thrusters are designed to evade meteors and cannot shoot. But you can use them against intruders according to the same rules if you flip the manual over. To use thrusters to change the row or column of an intruder's entrance point, you need a crew member in a component joined to the thruster component. A thruster component not joined to a component with a crew member can only be used against cannon fire and meteors. Humans, aliens, and activated crubots (see Crubot Stations below) can fire a joined thruster component against intruders. Humans (sleeping), aliens, and inactive crubots cannot. Outer Module A structural module or outer module doesn't do anything, but it has a powerful effect: all components joined to the same outer module function as though they were joined to each other. If two or more outer modules are joined together, then all the components joined to this group are considered to be joined to each other. For example, the outer module allows you to transfer the effects of a life support system through the outer module to a cabin on the other side. It also transfers negative effects from things like the epidemic and radiation leak adventure card. Mixed Life Support Systems Mixed life support systems work for more than one color of alien. If an alien cabin is joined to a mixed life support system, it can hold aliens of both the colors depicted. You choose which color. New Adventure Cards Hazardous Sector When you get a Hazardous Sector card, take 2 cards from the indicated deck and put them face down on top of the adventure deck. Each Hazardous Sector card refers to the deck one level higher. If a Hazardous Sector from Deck II makes you add 2 cards from Deck II, it is possible that one of these will be a Hazardous Sector making you add 2 cards from Deck III. This can make your Round 1 flight suddenly much less routine. More Inimical Enemies Smugglers (-3). If an enemy defeats you, you could lose crew, lose goods, and/or get shot. These indignations occur in the order depicted on the card. Of course, if you defeat the enemy, you get all the goods and credits depicted. In a five-player game, enemies have to be defeated twice. The second player to defeat the enemy gets a lesser reward - one less credit, one less block. If the reward is credits and goods, then each aspect is reduced by one. In a five-player game, an enemy that has already been defeated once does less damage in later attacks. If a once-defeated enemy deals multiple types of penalties, then each type is reduced by one. Meteor Pairs Meteoric swarms in Deck IV have meteors that come in pairs: a large meteor followed by a small meteor in the same row or column. Roll for the large meteor and deal with it in the usual way. Remove the components it destroys, if any. And then every player must deal with the small meteor from the same direction in the same row or column. The small meteor comes regardless of whether the large meteor was destroyed. You can use thrusters to change the row or column of the entire meteor pair. There is no way to use thrusters to make the two meteors hit in two different rows or columns. The Abandoned Fight Back Abandoned Station cards work in the usual way, except that a player who decides to use the opportunity of the abandoned ship or station will get shot at. If you decide to use it, roll for all the cannon fire indicated on the card and deal with it in the usual way. After being shot at, if you still want to use the card (and if you still can) you may do so in the usual way. If you decide not to use it, the next player in line will have the opportunity to use it (after being shot at). The next player to get shot at must make new rolls for cannon fire; your rolls only applied to you. In a five-player game, the opportunity can be used twice, but with a lesser reward. The amount of cannon fire, however, remains the same. Developed Planets In Round 4, you will encounter not only the usual, primitive planets but also planets with developed civilizations. When a trucker says a civilization is "developed", that means it has truck stops. If the truck stops have showers, the civilization is "advanced". On developed planets, you can find folks hanging out at truck stops looking to join your crew. If you pick a row depicting crew figures, you can add that many human astronauts. Fim de Jogo e Pontuação Consulte o manual para detalhes sobre esta seção. Dicas para Vencer When building a Class IIB ship, remember that the leftmost and rightmost columns are adjacent. This means a component in the leftmost column with a left-facing connector must match the right edge of a component in the same row of the rightmost column. Similarly, if a component in the leftmost column needs an empty square to its left, that square in the rightmost column must be empty. Be mindful of Hazardous Sector cards. They can quickly escalate the difficulty of a round by adding more adventure cards to the deck, potentially leading to a chain reaction of new challenges. When facing Meteor Pairs in Deck IV, consider using thrusters to move the entire pair of meteors. This can help you avoid damage from both the large and small meteor, as thrusters cannot be used to make them hit in different rows or columns. ## FAQ ### Does this expansion work on its own or does it require the base game? It absolutely requires the base game "Galaxy Trucker" to play. It adds extra content and rules, but the base game is essential! ### How many players does this expansion support? It maintains the player count of the base game, which is for 2 to 5 players. ### Does the game become much more complicated with this expansion? It adds more complexity and challenges, especially with the new mechanics and cards. If you already master the base game, you'll adapt well, but it might be a bit more intimidating for newcomers. ### What are the main new components? The expansion brings new ship tiles, event cards (including intruders!), crew cards, and new Class IV ships. ### Does the game time increase with this expansion? Yes, slightly. With more options and challenges, games might extend a bit, but they still fit within the original time range of the base game. ### Is this expansion focused on combat or building? It's a bit of both! 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