# Galaxy Trucker: Latest Models ## General Info - **Year Published**: 2013 - **BGG Rating**: 8.0 - **BGG Rank**: — - **Players**: 2-5 (Best with: 4) - **Duration**: 90 min - **Weight**: 3.36 / 5 - **Designers**: Vlaada Chvátil - **Artists**: Niemi, Radim Pech, Tomáš Kučerovský - **Publishers**: Czech Games Edition (CGE), Heidelberger Spieleverlag, IELLO - **Categories**: Expansion for Base-game, Real-time, Science Fiction, Space Exploration, Transportation - **Mechanics**: Dice Rolling, Tile Placement ## Verdict If you already enjoy the real-time madness of Galaxy Trucker, this expansion brings more of the same – only more challenging and with ships that will make you scratch your head!Crazy new boardsTrickier asteroidsUnique design challengesMore chaos and funComplexity increases slightlyRequires the base gameReal-time can be stressfulFOR GENRE FANS ## Description Get ready for more space madness with Galaxy Trucker: Latest Models! This expansion brings new boards for 2 to 5 players, featuring the Model C spaceships, which are pure headaches and fun. Classes 1C and 2C share a board, but watch out: some colored spaces are only for 2C, a trick that can cost you dearly! And the asteroids? They're smarter now, changing trajectory to hit you from the side or even splitting to deliver a double impact. In Class 3C, the ship is toroidal and the entire board is your construction space. But there's a catch: lasers need free space in front and engines behind. This means your ship will have to have strategic holes! The more holes, the higher the insurance. As for Class 4C, it allows building four separate ships, but with the hourglass flipping, a dice roll can open up new areas to connect everything. And when the hourglass flips again, more surprises and building areas might emerge. It's more chaos, more strategy, and much more Galaxy Trucker for those who already love the base game! ## How to Play Objective of the Game In Galaxy Trucker: Latest Models, players take on the role of experienced truckers hired by Corp Inc. to pilot ships of unconventional design. The goal is to build a ship under adverse conditions and transport goods through space. The game involves multiple rounds, typically three, with ships increasing in size each round. Players aim to earn generous compensation for their trucking efforts. Preparation (Setup) Choosing Ships A game can include a mix of ships from the original set, the first two big expansions, and this expansion. It is recommended to play 3-round games with ships increasing in size each round, but players can choose any number of rounds and ship order. In each round, all players must use the same class of ship. Decide how many rounds to play and which ships to use before starting the game. The ship class determines which rules card to use (e.g., Class IIC ships use the Level II rules card). If you have the second big expansion, it is recommended to leave out Class I ships and play a three-round game with flights of Levels II, III, and IV. If you do not have the second big expansion, you can play the standard game with flights of Levels I, II, and III, or use special rules for Level IV flights. For variety, it is recommended against using both Class IC and IIC ships in the same game. Components This expansion includes double-sided boards for ships of Classes IC, IIC, IIIC, and IVC. Each of the 5 smaller boards has a Class IC and a Class IIC ship on the same side. Each of the 5 larger boards has a Class IIIC ship on one side. The other sides of the two boards together make a Class IVC ship. 5 pairs of boards are included for potential 5-player games with the first big expansion. The Pilot Cabin in the Latest Models Ships in this expansion do not have a designated square for your pilot cabin. During setup for building, place your pilot cabin in your discard pile. It functions like any other component in your discard pile: You can add it to your spaceship at any time during building. It counts as one of the two components you can have set aside during building. If not added to your ship, it remains in your discard pile and counts as a component lost during the flight. Class IC and IIC Setup These classes are on the same side of the smaller ship board. For a Level I flight, use Class IC and treat the orange squares as if they were not on your ship board. For a Level II flight, use Class IIC and treat the orange squares like any other square on your ship board. Class IVC Setup Set up the adventure cards as you would for a Level IV flight. If you don't have Level IV adventure cards (from the second big expansion), refer to the rules for Class IV ships with Level III adventure cards. Place two dice near the flight board, accessible to all players. The player who says "Go!" starts the timer off the flight board, near the two dice. Class IV Ships with Level III Adventure Cards Setup Use the Level III rules card. Each of the four piles of adventure cards should have one more Level III card, resulting in each pile having one Level I card, one Level II card, and three Level III cards. If Level III cards have been used in a previous flight, shuffle them back into the Level III deck before making the piles. Fluxo do Jogo Consulte o manual para detalhes sobre esta seção. Ações e Como Jogar Building You begin building with an empty ship board. Your first component can go anywhere. It can be your pilot cabin or a drawn component. You are not allowed to look at the adventure cards until you have added your first component. Once the first component is added, all other components must join with your spaceship as usual (except for Class IVC). Building with Latest Models (General) Set your pilot cabin aside in your discard pile. You can add it to your ship at any time. The first component you place can go on any square. Orange squares can only be used on a Class IIC ship. Building Class IC and IIC Ships These ships feature a trans-dimensional splice down the center (between columns 3 and 4). Connectors across the trans-dimensional splice must match exactly: simple with simple, double with double, universal with universal. If a universal connector joins with a simple or double connector across the splice, it counts as a ship-building mistake to be corrected during the spot check. It is still acceptable to have a smooth edge adjacent to another smooth edge or a connector adjacent to an empty square. Building Class IIIC Ships Set your pilot cabin aside in your discard pile. You can add it to your ship at any time. The first component can go on any square. Class IIIC ships have no sides; imagine the board wrapped around a cylinder so the left side meets the right, and the top meets the bottom. Every square is adjacent to four other squares. All connectors must join properly: In the leftmost column: a connector on the left side of a component must join with the connector on the right side of the component in the same row of the rightmost column. In the top row: a connector on the top side of a component must join with the connector on the bottom side of the component in the same column of the bottom row. You cannot have a connector adjacent to a smooth edge, even on the outer edge of the six-by-six square. It's okay for a connector or smooth edge to be adjacent to an empty square. The "empty square" rules for cannons, engines, and thrusters still apply: If a forward-pointing cannon or thruster is in the top row, the bottom square in that column must be empty. If an engine or backward-pointing thruster or cannon is in the bottom row, the top square in that column must be empty. If a left-pointing cannon or thruster is in the leftmost column, the rightmost square in that row must be empty. If a right-pointing cannon or thruster is in the rightmost column, the leftmost square in that row must be empty. Since the ship plan has no holes, you must choose to leave a square empty to add a cannon, engine, or thruster. One empty square can serve multiple components. Class IIIC Extra Time Only a player who has finished building and taken a numbered tile may flip the timer from circle I to the "Start" circle. When the timer runs out in the "Start" circle, any player who has finished building and taken a numbered tile may give the timer its final flip. The player places the timer on their ship board and says, "Extra time!" Building continues until this final timer runs out. Building Class IVC Ships Begin with your pilot cabin set aside. In addition to usual building squares, this ship has special squares marked 1, 2, ..., 6, and . Initially, these are unavailable; build only on unmarked squares. This means your ship is actually four separate ships. You may work on all four ships simultaneously. Start work on any ship by placing a component anywhere inside its outline. Once a ship has one component, all new components must be added according to usual building rules. Components of each ship must be connected, but the four ships are not connected to each other yet. Class IVC The First Die When the timer runs out the first time, any player may take one of the two dice and roll it. The player announces the number rolled and displays it by placing the die on the rules card. As soon as the die is rolled, the corresponding squares on all players' ship boards become available for building, combining two ships into one. (The other two remain separate.) If you have placed components in each part of your newly combined ship, you may continue building on both. The combined ship will be in two separate pieces until you join them. If you have begun only one of the two ships, you can add components to your newly combined ship only by joining to the part already started. If you have not begun either of the two ships, you may start it by placing the first component anywhere inside the outline of the newly combined ship (even on a newly available square). All new components must join with those already placed. Once the die is rolled, any player may flip the timer onto circle III. Class IVC The Second Die When the timer runs out on circle III, any player may pick up the second die, roll it, announce the result, and display it next to the first die on the rules card. The timer cannot be flipped onto circle II until the second die has been rolled. The second die makes two more squares available, usually combining more ships. If the second roll is the same as the first, the two squares marked become available. Rules for newly combined ships are the same: if the ship is in pieces, you can add components to any piece, but you want to join all pieces before time runs out. Class IVC Looking at Adventure Cards You cannot look at the adventure cards until you have placed a first component on each ship. To look at adventure cards before the first die roll, you must begin all four ships. If you wait for ships to combine, you will have fewer ships to begin. It's not necessary to have components in each part of a combined ship before looking at the cards. Preparing for Launch: Spot Check If your ship violates any building rules, you must fix it by removing components. Preparing for Launch: Insurance (Class IIIC) Class IIIC ships are insured. Free insurance is available if built according to specifications. Most Class IIIC ships end up with a "weak spot," incurring a charge based on its size. After building and removing illegal components, find the largest cluster of empty squares sharing edges or corners. (Squares on opposite sides of the board can share edges/corners due to wrapping.) If the largest cluster has one square, insurance is free. Two squares cost 1 credit, and so on, up to 15 credits for six or more squares. You must pay for insurance. If you don't have enough money, use loan tokens or track your debt to pay at the end of the flight. Preparing for Launch: Insurance (Class IVC) After the spot check, decide whether and how much to insure your ship. The amount paid is specified on the insurance table in the upper left corner of the ship board (2, 5, or 8 credits). Place the chosen credits on the insurance table. Your maximum penalty for lost components will be 26, 19, or 12 credits, respectively. You cannot change insurance during the flight. Do not turn over the first adventure card until all players have decided on their insurance. If players want to wait, they must decide in order, starting with the leader. Money placed on the insurance table is considered spent and belongs to the bank. It's a reminder of payment and cannot be used for penalties. It must be returned to the bank at the end of the flight, even if no components were lost. The Flight (Class IC and IIC) The trans-dimensional splice creates an "interesting" (deadly) topology around your ship. Attacks from the Front or Rear: Roll one die. 2-5: Attack on the corresponding column. 1: Attack turns into an attack from the left. Roll again according to side attack rules. 6: Attack turns into an attack from the right. Roll again. Players cannot react until the column or row of attack is determined. If the attack direction changes, the original direction is irrelevant. The new roll happens immediately. Shields are effective only if they protect from attacks in the new direction. A large meteor from the side can be destroyed by a cannon pointing at it in the same or an adjacent row, even if it originated from the front. Thrusters (from the second big expansion) change the column of attack, not the die roll. If a roll indicates an attack on column 2 and thrusters move it one column left, the attack misses. Thrusters cannot turn a front/rear attack into a side attack. Thrusters cannot be used until the row or column is determined. If the roll is 1, you cannot use thrusters to change it to column 2; you must wait for the row roll. Attacks from the Side: Roll one die to determine the row or rows of the attack. 1, 2, 5, or 6: Attack on that row as usual. 3 or 4: The trans-dimensional splice duplicates the attack, hitting both indicated rows simultaneously. Duplication happens immediately, before you can change the row. A forward-pointing thruster cannot change a roll of 3 to 2. If used, it changes a simultaneous attack on both rows marked 3 into a simultaneous attack on row 2 and the upper row marked 4. On a roll of 2, a backward-pointing thruster can move the attack to the upper row marked 3, which does not result in duplication. Because attacks hit simultaneously, one shield (and one battery token) can defend against both (if they are shield-stoppable attacks). To destroy a large meteor from the side, you need a cannon pointing toward that side in that meteor's row or an adjacent row. When destroying two simultaneously, two cannons can be chosen independently. One cannon cannot destroy both. If you defend against only one attack, the other hits as usual. If you don't defend against either, they hit simultaneously. If each hit destroys a component, remove both before checking for further ship damage. Attack Summary (Class IC or IIC): Roll one die to determine the column or row (or rows!). If a front/rear attack results in a 1 or 6, it becomes a side attack. Roll again for the row(s). If a side attack results in a 3 or 4, the attack is duplicated. Now use thrusters. If duplicated, thrusters apply to both attacks. To destroy two large meteors from the side, use cannons in the same two rows or adjacent rows, but not one cannon for both. If a shield can be applied, a single activation defends against both attacks. Deal with undefended attacks. Remove all destroyed components simultaneously. Only after components are removed, check if the rest of your ship holds together. The Flight (Class IIIC) Because the board edges wrap around, the ship has no true sides. Attacks can strike anywhere. When rolling to see where an attack hits, roll one die for the column and one for the row. If the square has a component, the attack hits that component. If the square is empty, the attack moves in the direction indicated on the card until it hits a component. If the attack passes through empty squares and reaches the board edge, it wraps around to the opposite edge and continues. The attack cannot miss the ship entirely unless the entire row or column is empty. Intruder Duplication: If duplicated intruders land simultaneously, evaluate each in turn. Even double intruders can be duplicated. If both enter, evaluate each in turn. One armed crew member or auto-defense system can defeat multiple intruders. If multiple ## FAQ ### Do I need the base Galaxy Trucker game to play with this expansion? Absolutely! 'Latest Models' is an expansion, so you need the base Galaxy Trucker game to pilot these new ships. ### How many players does this expansion support? It keeps the original count, so you can play with 2 to 5 space captains. ### Does the game get much harder with these new ships? Yes, the Model C Ships introduce more complex design challenges and unexpected dangers, requiring a bit more attention and strategy. ### Does the real-time mechanic remain the same? The real-time base with the hourglass continues, but the new rules and board layouts add new layers of pressure and quick decisions. ### Does this expansion add a lot of new components? It mainly focuses on new boards and specific rules for the Model C Ships, expanding the experience without overwhelming the box. ### Who is this expansion best suited for? It's perfect for those who have already mastered the original Galaxy Trucker and want more challenges, different ships, and the thrill of solving design problems under pressure. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 3.50 (https://boardgameprices.com/item/go?source=A&storeitemid=1660077&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 8.17 (https://boardgameprices.com/item/go?source=A&storeitemid=3435826&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 8.42 (https://boardgameprices.com/item/go?source=A&storeitemid=1660074&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 10.99 (https://boardgameprices.com/item/go?source=A&storeitemid=4886131&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 13.97 (https://boardgameprices.com/item/go?source=A&storeitemid=5044472&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/7484/galaxy-trucker-latest-models?utm_source=boardgamesbot.com