# Galaxy Trucker: The Big Expansion ## General Info - **Year Published**: 2008 - **BGG Rating**: 7.9 - **BGG Rank**: — - **Players**: 2-5 (Best with: 4) - **Duration**: 60 min - **Weight**: 2.68 / 5 - **Designers**: Vlaada Chvátil - **Artists**: Radim Pech, Tomáš Kučerovský - **Publishers**: Czech Games Edition (CGE), Albi, Heidelberger Spieleverlag, HomoLudicus, IELLO, Rebel Sp. z o.o., 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 love fast ship‑building and want to squeeze in a fifth player, this expansion adds extra chaos and fun.More innovative componentsSupports five playersCustomizable adventure cardsIncompatible with 1st editionCompatibility kit scarceHIGHLY RECOMMENDED ## Description Galaxy Trucker: The Big Expansion arrives as a true upgrade for anyone who enjoys building ships in a real‑time frenzy. The expansion adds everything needed to accommodate a fifth player, including rules and components specifically for five crews, which raises the competition and the messiness of the builds. New content includes 42 previously unseen technological parts, two fresh ship classes (IA and IIA) and a set of double‑sided ship boards that broaden design options. A brand‑new alien species arrives with five miniatures and specialization cards, giving a tasty extraterrestrial twist. For those who love surprises, 24 defective adventure cards can be inserted into the main deck, letting players inject their own random events into each game. Additionally, 25 "accident‑prone" adventure cards expand the internet‑only mini‑expansion, while six bonus cards bring back two adventures that were exclusive to Essen 2007. The set also contains an updated version of Rough Road Ahead, formerly a downloadable supplement, now reformatted and expanded. Note that the expansion isn’t fully compatible with the first edition of the base game; a compatibility kit exists but remains hard to source. Overall, the expansion preserves the core of hurried ship construction and surviving meteors, pirates and technical failures, but offers more variety, more players, and more controlled chaos. If you already own the base game and enjoy the blend of fast strategy, dice luck and card memory, The Big Expansion will make your sessions even more epic and unpredictable. ## How to Play Game Objective In Galaxy Trucker: The Big Expansion, players are spaceship builders who embark on intergalactic journeys. The objective is to build the best possible ships using new technologies and deal with the challenges of travel, including faulty mechanisms and bumpy routes. Players aim to accumulate Cosmic Credits and rewards by completing journeys, having the most beautiful ship, and fulfilling other criteria, while avoiding their ships being destroyed or their journeys interrupted. The game is divided into three Rounds, and the player with the most Cosmic Credits at the end of the game wins. Setup Mix all new Spaceship Components (including the Starting Component for the fifth player) with those from the base game. Spread all these components, face down, in the center of the table to form the Supply. Place the 5 Blue Alien Specialization Cards next to the Bank. Add the following new components to the game: 5 miniatures of the new Blue Aliens, 5 cards describing their rules, 14 Astronauts, 1 Orange Alien, 1 Purple Alien, 6 Batteries (two extra), 8 Product cubes (2 of each color), and new Cosmic Credit tokens. Games with fewer than 5 Players: If there are fewer than 5 players, randomly remove 25 Spaceship Components for each player below 5. These components are returned to the box, unseen, and will not be used in any of the 3 Rounds of the game. For 5 Players: Add 2 double-sided Spaceship Boards (I/II and III/IIIA), 2 Orange Ships, and the Launch Marker with the number 5. Prepare the game with all components, including the New Technologies. Faulty Mechanisms: Shuffle the 24 Faulty Mechanism Cards and deal 4 to each player. Players can look at their cards, but not at others'. The remaining cards are returned to the box. Before ship construction, each player chooses 1 of their Faulty Mechanism Cards and places it in a face-down pile next to the Journey Board. The 3 remaining cards are kept for future use. Bumpy Ride: Shuffle the 25 Bumpy Ride Cards. At the beginning of each Round, before Ship Construction, draw a number of Bumpy Ride Cards equal to the Difficulty Level chosen by the players. Place these cards face up, visible to everyone. They describe the special rules for that Round's Journey. If using Faulty Mechanisms, players must choose their Faulty Mechanism Cards before the Bumpy Ride Cards are revealed. Bonus Cards: Shuffle the 6 Bonus Cards (2 for each Journey I, II, and III) along with the base Adventure Deck for each Journey. Game Flow The game progresses in Rounds, each consisting of a Ship Construction phase and a Journey phase. There are 3 Rounds in total. Ship Construction Phase Refer to the manual for details on this section. Journey Phase During the Journey, Adventure Cards are revealed one by one. Players resolve the effects of these cards in Journey Order, starting with the Leader (the first to finish ship construction). Decisions and ship parameter checks are made in that order. When gaining Journey Days, the player furthest ahead on the Flight Path moves their ship first. When losing Journey Days, the player furthest behind moves their ship first. Bids are made starting with the Leader. Special Rules for 5 Players (and 4 = 5 Variant): Planets: A player can land on an already chosen Planet, taking 1 less Product. Only one player can use this option. Abandoned Ship and Abandoned Station: Can be used by 2 players. The second player fulfills the same conditions but receives 1 less Credit (on Abandoned Ship) or 1 less Product (on Abandoned Station). Both return the indicated Journey Days, with the player furthest behind moving first. Enemies (Smugglers, Slavers, and Pirates): Enemies need to be defeated 2 times. The second player to defeat an Enemy receives 1 less Credit (Pirates/Slavers) or 1 less Product (Smugglers). Both return the indicated Journey Days, with the player furthest behind moving first. Combat Zone and Sabotage: Penalize the 2 players with the lowest parameter values. In case of a tie, the player furthest ahead in Journey Order is the loser. The first suffers the full penalty. The second suffers milder penalties: loses 1 less Journey day, 1 less Crew Member, 1 less Product (highest value first), ignores the first Heavy Cannon Shot, and the Saboteur only has 2 chances. If only 2 players remain in the Journey, these cards penalize a single player. If only 1 remains, they have no effect. Preparing Adventure Cards (with Faulty Mechanisms) After ship construction, the Faulty Mechanism Cards are shuffled into the middle of the Adventure Deck as follows: Shuffle the Adventure Card Deck normally. Separate 1/4 of the cards from the top and 1/4 of the cards from the bottom of the Deck (2 cards in the 1st Round, 3 in the 2nd, 4 in the 3rd). Shuffle the Faulty Mechanism Cards together with the middle cards of the Deck. One Faulty Mechanism Card must be at the top of this part of the Deck. Place the top 1/4 back on top of the shuffled cards and the bottom 1/4 underneath the Deck. Rule Variant: Enhanced Prediction: Players keep their Faulty Mechanism Cards face down. When preparing the Adventure Deck, the Faulty Mechanism Cards are placed in a pile according to Launch Order (player with "1" marker on top) and this pile is placed between the 2nd and 3rd piles of Adventure Cards. Actions and How to Play Players build their ships and pilot them through a series of Adventure Cards. The actions and components are: New Spaceship Components Luxury Cabin: Holds 1 Astronaut, never an Alien. If the Astronaut is removed, the cabin remains empty. Upon completing the journey, grants 1 Credit (1st journey), 2 Credits (2nd journey), or 3 Credits (3rd journey) per occupied Luxury Cabin. Hibernation Chamber: Stores 4 prone human Astronauts. Do not count as Crew. Can be awakened and placed in available Cabins if there is at least one awakened Human on board. Cannot be placed in an empty Luxury Cabin. If the ship runs out of awakened Human Astronauts, the journey is interrupted. Bi-Directional Cannon: Functions as a Double Cannon, but aims in different directions. Spaces in front of the sights cannot have components. Spends 1 Battery to fire both cannons. Each cannon counts individually for Cannon Strength (front: 1; back/sides: 0.5). Maximum Firepower of 1.5. Turbo Cannon: Combines a Cannon and a Turbine. Spaces in front (cannon) and behind (turbine) must remain empty. It is considered both a Cannon and a Turbine for card/rule effects. Mixed Cargo Hold: Stores Radioactive Products (in designated space) and common Products (in any space). Generator Cargo Hold: Stores Batteries and Products. It is considered an Energy Generator Compartment and a Cargo Hold. Shield Dynamo: Functions if connected to one or more Shield Generators. A Shield Generator connected to a Dynamo can protect against Large Meteors and Heavy Cannon Shots. Spends 2 Batteries (1 for Shield, 1 for Dynamo). Protects 2 sides of the ship. Cannon Dynamo: Functions if connected to one or more Cannons. Spends 1 Battery to activate and dynamize a connected Cannon, increasing its Firepower (+3 for front, +1.5 for side/back). The Dynamized Cannon disintegrates (goes to the Scrap Yard). The Dynamo remains. Can dynamize a Turbo Cannon (losing the Turbine) or a Bi-Directional Cannon (+3 bonus for front cannon). Cannot dynamize a Double Cannon or Bi-Directional without paying its costs. Only one Cannon at a time per Dynamo. Turbine Dynamo: Functions if connected to one or more Turbines. Spends 1 Battery to dynamize a connected Turbine (plus 1 Battery for Double Turbine) to jump into Hyperspace and escape an Adventure Card. The Dynamized Turbine is destroyed. The ship remains in Hyperspace for the duration of the next Adventure Card. Can avoid the last Adventure Card, but the ship does not reach its destination (journey interrupted). Can be used after the card is revealed or when parameters are checked, but not after an effect is already being applied. Reactor Furnace: Functions if connected to an Energy Generator Component. When gaining Products, it can recharge a connected Energy Generator by discarding 1 Product (exchanges 1 Product cube for the number of Batteries to recharge the Generator). Can use newly gained Products. Each Furnace burns only 1 Product each time Products are gained. Indestructible Shielding: Shielded sides are indestructible against Cannon Shots and Meteors. Sides with connections are not. Still can be affected by sabotages and explosions. Blue Life Support Module: Functions as Alien Life Support Modules. Connects to a Cabin (not Starting Component, Luxury Cabin, or Hibernation Chamber). Allows 1 Blue Alien to occupy the Cabin. Blue Aliens They are specialists. A player cannot have more than 1 Blue Alien. When placing a Blue Alien, a Specialization Card is chosen for it, which remains face up. The abilities are used as long as the Alien is on board. If lost, the card's advantage is lost. The choice of Specialization Cards is made in Launch Order, with lower numbers choosing first. One can opt for 2 Astronauts instead of a Blue Alien if the remaining specializations are not desired. Lawyer: If on board at the end of the Journey (or interrupted), lost Components do not need to be paid for. If the Lawyer or their Life Support Module is hit, the effect is lost. Does not apply to Class IA, IIA, and IIIA ships (which have no insurance). Administrator: Increases the Purple Alien's bonus to +3 Firepower and the Orange Alien's bonus to +3 Flight Capacity. At the end of the Journey, grants Credits for Alien species on board (1 Credit for the Administrator alone, 3 Credits with 1 other Alien, 6 Credits with 3 species). Does not receive rewards if the Journey is interrupted. Merchant: Receives 1 extra Credit for each Red and Yellow Product. These extra Credits are not halved if the Journey is interrupted. Technician: In each Adventure Card that requires the use of Batteries, the first Battery used is free. Requires at least one Battery to activate. Does not help with losing Batteries. Diplomat: Can convince Enemies to leave the ship alone. Participates in resolving the Enemy card. Does not help to win or escape, but can save from the effects. Must be used when it is clear the player will be affected. When used, the Enemy is not defeated and continues attacking. If used to avoid a Combat Zone roll, the roll does not affect the player or others. The Diplomat is used only once, being removed from the ship after use. Loans (with Faulty Mechanisms) One can take a Loan by receiving 1 Loan Marker and 10 Cosmic Credits from the Bank. One can pay at any time, returning the Loan Marker and 12 Cosmic Credits. At the end of the game, all Loans must be paid, otherwise, the player loses the game. If a player does not have money to pay for lost Components, they must take ## FAQ ### How many players can I have with the expansion? The expansion adds rules and components for up to five players, extending the original four‑player limit. ### What is the typical playtime? A game still runs about 60‑90 minutes, depending on player count and how many adventure cards you insert. ### Do I need the base game to use the expansion? Yes, The Big Expansion is a supplement and requires the original Galaxy Trucker to play. ### Are the new cards in Portuguese? Most new cards are printed in English; many groups use fan‑made translation sheets or PDFs. ### Is it compatible with the first edition of Galaxy Trucker? Not fully; a compatibility kit exists but is currently hard to source. ### What are the main new features? New tech parts, two ship classes, a brand‑new alien species, defective adventure cards, bonus cards, and rules for a fifth player. ### Does the expansion make the game more complex? Slightly, due to added options, but the overall difficulty stays moderate, suitable for casual and veteran players alike. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 24.99 (https://boardgameprices.com/item/go?source=A&storeitemid=489338&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 31.48 (https://boardgameprices.com/item/go?source=A&storeitemid=6914501&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 31.54 (https://boardgameprices.com/item/go?source=A&storeitemid=1660078&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 36.99 (https://boardgameprices.com/item/go?source=A&storeitemid=362943&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 38.54 (https://boardgameprices.com/item/go?source=A&storeitemid=1660073&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 38.99 (https://boardgameprices.com/item/go?source=A&storeitemid=5044473&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 42.95 (https://boardgameprices.com/item/go?source=A&storeitemid=147946&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 43.77 (https://boardgameprices.com/item/go?source=A&storeitemid=3435829&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 46.96 (https://boardgameprices.com/item/go?source=A&storeitemid=6721112&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/159/galaxy-trucker-the-big-expansion?utm_source=boardgamesbot.com