# Powerboats: Expansion 1 ## General Info - **Year Published**: 2009 - **BGG Rating**: 7.1 - **BGG Rank**: — - **Players**: 2-6 (Best with: 5, 6) - **Duration**: 60 min - **Weight**: 1.57 / 5 - **Designers**: Corné van Moorsel - **Artists**: Christof Tisch - **Publishers**: Cwali - **Categories**: Expansion for Base-game, Racing ## Verdict If you love Powerboats, this expansion adds fresh water hazards and tactics without any extra hassle.New tactical challengesVaried board setupsEasy to integrateDoesn’t change core mechanicsRequires base gameRECOMMENDED ## Description Powerboats: Expansion 1 is a compact yet well‑crafted add‑on for the original Powerboats race game, perfect for fans who love the thrill of speedboat competition. The box contains seven modular tiles, each three water hexes long, that slot onto the main board to create fresh racing routes. Every tile is double‑sided—dark blue and light blue—so the organizer can mix and match layouts each session. The new hazards include two redoubts (aquatic forts), two currents that can boost or hinder movement, two maelstroms that spin the boat around, and a low‑water tile that forces players to take a more cautious path. The core goal remains unchanged: get your boat to the finish line before everyone else, using dice rolls and smart positioning. These extra obstacles open up more tactical moments, letting a trailing player ride a favorable current or force the leader into a dangerous maelstrom. The expansion doesn’t tinker with the base mechanics—dice rolling, movement management, and route choice stay the same—but it dramatically boosts replayability, as the board can be re‑configured in countless ways. With a light weight rating (1.57/5) and a playtime of about an hour, the game stays quick and fluid, while the variety of tiles ensures each race feels fresh. If you already own the base Powerboats, this expansion is an inexpensive way to inject new life into the game without adding complexity. ## How to Play Objective of the Game Powerboats Expansion 1 adds new "twists" to the race in the base Powerboats game. Players are still trying to win the race, but now they must navigate new challenges and try to take advantage of new situations presented by the expansion tiles. The expansion tiles can get your speedboat into trouble, but also offer opportunities. Preparation (Setup) After placing the buoys, place the 7 expansion tiles at the start of each race. Do not place the expansion tiles on the same lake section as the start/finish line. On the other 5 lake sections, place the 7 expansion tiles. Randomly place them adjacent to the letters "A", "B", or "C" where no buoy is placed. First, place them where the letter is written on an island. Place them in the same way as you would the start/finish line, i.e., adjacent to the hex-side where you see the letter. Once the island letters have been used, do the same for the letters which are written in the water spaces. If new tiles cross each other, place the tile from the letter towards the opposite direction, starting on the water hex with the letter. This means shifting the expansion tile 3 spaces towards/over the letter. Flow of the Game When your boat enters an expansion tile space, its effect is experienced directly, regardless of whether it happens during or at the end of your move. You can enter each tile from any direction. Actions and How to Play Expansion Tile Effects When your boat enters an expansion tile space, no matter if that happens during or at the end of your move, your boat directly experiences its effect. You can enter each tile from any direction (even the redoubt tile). Redoubt: When your boat enters a redoubt space, you double your remaining die pips, and fly this number of spaces further. If you enter the redoubt space without having any remaining movement steps, on your next turn you double your full complement of die pips. You cannot turn direction on the redoubt space. Flying means that you can go over islands. The island spaces count as steps too. If your last step is on a water space you land fine. If you land either on an island space, or on a redoubt space, you immediately receive 4 damage, and your race ends there. Current: When your boat enters a current space, your boat is automatically moved one space in the direction of the current, without turning your boat. You cannot pass the current in the opposite direction, as each time you move one space onto the current tile it will move you back one space. Maelstrom: When your boat enters a maelstrom space, your boat turns 60 degrees (1 side) in the direction of the maelstrom's arrows. You continue your remaining steps in the direction your boat now stands. If the next space is again a maelstrom, it turns your boat 60 degrees again. Low-water: When your boat enters a low-water space, you receive damage equal to the number of submerged rocks in that space (either 1, 2, or 3). These rocks will also slow down your boat. So you must also remove either 1, 2, or 3 from your remaining steps. If you don't have any remaining steps, you remain on the low-water tile. You must also adjust your dice accordingly to show your new slower speed. Therefore, remove 1 or more dice. If you can't match the number of rocks precisely, then you slow down by the closest higher number you can match by removing dice. Example: Your speed is 6, with 2 dice: 3+3. In the second movement step of your turn, you reach the low-water tile, at the space with 1 rock under the water. You get 1 damage tile and you slow down by 1 step, so you move 3 steps further instead of 4. You then lose one die with 3 pips (because you can't match the 1 exactly with your dice). Your new speed is 3. End of Game and Scoring Consulte o manual para detalhes sobre esta seção. Tips for Winning Try to take advantage of the new situations presented by the expansion tiles. Be cautious when entering a redoubt space, as landing on an island or another redoubt space will result in 4 damage and end your race. Plan your movement carefully around current and maelstrom tiles, as they will alter your boat's position and direction. ## FAQ ### How many players can use the expansion? It works with the same 2‑to‑6 player range as the base game. ### Does the expansion add extra playing time? Usually not; a typical session still runs about an hour. ### Do I need any extra components besides the tiles? No, the tiles are all you need and fit onto the existing board. ### Does the expansion change the game’s complexity? No, the core mechanics stay the same, so the complexity level is unchanged. ### Can I place the tiles randomly or is there a preset scenario? You can freely create the board or follow the layout suggestions in the rulebook. ### Do I need the original Powerboats game to play? Yes, the expansion is designed to be used with the base game. ### The tiles have two sides—how does that work? Each tile is double‑sided, dark blue on one side and light blue on the other, giving you more route combinations.