# Tiny Epic Galaxies: Satellites & Super Weapons Mini Expansion ## General Info - **Year Published**: 2015 - **BGG Rating**: 7.1 - **BGG Rank**: — - **Players**: 2-5 (Best with: 3) - **Duration**: 30 min - **Weight**: 2.11 / 5 - **Designers**: Michael Coe, Scott Almes - **Artists**: William Bricker - **Publishers**: Gamelyn Games, (Web published) - **Categories**: Dice, Expansion for Base-game, Science Fiction, Space Exploration - **Mechanics**: Action Queue, Area Majority / Influence, Dice Rolling ## Verdict A mini‑expansion that adds risk and super‑weapons to Tiny Epic Galaxies, perfect for those craving more excitement in 30 minutes.Press-your-luck twistSuper‑weapon dramaQuick 30‑min add‑onLimited availabilityOnly for deluxe supportersHIGHLY RECOMMENDED ## Description Tiny Epic Galaxies: Satellites & Super Weapons mini expansion adds a dash of risk and power to the already vibrant Tiny Epic Galaxies universe. The core idea is to introduce a *press-your-luck* element that challenges players to decide whether to keep investing in satellites or stop and consolidate gains before risking. Additionally, the expansion brings super‑powered weapons, each with unique abilities that can swing the game in a few turns. These weapons aren't just weapons: they can be destroyed to earn victory points and energy, offering a new layer of strategy on when to use, when to protect, or when to sacrifice. The components are compact, fitting neatly into the deluxe base game box, and the dice‑rolling mechanic remains central, keeping the fun and unpredictability fans love. If you’ve already conquered some stars and want to try a new way to play, this mini‑expansion is a quick, engaging add‑on that perfectly complements the space‑empire building experience. The only caveat is that it was released only for deluxe Kickstarter backers, so it can be a bit hard to find, but it’s worth it if you want to add more excitement to your galaxy. ## How to Play Game Objective In this mini-expansion, the universe becomes even stranger with the emergence of Super Weapons, celestial relics of unknown origin. Players must send Satellites from their galaxies to explore the technology of these weapons or use their influence to launch attacks and destroy them. The objective is to accumulate victory points through the colonization of planets, the use and destruction of Super Weapons, and the collection of Satellites. Setup Shuffle the Super Weapon Cards and place them face down in a pile next to the planet cards. After flipping the planet cards in the center of the table, flip the top card of the Super Weapon pile face up. Each player places 3 Satellites on their Galactic Panel, on top of the Dice Track, on the circled numbers (5, 6, and 7). Game Flow Refer to the manual for details on this section. Actions and How to Play Satellites When a player upgrades their empire to the level where a Satellite is, they immediately place the Satellite on a planet that has not yet been colonized. The Satellite remains on the planet until it is colonized. When a player colonizes a planet with a Satellite, the normal colonization rule applies, and the player places the Satellite on their Galaxy Token. Super Weapons Players can perform two actions with Super Weapons: Use its power: The player must add one of their acquired Satellites to the surface of the Super Weapon. This can be done at any time during the player's turn, and does not take an action to do so. Players cannot use the power of the Super Weapon by landing on its surface. Destroy it: The Super Weapon can be destroyed to gain 2 influence points. Use action 4 to place a ship on the Destruction Track of the Super Weapon. Then, with an action of or 1, the ship will advance along the track. When the ship reaches the end of the track, the Super Weapon is destroyed. The player turns the card sideways and places it under their Galaxy Token, near the colony section. After destroying the Super Weapon, the player gains 1 4 for each Satellite on the weapon's surface. The Satellites are removed from the game and another Super Weapon Card is revealed. End of Game and Scoring At the end of the game, each Satellite on your Galaxy Token (not counting those on the Dice Track) is worth 1 victory point. Satellite points do not count towards the end-game announcement. After destroying a Super Weapon, the player announces their total points. Tips for Winning Consider using your Satellites to activate the powers of Super Weapons at strategic moments, as this does not consume an action. Evaluate whether it is worth investing actions to destroy a Super Weapon, especially if there are many Satellites on its surface, as this can yield additional influence points. ## FAQ ### How long does a game last with the expansion? The expansion does not change the average playtime; a game remains around 30 minutes. ### How many players can use the expansion? It works with 2 to 5 players, just like the base game. ### Does the expansion increase game complexity? No, it keeps the same learning curve, just adding new risk options. ### What components are included in the mini‑expansion? New satellites, super‑powered weapons, energy and victory point tokens, plus additional dice. ### Where can I acquire the mini‑expansion? It was released only for deluxe Kickstarter backers, but can be found at events or the BGG Store. ### Is the expansion required to play the base game? No, it’s optional; the base game works perfectly without it.