To our players:
As a Christmas present to you, we have prepared this mini-expansion for the game Galaxy
Trucker. Christmas is traditionally a time of peace and calm – which seems unfair to those who
cannot be with their loved ones. That’s right. We’re talking about the brave Truckers who face
the remorseless universe and the shady practices of the competition. So we have decided to
bring a bit of their cold, bleak hopelessness into your cozy homes.
CGE wishes you hours of relentless entertainment
This expansion is designed for experienced Truckers. If you
routinely build ships that overcome every obstacle and arrive
nearly unscathed, if you shed a nostalgic tear recalling your
first flights when your ships were smashed to pieces and you
arrived with only a few sad fragments, then this expansion is
for you. This expansion puts the kick back into space travel,
and it kicks so hard that the tears will be in your eyes once
again.
On the other hand, if you don’t think it’s funny when your ship
breaks into two pieces, this expansion is not for you.
If you have only played a few games of Galaxy Trucker and your
ships often fall apart en route, we recommend you do not
use this expansion yet. This expansion, like the universe, is
unfair. Save it for later, when you begin to feel that the game
is too simple.
But most importantly: Do not use this expansion when
introducing new players to the game.
Company policy forbids the exposure of new Galaxy
Trucker recruits to holographic, video, or even audio
recordings (often lled with screams and expletives)
from the harsher regions of the galaxy.
BEFORE YOU BEGIN
PARANOIA
After everyone decides whether to land, the first player to land
rolls dice to determine the location of the heavy cannon fire for
everyone.
PANIC
Check for panic when crew are first added to the ship as well as
each time a player loses a component.
COSMIC PSYCHOSIS,
METAL FATIGUE
Roll for coordinates as with the Sabotage card, but only once. And
yes, if you roll 7-7, the card affects your starting component.
In Trucker lingo, crew members affected by Cosmic
Psychosis are said to have “spaced away”.
ROUGH TRIP
In Round 1, you add 2 level III cards. In Round 2, you add 3 level III
cards. In Round 3, you add 4 level III cards.
REMORSELESS FATE
Sabotage, for example, will affect everyone except the player with
the biggest crew. (In case of ties, the one flying farthest behind is
the only one not affected.) In a Combat Zone, each shot location is
rolled once for all affected players. The three Sabotage rolls are
also done for all affected players at once, but once sabotaged, a
player ignores the following rolls.
LIGHT-FINGERED CREW
Players decide in order, starting with the leader.
STIFF COMPETITION,
ENGINE ENV Y
The hit location dice are rolled by the players doing the shooting,
not by the affected player. If the player who is supposed to be
doing the shooting has no forward-pointing simple cannon and
does not spend a battery token to power a forward-pointing
double cannon, then that shot is not fired.
When the Stiff Competition card is in play, players wait to decide
whether to spend battery tokens to make themselves stronger
until after a player has decided to use the Abandoned Station or
Spaceship.
PIERCING PROJECTILES
The projectiles only hit a component in the square immediately
behind the component that was hit. If that square is empty, then
no additional components are hit.
EX PLOSI VE GOODS,
EXPLOSIVE BATTERIES
The eight neighboring squares include the 4 adjacent squares
and the 4 squares on the diagonals.
This card applies to components which are destroyed by cannon
fire, meteors or explosions. It does not apply to components
which simply fall off after becoming disconnected from the ship,
or which are lost because of Star Dust when Remorseless Fate
card is in play, or because of Metal Fatigue card.
Note that the Explosive Goods card applies to components “with
goods” not just those with hazardous goods.
These two cards in combination can produce
spectacular effects in the night sky. When watching
for exploding spaceships, choose a clear night with
no moon and be sure to dress warmly.
ROUG H RO A D CA RD S
© Czech Games Editon, December 2007. www.CzechGames.com
The text is usually self-explanatory. If a card seems unusually harsh to you, that means you understood
it correctly. Cards that can affect your ship’s components (such as Cosmic Psychosis, Panic, and
Metal Fatigue) can also affect your starting component. If a Rough Road card says that something
happens “after each adventure card” that means that you resolve the adventure card first, then deal
with Rough Road card’s special effect before drawing the next adventure card.
Here are a few card-specific clarifications:
Well, it looks like our warnings didn’t turn you away. Let’s get
truck in’.
Before you begin, the players should agree on a difficulty level. We
recommend level 2 or 3. Everyone must agree. If you can’t get
everyone to agree, play at the lowest suggested difficulty level. Of
course, it’s possible that one of the less courageous players will
insist that you play without this expansion (or that you toss it into
the wastepaper basket) and you will have to play the basic game
(or play concentration with the spaceship components).
Shuffle the Rough Road cards. At the beginning of each round,
before you begin building, draw a number of Rough Road cards
equal to the chosen difficulty level. Place these cards face up
where everyone can see them. They describe special rules that
will apply for that round’s voyage.
Draw new cards at the beginning of each round (discarding those
from the previous round). Players know about the special rules
even before they begin building and have some chance to prepare
their ships for the upcoming flight (and prepare themselves
psychologically for the fact that they might be taking a loss this
round).
Note: It might not be the best idea to combine Rough Road Ahead
with ships of Class IIIa, but we’ll leave that up to you. If you do try
it don’t let us scare you or discourage you don’t forget about
the rules for voluntarily giving up before the next adventure card
is revealed.
H O W TO U S E T H I S E X P A N S ION