When you have nothing left, the action deck is empty and your career is effectively ruined, it’s time to tally up some extra credit as the third phase of the round begins. No matter how beautifully you build your ship, one roll of the die can eliminate your entire crew and leave you floating aimlessly in space. The only way I could have prevented my fate was if I had a cannon in that row facing the correct direction. With my ship was in two pieces, I had to choose which half I want. The card will tell you which direction you’re going to get hit from, and the die will tell you where.Ībove, I “rolled” a seven and a giant meteor came right down column seven, severing my ship in half. The player with the least engines loses two crewmen, and the person with the least weapons gets shot at. Whenever you’re attacked or get caught in a meteor shower you roll the die. The card above first forces the player with the least crew to move back three spaces. Combat Zone punishes the player who has the least of a particular resource. Most of the action deck cards, like Combat Zone and Meteoric Swarm, are deadly. Now we’ve arrived at the point of no return. Between the use of cards and open space, the leader is constantly shifting, giving everyone a fair chance, so long as they still have an engine. If you Open Space lets you move forward four spaces, you count each empty spot as one space. What makes movement is Galaxy Trucker so different is the way you count spaces. Open Space let’s players count the number of total number of engines on their ship and move forward that many spaces. Like most cards, Planets has a number in the bottom right corner that indicates the number of spaces you have to move back if you used the card. The Planets card lets players land on any one of the planets on the card and take the indicated pieces of valuable cargo, starting with the leader and working back. These are the friendliest two cards you’ll encounter. When a card is drawn, the event is resolved, the next card is drawn, and so on until the eight card deck is empty. From here on out, players are at the absolute mercy of these destructive cards. The player in front of the other ships is the leader and will be draw the top card of the action deck. Going in order of who finished construction first, players will put their colored spaceship tokens on the board, starting with the red triangular space working backwards and leaving one space in between each token. The second phase of the round begins and players direct their attention to the flight board. If it’s not, the illegal pieces get removed and any other parts of the ship no longer connected to the ship go with it.Ĭongratulations! You’ve built your first questionably flight-worthy space craft and it’s time for takeoff! Once time is up, the ships are complete and there’s nothing you can do to fix the pile of junk you’ve patched together.Īt this point, everyone check’s each other’s ships to make sure that everything on the board is legal. It’s a lot to remember and racing against a ninety second hourglass makes speed, not efficiency, the group’s priority. Alien bonuses aren’t given out unless their tiles are adjacent to an astronaut cabin.If the ship doesn’t have any battery spaces, battery powered shields, cannons, and engines are useless.Both cannons and engines need an empty space in the direction they face or they can’t be used.Cannons are worth half a point if they face sideways or backwards.Engines are only useful if they are placed on the rear of the ship.If a tile is placed illegally, it has to stay on the board and players will pay the consequences later.Īs players rapidly pick up tiles and merely glance at them before placement, they must try to recall some of the more nuanced rules: Each ship component has a series of connectors that must be linked to adjacent rooms in order to be a legal placement. Once a component is placed on the board, it can’t be moved, which can be a tremendous problem. Once their hand is away from the pile and above their own area, they can reveal the tile and place it on their ship board so long it’s adjacent to another piece. Using only one hand, players reach into a messy stack of face down tiles and blindly grab what they can. ![]() The first phase of each round is a desperate rush to assemble your ship out of assorted components like engines, cannons, and crew cabins as the clock ticks The hope is that in your haste you’ve constructed a functioning ship, but it never pans out that way. After that, the pressure of time takes over. The beginning of the building phase is the only time you’ll feel safe.
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