Galactic Cruise: Achievements
Galactic Cruise: Achievements Rulebook
Table of Contents
Table of Contents
- Components
- How to Use This Rulebook
- About Modules
- Getting Achievements
- Advanced Achievements
- Starter Modules
- Closed Modules
- Opened Modules A, B, C
- Opened Module D
- Opened Module E
- Opened Module F
- Opened Module G
- Opened Module H
- Opened Module I
- Opened Module J
- Opened Module K
- Opened Module L
- Opened Module X
- Opened Module Y
- Opened Module Z
- Opened Module Z (continued)
- Opened Module Z (continued)
- For Future Records
Components
Open the star box! Inside are the components for the starter modules, highlighted in orange:
- Zoi Worker
- 4 Zoi ability tokens
- 1 Expert Worker token
- 8 Upgrade tokens
The rest of the expansion is:
- 12 closed boxes, A–L
- 3 closed boxes, X–Z
- 2 memo stickers
- Achievement journal
The contents of boxes A–L and X–Z are listed on the information card inside each of them. Do not open them yet!
And of course... this rulebook.
How to Use This Rulebook
Hello everyone! This is Zoi. How do you like the fresh look? My new robot stylist Ion-0 Tul did a great job. But I did not come here to chat. My task remains the same: to give you useful tips during the game!
Before the start of the game, this rulebook, unlike the tutorial, should be read only up to page 7. Once you have earned achievements, you will learn which pages to read next.
I have already told you about the different frames. They appear in this rulebook too. If you want to recall them, look in the tutorial rulebook. Here there are new symbols and frames. Their meanings are in the section on the right.
Zoi :)
What Do the Symbols and Frames Mean?
- All components of this expansion are marked with this symbol. It points to the box you need.
- This is a warning: do not read further without instructions!
- This means you must stick a sticker on page 8 of your company documentation (from the base game).
- Frames like this describe how Rachel acts with the modules in solo play.
Preparing for the First Game
Stick the memo stickers from this expansion onto page 8 of the company documentation. Stick sticker 1, covering the heading "For Future Records". Below sticker 1, stick sticker 2.
About Modules
Here there is a lot to unpack, just like the things from a suitcase after a long trip. Fortunately, our specialists in organizing space have sorted everything out neatly.
The Achievements expansion consists of many modules. They can be added to the base game individually, or in any combination with each other and with the modules of the Comfort and Progress expansions.
Playing with all the possible modules is much harder. For a favorable working atmosphere, it is better to add only a few modules to the game. Most company managers agree.
The Achievements expansion includes starter modules, which you can play right away. They are in the box with the star. See page 6 for details.
Other modules must be unlocked by earning achievements. Each achievement you earn changes the game, adds new components, and tells you which page of this rulebook to read next. Achievements can be earned in any order.
Some combinations of modules make certain achievements harder or easier to earn.
If you find an achievement difficult to earn, you may choose suitable technology and Expert Worker tokens for it during game setup.
Rachel ignores a module if it has no such frames. You can play by the normal rules.
Getting Achievements
These so-called experts from the Royal Nebula think that Galactic Cruise is yesterday's news and that no innovation can be expected from it. We must prove that our skill knows no bounds!
Before starting a game, familiarize yourself with the achievement journal.
At the end of each game, check whether any player has earned one of the available achievements. Then go through the steps below for each earned achievement:
- Write this player's name and the current date on the corresponding line of the achievement journal (marker 1). If several participants earned this achievement in the same game, write the name of the one who scored more VP.
- Open the box indicated at the bottom of the achievement (marker 2).
- Stick the advanced achievement sticker from this box onto the bottom of the earned achievement (marker 3).
- Read the page of this rulebook indicated on the information card in this box.
- Add all Agenda Cards to the corresponding deck.
- Now you can use these components in any future games!
If you opened an Agenda Card for a module you are not using in this game, simply replace it with a new one. Put the replaced card back in the box.
The achievement you earned not only adds new components to the game, but also opens the way to a more complex version of it: the advanced achievement. In future games, try to earn the advanced achievement. The new Agenda Cards and modules will help you do so!
If you earned the advanced achievement in the same game in which you opened it, you can go through its steps immediately (see the next page).
In a solo game you can earn all the achievements by the normal rules. Rachel does not earn achievements, even if she meets the condition of any of them.
Achievement Grid
Each box carries a letter, a title and a condition. The list below gives the condition for each of the twelve achievements, in letter order. Titles are translated from the Russian.
- A. Synchronous Flight. You have 2 ships launched into space at once.
- B. Solid Fleet. Score at least 36 VP from Cockpits when scoring VP.
- C. Last Moment. Launch a ship on a turn that you began with no resources.
- D. Special Service. Earn at least 12 VP from a single Guest Bonus token on a "Free Day".
- E. Focus on Results. Complete all 3 Company Goals before the 2nd Annual General Meeting.
- F. Elite Segments. Score at least 24 VP for built Segments when scoring VP.
- G. Thoroughness. Implement all your Developments.
- H. Blitz Session. Earn at least 5 Funding Bonuses when you recall Workers while holding a Meeting.
- I. Well-Travelled. You have 2 or more Upgrades in each of 2 different Break Rooms.
- J. Outplay Everyone. Earn at least 200 VP.
- K. Launch Cycle. Launch a ship with 2, 3 and 4 Segments.
- L. Full Boarding. Launch a ship carrying at least 4 Guests.
Advanced Achievements
Raising the bar to the skies is no longer enough. It is time to look at our records and beat them. It will not be easy, but we will equip you with the latest instruments and send you to first-class training.
At the end of each game, check whether any player has earned at least one of the available advanced achievements. Then go through the steps below for each earned advanced achievement:
- Write this player's name and the current date on the corresponding line of the achievement journal. If several participants earned this achievement in the same game, write the name of the one who scored more VP.
- Take the certificate from this achievement's box (see below).
- Stick the certificate on the wall of your office, which is printed on the inside of this expansion's box.
- If you cover one of the [symbol] symbols, open a new box!
It does not matter which player opened the path to the advanced achievement by earning its standard version.
Example. Polina Polina has earned the advanced achievement "Synchronous Flight". At the end of the game she writes her name on the required line 1. Now no one will forget her great achievement.
Let's not reveal the details too early!
Certificates
For earning an advanced achievement, you receive a certificate.
- If you earned an advanced achievement and won the game, take a gold certificate.
- If you earned an advanced achievement but did not win the game, take a silver certificate.
Take certificates in any order. When you receive your 1st certificate, stick it in space "1". Stick your 2nd certificate in space "2", and so on.
If you cover a [symbol] symbol, open the corresponding box:
- Box X, if this is your 3rd certificate.
- Box Y, if this is your 7th certificate.
- Box Z, if this is your 12th certificate.
Example. Since Polina Polina won the game, she receives a gold certificate (marker 2) and sticks it on the wall of her office. If she had lost the game, she would still write her name and receive a certificate, but a silver one.
Example. Polina Polina sticks the certificate on the wall in the next free space. This is already her 3rd certificate, so she places it in space 3, covering the [symbol] symbol. This means she can open box X!
Polina Polina takes all the components out of it. Now they are available to all players!
Starter Modules
To prepare you for future trials, the Board has granted a special clearance to the brilliant employee Zoi Tang. Her competence and resourcefulness will help you reach your goals.
Zoi
Setup Changes
Place all non-playing Workers on the board (in 1–2 player games). Then place Zoi in the first free department (marker 1), going clockwise from the neutral Development marker shown in the diagram below the symbol on the Technology tile (marker 2) that you used during game setup.
Shuffle the Zoi ability tokens and place 1 random token face up in the Center courtyard (marker 3), opposite the Expert Worker token, so that it covers the rocket picture. Return the remaining tokens to the box.
Rule Changes
Zoi can be displaced like any Worker. If you displace Zoi, place her in your Break Room, covering the [symbol] symbol. Then gain 1 Funding Bonus. It counts as if you placed Zoi in one of your spaces marked with the [symbol] symbol.
The next time you assign a Worker (to take actions in the Center's departments), you must use Zoi instead of one of your Workers.
Zoi acts like ordinary Workers, except for the following:
- Zoi does not pay to use Developments (since everyone is crazy about her!).
- Zoi has an ability. At the start of each game, this ability is determined by a random Zoi ability token.
- Zoi cannot be used to launch a Ship. Zoi does not displace your Workers until you have the required Upgrade.
Descriptions of all the Zoi ability tokens are on page 8 of the company documentation.
Example. Green displaces Zoi, places her on the [symbol] symbol in their Break Room, and gains 1 Funding Bonus for it. Green then takes their turn by the normal rules.
Example. On the next turn, when assigning a Worker, Green must use Zoi. Instead of that, Green may hold a Meeting or launch a Ship. Green decides to launch a Ship. Zoi cannot be used to launch a Ship, so Green uses their Expert Worker.
Example. On the next turn, Green assigns a Worker and places Zoi in a Center department. Thanks to Zoi's permanent ability, Green does not pay to use Developments in the Center or in Technologies this turn.
Zoi also has an ability printed on her token. In this example, when a player takes an action with Zoi, they pay 2 Money less. Thanks to this ability, Green builds 2 Developments this turn.
Now any player may displace Zoi again.
Rachel (Solo Play)
When Rachel displaces Zoi, place Zoi in Rachel's Break Room. Rachel gains 2 Funding Bonuses, regardless of which ability Zoi currently has. Rachel always uses Zoi on her next turn.
Unlike you, Rachel may use Zoi to launch a Ship. Rachel ignores Zoi's ability. Rachel cannot displace her own Workers by using Zoi.
New Components
Most of these components can be added to the corresponding base stacks, regardless of which modules are chosen.
Upgrade Tokens
This module has 2 new gray Upgrade tokens for each player. These tokens can replace any 2 gray tokens on the Launch Tower. During setup, choose any 4 gray tokens. The main thing is that all participants have identical ones.
Two of the new Upgrade tokens are shown on page 7 with these effects:
- Upgrade token 1: Open the top 4 Agenda Cards from the deck. Choose 2 of them and take them into your hand. Discard the remaining 2 cards in any order.
- Upgrade token 2: Return your Workers from the Center, but do not take the action. This does not count as a Meeting. Then step 2 of your turn ends.
Rachel always uses only the tokens from the base game.
Example. As their first action, Pink decides to Schedule a Cruise and flips this token. Pink immediately recalls all of their Workers from the Center, including the Worker performing this action. Pink can no longer take a 2nd action, because they have no Workers in the Center.
Use this token whenever you can during your 2nd action. Sometimes, however, it is more advantageous to use it during your 1st action.
Expert Worker: C.1
This module includes a new Expert Worker token, which can be shuffled into the corresponding stack.
Expert C.1 [symbol]
When you hold a Meeting: after carrying out the action of the department that is connected to your Development marker, carry out another action of the same department once for each Expert Worker you recalled.
Example. Pink holds a Meeting and places 2 Workers and 1 Expert in their Break Room. Expert C.1 is now on the board, and thanks to the upgrade's ability, all of Pink's Workers count as Experts. After receiving Funding Bonuses, Pink carries out the action "Refresh the row of Agenda Cards". Pink can now carry out another action of the same department 3 times. Here it is "Take Agenda Cards". Pink takes into their hand all 4 Agenda Cards they just laid out in the row. Pink could take this action one more time, but would have to spend Reputation, and the cards in hand would then exceed the hand limit. So Pink decides to forgo the last action.
Warning: Do not read further! Once you have earned an achievement, you will learn which page to read next.
If you have not yet opened the star box, open it now.
If you have not yet stuck the memo stickers on page 8 of the company documentation, stick them now. Stick sticker 1, covering the heading "For Future Records". Below sticker 1, stick sticker 2.
Closed Modules
The modules in this section are headed as printed in the source: "Opened Modules A, B, C" (page 8) and "Opened Module D" (page 9).
Opened Modules A, B, C
Strategic Initiatives
The Board of Directors gladly rewards managers who complete Company Goals. Win their favor, and unseen opportunities will open to you!
Description
This module adds tokens with special properties to the game. They can be used by completing Company Goals.
Setup Changes
During setup, choose no more than 2 Strategic Initiative tokens and place them next to the game board.
Rule Changes
If you have completed a Company Goal, you may place your Development marker on a Strategic Initiative token, instead of on the Development track.
On your turn, you may use the property of a Strategic Initiative. To do so, move one marker from the token to the space of the current Development token. You may repeat this, but each time you must spend 1 marker.
Diagram key: Name, Property, Number, When to use, Box, Marker area (unlimited).
Example A. Pink advances their ships along the route. They can advance the pilot to the "Free Day" space (marker 1) by the normal rules, or they can spend a marker from the Strategic Initiative "Sharp Turn" and use its property: move the pilot back one space and go through all the steps of the active rest place (marker 2).
Pink spends a marker from the "Sharp Turn" token and moves it to the space of the current Development token. Pink returns their Worker to the active rest place and gains VP for Guests on the cruise. On the next turn, Pink again advances the pilot to the family rest place.
Example B. Pink spends a marker from the Strategic Initiative "Return on Investment" and moves it to the space of the current Development token. A marker can be spent at any time during your turn, because this initiative's token does not say when to use its property.
Pink gains 1 Funding Bonus of each kind: 1 Money, 2 Ads and 1 VP. However, Pink does not receive the resource until they remove the flipped Upgrade token from their player board.
At the end of the game, Pink has 2 markers on the "Return on Investment" token. Pink gains VP once more for their Cockpit that scored the fewest VP. This includes the –5 VP if that ship has never been launched.
Example C. Pink wants to launch a ship for the last time before the end of the game. On step 1 of their turn, even if they cannot advance any ship, they may use the property of the Strategic Initiative "Productive Development".
Pink spends the marker from the "Productive Development" token and moves it to the space of the current Development token. Pink immediately carries out the action "Schedule a Cruise". Now, on step 2 of their turn, they will launch a ship!
By spending markers, you bring the Annual General Meetings and the end of the game closer or push them further away. Look for new ways to earn VP, and keep an eye on your rivals.
Warning: Do not read further! Once you have earned an achievement, you will learn which page to read next.
Opened Module D
Upgrade Tokens with Symbols for Segments
The space cruise industry is developing, and now it is far more important that our ships attract as many Guests as possible with their looks. Remake your ships to suit most tastes, and new horizons will open to you.
Description
This module adds tokens with symbols for ship Segments to the game. They can be used to cover a printed VP symbol.
Setup Changes
Each player takes 2 Segment Upgrade tokens with the [symbol] symbol of each type, and a memo card for Segment Upgrades with the [symbol] symbol. Place the Segment Upgrade tokens with the [symbol] symbol in the matching spaces of your memo card.
Rule Changes
Once per "Build Segments on Ships" action, you may pay 3 Money to build one [symbol] Upgrade on any of your built Segments (on a Ship that is not currently in space), covering the [symbol] symbol. You pay 1 Money less for each VP you cover:
- If it is "1 VP", pay 2 Money.
- If it is "2 VP", pay 1 Money.
- If it is "3 VP", build for free.
From then on, that Segment counts as having an additional Guest symbol, but the Segment itself scores 0 VP at the end of the game. A built Segment Upgrade token cannot be removed or swapped for another.
Only 1 Upgrade (of any type) may be built on each Segment.
Example. Blue builds Segments on the ship: "Arcade Machines" (marker 1) and "Burger Bar" (marker 2). Blue now wants to place a Segment Upgrade with the [symbol] symbol on "Tea Club" (marker 3). Blue pays 1 Money (the starting cost of 3, minus the 2 covered VP), and adds to the Segment an Upgrade with the Family Guest symbol (marker 4), covering the 2 VP symbol.
Now "Tea Club" has a Family Guest symbol, but at the end of the game it will score 0 VP.
Warning: Do not read further! Once you have earned an achievement, you will learn which page to read next.
Opened Module E
Employee of the Month
After reading books on leadership, the Board decided to launch the "Employee of the Month" program at Galactic Cruise, to strengthen morale and raise productivity. And you can earn more than just a corporate pizza party...
Description
This module adds bonuses to the game that you can gain by completing Company Goals.
Setup Changes
Place the Employee of the Month token near the game board, next to the Company Goals.
Place 1 neutral marker on the Development token space showing 2.
Place 1 neutral marker each on the Development token spaces showing 2 and 3.
Place 1 neutral marker each on the Development token spaces showing 1, 2 and 3.
Rule Changes
If you completed a Company Goal, do not place your marker on a Development token space.
Instead, you must choose a visible bonus type on the Employee of the Month token and place a marker in the leftmost free space of that row. Gain the bonus of the space you covered, as well as the bonuses of all spaces to its right.
Example. On the 3rd step of their turn, Yellow completes a Company Goal. Yellow places their Development marker on the Employee of the Month token instead of on a Development token. The marker must go in the leftmost space. Depending on the space chosen, Yellow receives either 2 Money, 1 Ad, 3 resources or 2 VP. It does not matter that Yellow earlier placed their first marker in the top row and received 3 Money as a bonus.
When Rachel completes a Company Goal, she places her marker on the Employee of the Month token, in the leftmost free space of the row she chose, using the numbering. Rachel always gains VP instead of the bonus of the indicated type.
This module extends the games, because Company Goals no longer bring the next Annual General Meeting closer. Turn this to your advantage!
Warning: Do not read further! Once you have earned an achievement, you will learn which page to read next.
Opened Module F
Upgrade Tokens for Segments with VP
When it comes to luxury, infinity is not the limit! Innovations provide every convenience and give Guests an unprecedented level of comfort.
Description
This module lets players increase the VP for built Segments and earn powerful bonuses.
Setup Changes
Each player takes a Segment VP Upgrade card, 3 Segment VP Upgrade tokens of each value, and the 2 Upgrade tokens that they did not place on the Launch Tower.
Place your Segment VP Upgrade tokens in the matching spaces of your Segment VP Upgrade card.
Place 1 Upgrade token on each space of the card that shows the [symbol] symbol. All players must have identical Upgrade tokens in the same spaces.
Rule Changes
Once per "Build Segments on Ships" action, you may pay the cost in Money to build one [symbol] Upgrade on any of your built Segments (on a Ship that is not currently in space).
The cost equals the number of the current Development token (1, 2 or 3), plus 0, 1 or 2 Money for 1 VP, 2 VP or 3 VP covered respectively.
From then on, that Segment also gives additional VP. A built Segment Upgrade token cannot be removed or swapped for another. Only 1 Upgrade (of any type) may be built on each Segment.
Once you have built all the Upgrades from a column or a row, gain the bonus of that column or row. For columns, the bonus is shown at the bottom; for rows, it is shown on the right.
- Gain the bonus of any 1 Engine from the row on the game board.
- Gain the bonus of the Upgrade token, then remove it from the card.
Example. Yellow prepares their Segment VP Upgrade card. Since all players placed the base Upgrade tokens on the Launch Tower, they place the new Upgrade tokens on the card.
Example. Yellow builds Segments on the ship: "Arcade Machines" (marker 1) and "Burger Bar" (marker 2). Now Yellow wants to place a [symbol] Upgrade on "Tea Club" (marker 3). Yellow pays 4 Money: 2 for the current Development token (the 2nd), plus 2 Money for the "3 VP" token. Yellow places the 3 VP Segment Upgrade token (marker 4) on "Tea Club".
Example. Yellow has removed the last token from the left column of their Segment VP card. Now Yellow receives the bonus of the Upgrade token at the bottom of the column, then removes that token from the card.
Warning: Do not read further! Once you have earned an achievement, you will learn which page to read next.
Opened Module G
Development Discounts
Thanks to the expansion of communication networks, it has never been easier to join forces and carry out ideas across all of Galactic Cruise.
Description
With this module, the player who first implements a Development into an area can decide: implement it with a discount, or gain Reputation.
Setup Changes
Place 1 random Development discount token in each area where a Development can be implemented. Each token covers the second Development space in its area, next to the Reputation symbol.
As usual, place the Development markers in the areas on the board during setup. Gain Reputation points by covering the [symbol] symbol, following the normal rules.
Rule Changes
Each time you implement a Development into an area where there is a space with a Development discount token, you may place the Development in that space and remove the discount token to the box.
When you implement a Development into a space with a discount token, you pay less by the amount shown on that token.
The discount applies after all other discounts you receive by other means, in addition to them. You can reduce the cost to zero, but not below.
Example. Pink implements a Development. Pink decides to implement the indicated Development, which costs 6. Pink is the first to implement a Development into this area, so Pink may place their marker on the Reputation bonus symbol or on the Development discount.
Pink chooses the discount. This reduces the cost of the Development to 3. But wait! Pink also has the Agenda Card "Useful Connections", which makes the starting cost 2. After all discounts, the discount token is applied, so this Development can now be implemented for free!
Pink removes the discount token from the board and places their Development marker in its place.
Rachel (Solo Play)
When Rachel implements a Development, she first tries to place her marker in the area that brings her Reputation, using the numbering and the normal rules. If the Reputation spaces are occupied, she tries to place her marker in an area with a discount token, and removes that token from the board, ignoring its bonus.
Rachel implements a Development into an area without Reputation or a discount token only if that is her only option.
Notes on the Agenda Card "Development Bonus"
The printed Reputation bonuses and the discount tokens are together called bonuses for implementing Developments. This card doubles these bonuses for your entire turn. So you gain 2 Reputation for implementing a Development into a space with the [symbol] symbol, and you double the discount from any Development discount token.
You can reduce the cost to zero, but not below.
Warning: Do not read further! Once you have earned an achievement, you will learn which page to read next.
Opened Module H
System Synergy
Thanks to the invention of OneMind™, you can reap the fruits of your labour even in the Break Room. But do not get too excited: no overtime for breaks is planned!
Description
This module has a new technology token, which comes in 2 versions: 1 regular technology token for the base game, and 1 advanced technology token (with the [symbol] symbol) for the Progress expansion.
Setup Changes
Shuffle the technology tokens into their corresponding stacks.
Rule Changes
When you recall Workers from the Center, gain 2 additional Funding Bonuses. This does not depend on how many such bonuses you have already gained, even if that number is 0.
However, if you must forgo Funding Bonuses when holding a Meeting or recalling Workers, you do not gain these additional Funding Bonuses either. That is, you cannot forgo Funding Bonuses and then use this technology.
Example. All of Green's Workers are piloting ships, and on step 2 of their turn Green holds a Meeting. Since Green has no Workers to recall from the Center, Green would gain 0 Funding Bonuses. But the technology "System Synergy" is available to Green, which can bring Green 2 Funding Bonuses.
Green plays the "Profit Surge" card, forgoes the 2 Funding Bonuses from "System Synergy", and gains 6 Money instead.
Green cannot first play this card and forgo the Funding Bonuses, and then use "System Synergy". This technology has a permanent property: you do not choose when to use it.
Warning: Do not read further! Once you have earned an achievement, you will learn which page to read next.
Opened Module I
New Expert
After one famous fantasy trilogy by our developers, a thought struck them: to go without sleep for longer, you can stockpile it. And now our pilots can fly further and more!
Description
This module has a new Expert Worker token. If your Expert Worker is piloting a ship, you immediately move that ship forward one space after the launch. This way the cruise ends faster.
Setup Changes
Shuffle this Expert Worker token into the corresponding stack.
Stick sticker 3 in the corresponding memo space on page 8 of the company documentation.
Rule Changes
After completing all the launch steps with this Expert, immediately advance the launched ship to the first stop and go through all of its steps.
Remember: you advance only one ship, the one you launched this turn.
Example. Pink has just completed all the launch steps with their Expert and placed a new cruise token on the marketing board. Thanks to this Expert's ability, Pink advances the just-launched ship to the first stop on the route.
The cruise arrives at the active rest place, and now Pink gains that stop's bonuses by the normal rules. Pink gains an Upgrade by placing the corresponding token in the space of the active rest place, and then spends Ad tokens to gain VP for their Guests on board.
Pink has 1 more ship in space. Pink does not advance it along the route, even if the Expert is piloting it. This ability applies only to the ship that was just launched.
Warning: Do not read further! Once you have earned an achievement, you will learn which page to read next.
Opened Module J
Personal Tasks
"Nobody plans to fail, but many fail because they do not plan." An old but true saying. A clear plan sets you up for success, and the Board values most of all the managers who have thought everything through.
Description
This module adds Personal Tasks to the game. Complete them and gain additional VP at the Annual General Meetings.
Setup Changes
Shuffle the Personal Task cards and deal 2 cards to each player. Before their first turn, each player keeps one of them and returns the other to the box.
Rule Changes
These cards list 6 different conditions: 2 Upgrade tokens on the Launch Tower (one in its upper part and one in its lower part), 3 Development markers (2 in the Center and 1 in technology), and 1 rest place. These 6 conditions are your personal tasks for the game.
Personal tasks can be completed in the following ways:
- Remove the Upgrade tokens from the indicated spaces of the Launch Tower.
- Implement Developments into the indicated Development areas in the Center and in technology.
- Gain an Upgrade in the indicated rest place.
As soon as you have completed at least 5 of the indicated personal tasks, turn this card over. The turned card gives you 1 additional wing symbol at the 1st and 2nd Annual General Meetings.
Then, if you complete all 3 Company Goals, turn the card so that 2 wing symbols are at the bottom. Now at the Annual General Meeting you will have 6 wing symbols, not 4.
Note: do not count the additional wing symbols when scoring VP for a Cockpit with this condition.
Example. Green has already implemented Developments into all 3 areas listed on their personal task card. Last turn Green launched a ship, which removed one of the indicated Upgrade tokens from the Launch Tower.
This turn, Green advances their ship along the route to the active rest place and gains an Upgrade. Green has thus completed their 5th personal task! Green immediately turns the card over so that 1 wing symbol is at the bottom.
As soon as Green completes all 3 Company Goals, Green will turn the card so that 2 wing symbols are at the bottom.
Warning: Do not read further! Once you have earned an achievement, you will learn which page to read next.
Opened Module K
New Starting Cockpit
Our engineers worked on this Cockpit with love. It is lighter, and its capacity is no worse than the previous model. The loss of mass will let you build ships of larger sizes!
Description
This module has a new starting Cockpit. It does not award VP during the game or at the end of the game, but on a ship with this Cockpit you can build 1 additional Segment.
Setup Changes
You may choose this new starting Cockpit instead of the starting Cockpit from the base game. All players must have identical starting Cockpits.
Stick sticker 4 in the corresponding memo space on page 8 of the company documentation.
Rule Changes
This Cockpit raises the Segment limit of the ship by 1. It has no VP condition, so when you launch a ship with this Cockpit, and at the end of the game, you gain 0 VP for it.
Rachel (Solo Play). Rachel uses the same starting Cockpit. A ship with this Cockpit may have no more than 4 Segments, and she builds them by the normal rules.
If Rachel launches this ship, it gives her 0 VP when scoring VP for the Cockpit. At the end of the game, this ship gives 0 VP when scoring VP for the Cockpit, but its Segments score VP by the normal rules.
When Rachel launches a ship, she always places Guests by the normal rules, filling all cabins. If necessary, she returns a Guest who did not get a cabin.
Example. Yellow gained the upgrade of the active rest place, so their ships may now have no more than 4 Segments. In addition, one of Yellow's ships has the new starting Cockpit, so Yellow may build 5 Segments on it.
Yellow does not stop there. Yellow plays the Agenda Card "Titanium Plating", which raises the Segment limit to 6!
But alas, Yellow planned badly. The game ends, and Yellow never launched their magnificent ship. At the end of the game this Cockpit always gives 0 VP, and since Yellow never launched this ship, Yellow loses 5 VP.
Don't lose heart, Yellow!
Warning: Do not read further! Once you have earned an achievement, you will learn which page to read next.
Opened Module L
New Starting Engine
After careful calculations, our designers managed to add a row of cabins on the lower level of each ship. The ceiling is a little low, but short Guests are quite happy!
Description
This module has a new starting Engine with a half-cabin. Now you can send more Guests on the cruise.
Setup Changes
You may choose this new starting Engine instead of the starting Engine from the base game. All players must have identical starting Engines.
Stick sticker 5 in the corresponding memo space on page 8 of the company documentation.
Rule Changes
Normally, launching a ship requires at least 1 cabin, so everyone launches ships with 2 Segments or more. However, a ship with this Engine needs only 1 Segment to launch!
This Engine token shows a half-cabin. It does not count as a Segment, so when you launch a ship you do not spend Oxygen for it.
Rachel (Solo Play). Rachel uses the same starting Engine. It acts the same as your Engine.
When Rachel launches a ship, she always places Guests by the normal rules, filling all cabins. If necessary, she returns a Guest who did not get a cabin.
Example. Green is ready to launch, and thanks to the new starting Engine this ship can carry 2 Guests, not 1!
Since the ship has only 2 Segments, Green spends only 2 Oxygen. Wow, but what happens next?
Warning: Do not read further! Once you have earned an achievement, you will learn which page to read next.
Opened Module X
Elite Rest Place Tokens
Variety adds flavour to life, and I hope you have worked up an appetite! With these innovations, your cruises will surpass themselves.
Description
This module adds new upgrades to the game, which you can gain by visiting rest places.
Setup Changes
Each player takes a memo card and a set of 9 Elite Rest Place tokens in their colour. One participant takes 3 random tokens from their set. All other players take the same tokens from their own sets. Each participant places the 3 tokens they took beside their player board, and returns the remaining 6 to the box.
Before their first turn, each player places their 3 chosen tokens on their player board. Each token covers one upgrade in a rest place, replacing it with the new one.
Example. Blue takes 3 random Elite Rest Place tokens (shown above). All other players will use the same tokens. All the remaining tokens are returned to the box.
Before their first turn, Blue covers 1 upgrade in each rest place with their tokens.
Before their first turn, Yellow also decides which upgrades on their player board to replace.
Setup Changes (second heading as printed)
The printed heading above these descriptions is the same as the one for setup; the list below describes the new upgrades.
Descriptions of all the new upgrades:
- When you hold a Meeting, you may forgo all Funding Bonuses (at least one) to carry out 1 more action in a department connected to at least one of your Development markers.
- During setup, place 1 more Expert Worker token beside the board. All Expert Workers receive this ability in addition to their normal one.
- Whenever you lose Reputation for any reason, gain all the bonuses your marker crossed. (Do not double bonuses when you lose Reputation to gain all the bonuses of one type below the Reputation track.)
- After implementing a Development, gain each of your Funding Bonuses once. This includes the newly opened types of Funding Bonus.
- When you launch a ship, gain 2 Funding Bonuses on the 5th step of the countdown.
- Immediately gain the bonuses of all 4 Engine tokens in the corresponding row on the board.
- During a stop at "Free Day", gain 1 Funding Bonus for each Guest type on the ship.
- New type of Funding Bonus: gain 1 Reputation.
- New type of Funding Bonus: take 1 Agenda Card from the top of the corresponding deck.
Once you have gained the upgrade "New type of Funding Bonus", you may choose its bonus instead of the usual options on the Launch Tower.
Warning: Do not read further! Once you have earned an achievement, you will learn which page to read next.
Opened Module Y
Characters
Our Galactic Cruise is not just a heap of nameless faces and gears in the machinery of life. We are all unique, and we are proud of our differences!
Description
This module adds asymmetric abilities to the game, which change games significantly.
Setup Changes
Each player chooses a character by any method.
Decide which side of the characters you will play, "A" or "B". All players use the same side. Side "A" is easier, and in your first game with the characters we recommend using it.
Each time you play with the characters, use the Company Goal token (7) from this module's box. This token may also be used in normal games.
To complete the Company Goal in the left column, gain the indicated number of VP during the game.
Rule Changes
Each character has its own set of rules and abilities. Follow all the instructions for your character. Side "B" has additional rules and restrictions.
Notes on Rachel Preston. Each card has a top action and a bottom action, and you may play either one. All the actions follow the normal rules, except for the actions below:
- Build Segments on Ships, paying Money and losing Reputation as usual. If there is no room for Segments on your ship, first take a new pair of Cockpit and Engine from the corresponding row (gaining the bonus), and build the Segment(s) on the new ship. You may have no more than 3 ships with 3 Segments each.
- Hire the first Expert (the hire must cost less than 7 Money), OR hire the second Expert (the hire must cost less than 4 Money).
- Implement a Development into the Center. You must place your marker in an area that gives Reputation, if possible.
- Implement a Development into technologies. You must place your marker in an area that gives Reputation, if possible.
- Launch a ship with at least 2 Segments. You may launch a ship as your 2nd action, using a Worker placed in the space for the 1st action.
Rachel's cards have no "Schedule a Cruise" action. When you launch a ship, choose a Cruise that no one has scheduled, then gain the bonus of one Upgrade token on your Launch Tower and flip it over.
Notes on Angus O'Gaiver. You may play Agenda Cards to gain resources, but you discard them by the normal rules, rather than adding them to one of your stacks.
Notes on Zoi Tang. The last bonus in the row on the training bonus card can be gained by completing 3 training cards with one trainee. Take the trainee marker from the training card you have just completed and place it in the space of the current Development token. Then take a new Development marker and place it in the starting space of the row with the bonuses of this trainee.
Rachel acts by the normal solo rules and ignores her character card. Her character card can be used only in games with 2 or more players.
Example. Blue deals 1 random character card to each player. All participants are playing with characters for the first time, so each of them chooses side "A" and reads their character's rules aloud.
In a future game, once everyone is comfortable with this module, participants decide to play side "B". The choice may also be made by auction, so that each player can bid on their favourite character.
Warning: Do not read further! Once you have earned an achievement, you will learn which page to read next.
Opened Module Z
Travis E. Preston
Note: if you have added Travis E. Preston to the game as a character, and the "Elite Rest Place tokens" module (see p. 18), you must gain the upgrades shown on his card. These upgrades cannot be covered by Elite Rest Place tokens.
He is a phenomenon, not a person, though there is more of the human in him than in most of us. Travis E. Preston is glad to spend his last three years in the company working side by side with you. And do not let the scale of his personality embarrass you.
Description
This module adds Travis E. Preston to the game. He may be used as a playable character (see the note above and the Characters module on p. 19), or as a non-playing Worker in any Galactic Cruise game by the rules below.
Setup Changes
Instead of the base Company Goal markers, use the markers in this module's box. Place 1 random marker in each bottom space (marked with the [symbol] icon) or middle space (marked with the [symbol] icon) of the Company Goal token.
Place the marker "1" orange side up, and the markers "2" and "3" grey side up.
Placing all non-playing Workers on the board (in 1–2 player games), place Travis's Worker in the first free department, going clockwise from the neutral Development marker (shown in the diagram below the [symbol] icon on the Technology tile you used when preparing the game).
If Zoi is added to the game as a non-playing Worker, place Travis first, and then Zoi.
Rule Changes
Before retiring, Travis set a Company Goal for each year, calling it the "goal for the year".
At the start of the game, the goal for the year is the Company Goal with marker "1". After the 1st Annual General Meeting, it is the one with marker "2", and after the 2nd Annual General Meeting it is the one with marker "3". Flip the markers so that the marker of the current goal for the year lies orange side up, and the others grey side up.
When Travis is displaced, place him in the next free department clockwise. If all departments are occupied, Travis displaces the Worker in the next department clockwise. Travis does not displace your Workers, and skips departments containing them, until you have the required Upgrade.
When you displace Travis and have already completed the Company Goal that is currently the goal for the year, gain X Reputation. If you did not complete that goal, lose X Reputation. X is the number of the current Development token (1st, 2nd or 3rd).
Rachel (Solo Play). When Rachel displaces Travis, she gains and loses Reputation in the same way as you.
Example. Players have placed random markers in the spaces of the Company Goal token, as shown above.
Now, until the players complete the Company Goal in the middle column (build Segments with sets of symbols), it is disadvantageous for them to enter the department with Travis, because they will receive a reprimand (and lose Reputation). But if they complete this Company Goal and find themselves in the department with Travis, they will receive praise (and Reputation).
After the 1st Annual General Meeting, flip the middle marker to its grey side, and the right one to its orange side. Travis is no longer interested in the completed goal, and strives for a new one: launching ships. Now you gain and lose 2 Reputation points each.
Finally, after the 2nd Annual General Meeting, flip the marker showing "2" to its grey side. As before, Travis has already set a new goal: hiring Experts. Now you gain and lose 3 Reputation points each.
Travis rewards attentive and far-sighted managers!
Opened Module Z (continued)
A Dog Named Luna
If you know Mr. Preston, then you know Luna too, his devoted Irish setter. To win Preston over, do not forget about Luna! She adores dog biscuits in the shape of little bones.
Description
When you add Travis to the game as a non-playing Worker, you may use this module with Luna. Feed her her favourite treats, and she will bring you bonuses.
Setup Changes
When using this module, be sure to add Travis to the game as a non-playing Worker. See the setup and rule changes for Travis on p. 20.
Place 1 random Luna card next to the game board. Return the remaining cards to the box.
Place Luna in the department with Travis.
Give each player 4 Bones. Place the remaining Bones next to the game board. This is their supply.
Rule Changes
Once per turn, when Luna is in the same department as your Worker, you may give her a command. This brings you a bonus. If necessary, you may first spend 1 Bone to move Luna to the department with your Worker.
The commands on Luna's card are listed with their bonuses, along with their cost in Bones.
Each time you displace Travis, gain 1 Bone from the supply. At any time during your turn, you may also lose 1 Reputation point once to gain 1 Bone from the supply.
During the Annual General Meeting, gain 1 Bone from the supply if you completed the Company Goal that Travis set as the goal for the year. You also gain 1 additional Bone if, during the meeting, you have the highest Reputation. If there is a tie, every contender receives a Bone.
At the end of the game, when scoring VP for leftover supplies (Money, Ad tokens, etc.), count all the Bones you have left.
Rachel (Solo Play). If Rachel places a Worker in the department with Luna, move Luna to the next department clockwise that has no Rachel Workers. Rachel does not gain Bones, and does not ask Luna to carry out commands.
Example. Yellow (marker 1) displaces Travis into the next department clockwise (marker 2). This gives Yellow 1 Bone and Reputation for Travis's goal for the year.
Yellow wants to give Luna a command, but she is not in the department with Yellow's Worker. Yellow spends 1 Bone to move Luna to the department with Yellow's Worker (marker 1).
Yellow chooses a command from those listed on Luna's card. Yellow decides to take an Agenda Card, which costs 2 Bones. Yellow has only 1 Bone left, so Yellow spends 1 Reputation point to gain this 1 Bone.
Yellow gives 2 Bones to Luna (returns them to the supply) and takes the Agenda Card. Fetch!
Opened Module Z (continued)
Trial Cards
Do you lust for more? Want to indulge your pride and make yourself known? Or are you insatiable for punishment? It does not matter which of the deadly sins is your favourite. We know you want new trials!
Example. Green was dealt the trial cards "Great Duet" and "Hurrah for Technology!". Green decides that the "Great Duet" card is too hard, so Green returns it to the box.
Green implements their starting Development into a technology, not into the Center, ignoring the normal setup rules.
Description
Do you want more great deeds? This module adds new trials to the game. Their difficulty depends on the features of the game or on your style of play.
You may also add these cards to a game with new players, to give them an advantage. Let the most experienced participants take on the harder trials, and the new players a lighter trial, or none at all!
Trial Z.8: Great Duet
You cannot hire Experts.
Trial Z.12: Hurrah for Technology!
You must implement Developments into all 4 technologies before you implement a Development into the Center. This applies to your starting Development too.
Setup Changes
Deal 2 trial cards to each player. During setup, before placing the Development markers on the board, choose one card and return the other to the box.
If you use the Characters module, discard all trial cards that are impossible to complete and/or contradict the rules of your character. Each time, draw a new card in place of the discarded one.
Rule Changes
You must always observe the restrictions on your trial card. If you accidentally broke them and only realised this at the end of the game, you do not win the game.
Notes on the cards "Financial Priority" and "Bottoms Up". If you have already removed 4 Upgrade tokens, you may still add Cruises to the schedule and launch ships. However, you do not flip or remove the remaining Upgrade tokens on the Launch Tower.
Notes on the card "Achiever". In the current game you must earn 2 achievements of any kind, standard or advanced. Otherwise you cannot win. If you did not earn 2 achievements, but you have the most VP, the next player by VP wins.
For Future Records
(You can add the rules for achievements from possible future expansions to this page, so that they are all kept in one place.)