Galactic Cruise: Advancements
Galactic Cruise: Advancements Rulebook
Table of Contents
Table of Contents
Components
These components are added by this expansion. Components from this expansion are marked with a chevron icon (>>>).
- 6 Agenda Cards
- 2 Expert Worker Tiles
- 8 Upgrade Tokens
- 6 Location Bonus Tokens
- 4 Technology Trackers
- 1 Cockpit Tile
- 1 Engine Tile
- 48 Cabin-Matching Blueprints
- 8 Advanced Technology Tiles
Module: Cabin-Matching
This module includes 48 Blueprints, which will replace the ones included in the base game. Instead of having half-Cabins in the middle of each Segment, these Blueprints have half-Cabins in one of three places (left, center, or right) on their tops and bottoms. In order to build a Segment into a Ship, it must make a full Cabin with other previously installed Segments.
Segments may be installed above other Segments, below other Segments, or in the middle of two previously installed Segments. As with the base game, the Cockpit and Engine do not form Cabins and therefore do not need to match Segments above or below them.
Example: Valid. The two Cabin halves connect to create a complete Cabin.
Example: Invalid. The two Cabin halves do not line up.
Module: Advanced Technologies
This module comes with upgradeable versions of the Technology tiles from the base game; each Technology now has a Technology track along the top that determines the level of its ability. Each Technology starts with its ability being the same as in the base game but can eventually become better.
At the start of the game, after placing the four Technologies, place a Technology Tracker into the first space of each Technology's track. As in the base game, a Technology can only be used after it is Invented (i.e., has at least one Development below it). Each time the Technology is used, move its tracker one space to the right on its track at the end of the action. This may only occur at most, once per turn.
Whenever the tracker passes a cost icon (the grey circular symbol, rendered here as "cost icon"), this increases the cost of building a Development on that Technology and the amount that you must pay to use that Technology by 1 Money. When the tracker reaches the final space of the Technology track, it permanently improves the Technology's ability.
Note: This additional cost is added AFTER any discounts you may receive from an Agenda Card, Expert Ability, or position on the Reputation Track.
Example: Yellow uses this Technology on their turn, so they advance the Technology Tracker one space. The cost for a player to build a Development here has now increased by 1. The cost for players to pay to use this Development has also increased by 1.
Example: Blue launches and wants to use this Technology to reduce the Fuel cost by 1. Blue does not have a Development below it and must pay Yellow. Blue has 17 Reputation so the base cost to use Developments is 0. Blue must still pay 1 Money per cost icon passed on the Technology to each other player and/or the supply, so Blue pays Yellow 2 Money. Blue now advances the Technology cube to the final space on the track. The next time this Technology is used by any player, they will reduce their Fuel cost by 2.
Module: Location Bonus Tokens
At the start of the game, randomly place a single Location Bonus token on each of the six locations on the Main Board, with the grayed-out side faceup.
During the game, if there are 3 Developments adjacent to a location in a 1-, 2-, or 3-player game, or 4 Developments in a 4-player game, the Location Bonus token flips to its active, full-color side. From now on, whenever you place a Worker onto a location with a flipped Location Bonus token, you immediately (before taking your actions) gain the listed bonus on the token for each of your Developments that is adjacent to that location.
Note: This location bonus requires you to have 2 adjacent Developments in order to gain an Agenda Card as a bonus.
Example: Green builds the Development shown. This location now has 3 Developments adjacent to it, so Green flips the Location Bonus Token. The next time any player places a Worker here, they will gain 1 Ad for each of their adjacent Developments before taking their actions.
Example: Green places their Worker as shown. They only have a single Development adjacent to this location so they do not gain an Agenda Card. If Pink were to place here, they would gain an Agenda Card.
Other Components
These components can be mixed in with the base game components. Most can be used regardless of which modules you are playing with.
Agenda Cards
There are 6 new Agenda Cards that can be added to the deck. Some of these cards pertain to modules that you may not be playing with. If you come across one of these cards during the game, simply remove it from the game, and replace it with a new one.
Upgrade Tokens
There are 2 new Upgrade Tokens for each player. These will replace any two of the lower four tokens in each player's Launch Tower. Feel free to mix and match these however you would like, but just ensure each player plays with the same four tokens. In a solo game, Rachel will always use the base game tokens.
See page 6 of the Company Records book for information on these Upgrade Tokens.
Cockpit and Engine
There is a new Cockpit and a new Engine to be added to the supply. The Cockpit pertains to the Cabin-Matching module. If you are not playing with that module and you come across this Cockpit during the game, simply remove it from the game, and replace it with a new one.
See page 6 of the Company Records book for Cockpit scoring.
Expert Workers
There are 2 new Expert Worker tiles. These can be added to the supply of existing Expert Worker tiles.
See page 6 of the Company Records book for information on these Expert Worker abilities.
Variants
Location Bonus Tokens Variant
When playing with the Location Bonus tokens, you may play with them all flipped to their active side during setup. This allows you to immediately take advantage of all of the bonuses!
Advanced Technologies Variant
Similarly, you may play with the Advanced Technologies variant with all of the Technologies upgraded from the start. They will be a little more expensive but also much more powerful right from the start.
Solo Rules
When playing the Solo mode, you can mix and match any modules in this expansion as usual, following these additional rules:
- Rachel does not need to Cabin-match and will still build Segments based on the Number System as usual.
- If Rachel places a Worker at a location with an active Location Bonus token, she will gain the VP, Reputation, and Agenda Card bonuses just like a normal player. However, she will treat the Resource, Ad, and Money bonuses as a 1 VP bonus instead.
- Whenever Rachel adds a Progress Cube to the Progress Track, she advances the least advanced invented Technology. Ties are broken by the Number System.