Solar Storm: Alternative Rooms Mini Expansion
Solar Storm: Alternative Rooms Mini Expansion Rulebook
Table of Contents
Table of Contents
Alternative Room Cards
If you are playing with the '8 Room cards' mini-expansion, shuffle all 16 cards in Setup step 1. If you place a room card that has the same name as one already present, discard it and deal again. The grid should be made up of 8 differently named rooms but may contain a mix of V1 and V2 rooms. The Energy Core should still be placed in the centre of the grid as the ninth room.
The 16 cards are the 8 rooms, each in a V1 and a V2 version. The V2 room actions are given below; the V1 room actions are the base game rules and are in the Solar Storm rulebook.
V2 Room Actions
V2 are the alternative room cards that are only available in the deluxe version. They are not included in the base game.
Crew Quarters (V2)
You may move any meeple from any room to a room that does not have another meeple in it. This action may be used to move the meeple that has activated this room.
Cargo Hold (V2)
You draw 1 card from the Resource deck or 1 card from the face-up Resources next and add it to your other Resource cards.
Mess Hall (V2)
You (the active player) choose to swap 1 or 2 cards between 2 other players, not including yourself. All players involved must agree with the cards that are being exchanged, so this should be discussed openly and agreed as a team. You cannot give your own cards or receive any cards as part of this action.
V2 of the Mess Hall may only be used in a 3 or 4 player game.
Engine Room (V2)
You may take any card from the Resource card discard pile. Then, place the top card from the Resource deck into the discard pile.
Repair Centre (V2)
You must give a Repair cube to another player from the supply. You cannot give yourself a Repair cube. If there are no Repair cubes available in the supply, then you cannot take this action.*
* You can use your Repair cubes to repair a room you are in as 1 of your actions without the need to discard any cards. Place the cube on the damaged section of a repair tracker. If the room has diverted power and you are using Repair cubes gained from the Repair Centre, you must use all of your Repair cubes to fill the repair tracker before using the Repair cubes from the supply.
Medical Bay (V2)
This room takes 2 actions to activate. You may take up to 3 Action tokens from the supply and give these tokens to other players. You can give these out in any way you choose. However, you cannot keep any of the Action tokens for yourself.
The Bridge (V2)
You may take and look at the top 2 Damage cards from the Damage deck. You must then return 1 or both to either the top or bottom of the Damage deck in any order you choose. Make sure the Hull Breach card is always at the bottom, putting any cards from this action above it.
The Armoury (V2)
You may take a Protection token from the supply and give it to any player, including yourself. If a room is damaged and a player in that room holds a Protection token, they must return the Protection token to the supply to prevent that room from being damaged.
These protection tokens DO NOT need to be returned at the start of that player's next turn and are only returned if the room they are in is damaged as described above.