Galaxy Trucker: Rough Roads Mini-Expansion
Galaxy Trucker: Rough Roads Mini-Expansion Rulebook
Table of Contents
Table of Contents
Difficulty Level
Before your flight, all players must agree on a difficulty level:
1 – HARD 2 – EXTREME 3 – INSANE
Shuffle the Rough Roads deck and draw that many cards. Each card has a special rule that applies to the flight. If you are playing the Transgalactic Trek, keep cards from earlier flights in a special discard pile to ensure they will not be drawn again. Each flight should be its own unique hell.
Warning! If a card seems especially harsh, that probably means you are interpreting it correctly.
Rough Road Handicaps
The Rough Roads deck can also be used as a handicap to balance out a game between veteran truckers and the less experienced. Choose a handicap level and draw that many cards. The cards apply only to players who need the handicap.
Some cards like Remorseless Fate or Tough Trip do not work very well unless they apply to all players. If you draw one of these, ignore it and draw a different handicap.
Some Notes
The Nasty Surprise icon, a symbol printed on certain cards, indicates which cards play a role during building, which is important for the Nasty Surprise card.
Card Notes
Bad Luck
If a hit bounces off, count it as a hit. If a catapult uses goods, count it as a battery.
If a meteor is destroyed, it's not a hit, but it might be a battery.
Cosmic Psychosis, Metal Fatigue
Roll for coordinates like you do for Sabotage, but only once for all affected players.
Dead Zone
Nothing works in that column. Components there can hold no crew, batteries, or goods. Alien life support systems do not support connected cabins. Engines and cannons do not count toward your strength. Boosters cannot be chained through that column. However, all components still must follow the usual ship-building rules.
Indestructible plating is considered a structural part of the ship (like the connectors), so it will work as usual.
For ships IIA and IIIA, remember that their effects apply only to hits, so ignore them when determining which column has the dead zone. For the Aesthete title, components in the dead zone have their usual type and they can count as mirrored, even though they don't work. For the Contraptionist title, however, it is as though the components in the dead zone were just structural modules.
Defective Connectors
Engine strength can be less than zero. If you declare negative strength in Open Space or Wide-Open Space, your ship does not move, and you are forced to give up once the card is resolved.
Explosive Stuff
Note that this applies only to components which are destroyed (by meteors, cannon fire, sabotage, and other effects that specifically destroy a component), not to components which fall off, and not to components which are given up (to Antitrust Check, for example). On the other hand, the explosion might destroy another component with explosive stuff, which would trigger an explosion that might destroy another component with explosive stuff, and so on.
This 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.
Gravitational Anomaly
This card only applies to Open Space, but if you insist, you can also apply it during Wide-Open Space and rotate your ship 180 degrees … twice.
Infected Goods
For example, if you have 1 alien and land on a planet that offers 3 goods, you load as many of those goods as you want, but then lose 2 humans.
If you lose more humans than you have, you must also lose them from stasis chambers to make up the difference.
Murphy's Law
"One result" does not mean "one roll" in the case of ships IA and IIA. On IA, for example, 5 and 6 should be interpreted as the same result. Similarly, on IIA, a roll of column 4 is the same result as a roll of column 10.
Paranoid Locals
Everyone decides in order. Then roll. Then load goods.
Personalized Cabins
This applies to crew you give up voluntarily as well as crew taken from you as a penalty. And yes, this effect makes stasis chambers useless.
Piercing Projectiles
The second hit usually destroys the second component, too. However, a small meteor will bounce off the second component if it hits a smooth side, and any type of hit can be deflected by indestructible plating.
Remorseless Fate
For example, Sabotage affects everyone except the player with the most crew; roll 3 times, but players hit by one roll ignore the remaining rolls. If everyone is tied, everyone is affected except the player farthest behind. The effect also applies to sabotage, epidemics, and stardust on the Bad Day card.
Space Junk
Components hit by meteors or cannon fire are destroyed and do not become space junk. Components given up to Antitrust Check also do not become space junk. This effect applies only to components which fall off. (Usually this is because the component holding them on to the ship was destroyed.)
While resolving the adventure card, keep components that fall off in a separate pile. At the end of the adventure, in flight order, evaluate each player's pile; for each component, roll 1 large meteor that affects all players behind. Components that fall off while resolving the Space Junk effect also become large meteors for all ships behind.
Even if the adventure card forces you to give up, you cannot give up until the Space Junk effect has been fully resolved.
Union Ship
The crew's labor union will not accept batteries instead of goods.
Welcome to the Lead
To shoot the new leader, you must use a cannon, not a catapult.