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Tips & Strategies (14)
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Warning: This strategy can be frustrating and should not be used against players that may take it too personally or are being introduced to the game.
Ship building could be quantified on a scale from 1 to 10. 10 being a perfectly equipped vessel with multiple connections and no exposed parts. 1 would be a five piece lump with two crew and no engines praying it won’t hit open space.
If you (and your play group) tend to take it slow and aim for a ship in the 8+ range, try speeding it up and throwing caution to the wind sometimes. Under cut your personal building time with a goal of completing a ship in the 5-7 range. Aim for “just good enough” to survive. This should catch your opponents off guard and give you a decent advantage since you knew it was coming. The flight will be much more “interesting” also. You may suffer a decent amount, but they will likely take the worst of it.
Even if you lose, I do guarantee that the game will be more fun!
It has happened to all of us at some point. We know we only have so much time to complete a task, so we rush to come in under the deadline. Then we found we made mistakes.
In this game, when you do your spot check and found you have made mistakes, parts of your ship start falling off. There is nothing quite like creating a dreadnought bristling with lasers only to see all but one of them fall off the ship on takeoff.
Taking it slow might result in a few less tiles on the ship, but at least they will all be there once the round starts!
In our game, it was helpful to allow the first-time players an extra minute to begin building each ship. This was tacked on at the beginning, then the experienced players joined in the build process and everyone was on the same timer to finish the build phase.
Just like Grandpa tied down the cooler on the top of the old station wagon, make sure that the components of your ship are all tightly secured to one another, especially on the fringes of the ship body. I have seen numerous instances where one stray meteor tags a single tile, obliterates it, and because that was the only tie in to the ship, entire chunks float off in to space. And while we may mourn the loss of our now absent crew, we mustn’t forget the most important result of that poor design – it cuts in to the profits.
If your ship doesn’t have too many cannons, you may want to hang right behind another ship that does. That ship will likely destroy most of the hostile purple cards before they reach you. Wait until the encounter deck is down to just a few cards remaining to try to take the lead from that player. Even if you do not, second place is much better than being raided for goods or crew.
During the frenzy of ship building, don’t forget to look at the three cards that will be added to the space flight deck. Yes, this definitely sucks up precious tile-grabbing time, but knowing what lies ahead can help you focus on the appropriate components. This is what separates the Galaxy Trucker from a mere intersteller pizza boy.
This game can be fast paced and the job of building a well functioning ship can sometimes cause tunnel vision. Here are a couple of things to remember during ship building.
1. Make sure to check out what cards are coming up as quick as possible. Both my girlfriend and I quickly look for a great first piece to play and then immediately go to the cards. If you forget to find out what’s coming you’re very likely to have a rough trip. Even with the timer ticking this step is vital.
2. Set components aside for later. Mostly this is something I myself forget to do, mostly because I play with only one other person and we aren’t that cutthroat. However with a larger amount of players, and ones that take things more serious, the option to save valuable ship pieces for their optimal use will make your ship great in the end.
In the build phase of your ship gather your pieces as normal but do so slightly slower then your opponents. Watch the tiles in the middle and try to cull from there the already flipped pieces this will allow you to visualize your ship better and make less mistakes in building.
Also, an often overlooked rule is even if you finish first it does not mean you need to take the first place marker. If you think it’s advantageous to let someone else start in that spot take the second spot.
When teaching this game, don’t succumb to the new players’ desire to build their ships untimed after the first flight. The whole point of this game is to watch ships collapse mid-flight. To that end, as an experienced player, do consider the Variant section’s ship-swap rule: when the person who owns the game wins without breaking a sweat while the new players’ ships fall apart at the runway, it’s hard to convince them to play again.
I frequently don’t have the chance to play games with others, and so I often come up with rules to play by myself. I wanted to share those rules for Galaxy Trucker with you.
The first thing you will do is take out all of the Combat Zone adventure cards. As the only player, you won’t be using them.
Other than that, gameplay is normal, with a few exceptions:
1) When in the Building Phase, you will use the timer as normal. Once all the time is up (aka after you’ve flipped the timer twice for the first round, or three times for the second round) you will flip the timer again and continue flipping it until you finish your ship. For each timer flip that is beyond the time limit for the round, you will move your ship back 1 flight day from the red starting space (I find it is easiest to place my ship token on the track and move it back each time I flip the timer, rather than trying to count and remember after I’ve finished building).
2) At the end of the flight You get the reward for finishing first, Minus 1 Credit for every flight day you are behind the red starting space. If you happen to be ahead of the red starting space, you get 1 extra credit for every 2 flight days you are ahead (rounded down). If your bonus ends up being negative, you lose money that you earned from previous rounds.
3) You only get the best looking ship award if you finish with no exposed connectors.
Do not forget that cannons to the side also will take out meteors in the two neighbouring rows. Cannons to the side are therefore a lot better than that 1/2 point of strength.
When playing with some of my younger family members, we often play without using the timer. It takes the pressure off of them, so they can focus on building the ships. While it is fun for the ships to completely fall apart–I often find that my younger family members become disinterested (very quickly). Often the older family members will race for spots, and then help the younger ones complete construction. While our ships are falling apart, often the younger ones end up with the best score. In a lot of ways it helps to level the playing field. Its all about the experience and fostering a positive gaming environment!!
I play this with my 6yo. She loves building the ship’s, the aliens, and watching my ship be destroyed.
We modified the rules for her in the following ways: she can build items in front of engines an lasers and if she makes a mistake with a connection we only remove the pieces if it effects one or two tiles.
Update: as my 6yo is now 7 years old we have been reintroducing the normal rules for her. She now builds ships with spaces in front of lasers and behind engines, and we have been increased the number of tiles that we remove from a bad connection during construction. The big thing is to adapt the game to each child’s level so they can have fun playing a game with you.
Due to the nature of their connections, it’s common (and easy) to lump your cabins near one another. I’d advise against this if possible. At least one of the cards (it’s been a while since I’ve played, but I think it’s called Contagion) can decimate your crew in adjacent cabins. Without crew, you can’t collect salvage, and if you lose too many, you’re nothing more than floating space junk.