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== Call a meeting ==
== Call a meeting ==
You can pull your workers back by calling a meeting. First, pull your workers back, then choose an action next to one of your gears.
The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.


== Launch your ship ==
== Launch your ship ==

Revision as of 17:02, 28 September 2025

(This summary help section is in beta and may be incomplete in areas -- feel free to help expand it!)

Goal and Summary

The goal of Galactic Cruise is to get the most points during the game. You can do this from connecting your campus network, building your ship, visiting cruise destinations, and more!

On your turn, you'll usually be taking two actions at a campus building (or one nearby) to help prepare for your galactic cruise. Once you're ready, you can liftoff and visit stops on your cruise schedule for points and resource while you prepare for the next one.

After a certain number of launches and achievements among all players, the game will end with players finishing up, and then most points wins!

Starting the game

Each player will start by picking some blueprints and also put out their gear between two buildings. (If this is your first game, feel free to just pick something!)

Turn Structure

(Start Of Turn Extra) Continue your cruise

If you already launched a ship, you can continue your cruise. (This step usually only happens later in the game.)

Move your ship one day forward on the schedule, and do that day:

Day In Space

For this activity, multiple the number of orange guests on the cruise times the number of orange tags on your cruise ship components, then receive the orange guest bonus that many times. (Guest bonuses are listed top right corner of the campus map.) Repeat for purple and teal guests.

Destination

Instead, if you land on a orange, purple, or teal space, you can first optionally deliver your upgrade token to get one of three upgrades at the destination.

You must pay ads for each guest you want to score -- 1 ad for each that matches the destination color, and 2 ads for each that doesn't. Each one you pay for scores 3 points, plus 1 for each upgrade token at that destination. (Note scoring at each destination is separate from the other days.)

Return to Earth

The last space is return to earth, where guests return to earth (back to the supply), and your pilot and completed ship go back to be used again.

Taking two actions

In addition to continuing your cruise (if applicable), you can take two actions. Pick a worker to send to one of the six buildings. If it already has another player's worker, you can bump it back to that player, giving them a bonus. (You can't bump your own worker though.)

You can take two actions (same or different) as follows

  • An action at your building
  • An action at an adjacent building connected by a gear of yours.
  • An action at an adjacent building connected by at least one opponent's gear, if you pay 0-2 Money to every opponent that has a gear. (Cost depends on reputation)

See actions below for more info on the actions.

Call a meeting

The call a meeting option lets you get access to your workers again, and after you pull them back, you can also choose an action to do next to one of your gears.

Launch your ship

If you have all the requirements, you can launch your ship instead of taking actions or calling a meeting. At the start of the next several turns, you can do the "Continue your cruise" part above. Note this will add a cube to the progress track, which moves everyone closer to the end of game.

(End Of Turn Extra) Check for achievements

On the bottom left of the board, there are three achievements for this game. If you have fulfilled the criteria, you can move a cube to the progress track, which moves everyone closer to the end of game.

Actions

(This is only a partial list at the moment)

Get Resources / Ads

You'll need resources if you want to launch your ship:

  • 1 food for each passenger or pilot on the ship
  • 1 oxygen for each ship segment on the ship
  • 1 fuel for each fuel on the chosen schedule

Keep in mind your resource storage (with the gears) limits how many food/oxygen/fuel you can have at one time, but there is no limit to ads.

Action - Buy resources and ads

May pay 1 money for 2 resources from the supply May pay 1 money for 2 ads from the supply

Action - Get for free from the silo

May take 3 resources (if available) from the company storehouse (called silo)

Action - Replenish one type of good in the silo

Discard an agenda in hand to move tracker to max level for one good, gaining 1 money per step moved. Also gain 1 reputation.

Build a ship

Each two adjacent ship segments can hold one passenger -- for example, a ship with 3 segments can hold 2 passengers. Keep in mind the cockpit/engine don't count as segments.

A ship will need at least one passenger (thus at least two segments) to launch.

Get a new ship

Pick any of the cockpit/engine sets. (Limit 3 ships per player.)

The engine displays the immediate bonus when bought, and the cockpit displays the launch and endgame bonus. Keep in mind, a player will lose 5 points for any ship that wasn't ever launched.

Get Blueprints

Get up to two blueprints from the supply -- the market refreshes after completing this action. Getting blueprints is typically free, but you can pay an extra cost (plus the build cost) to build them immediately to your ship.

Build ship segments

Pay the build cost to build them to your ship. (They're worth points at the end of the game.)

Schedule/advertise a cruise

You must pick the cruise you want to go on as a separate action before launching your ship, but you don't have to advertise it in advance.

Schedule a cruise

Move your Consultant to a cruise you want to use when you launch. Note you can't move this once scheduled and you can only have one cruise scheduled at a time.

You can advertise any cruise for which you can pay the ad cost. You can move up to two guests from the right side, paying their ad cost to under the cruise schedule. Each guest moved this way scores you 1 money per day on the cruise, plus an additional reputation if the guest's color matches a day on the cruise.

End of game

When the progress track is filled up for all three years, finish out the round (equal turns), then all players get an extra turn. Also, each player gets an extra "continue your cruise" action after this extra turn. At this point, additional end of game points are scored (such as scoring ships and leftover items), and most points wins!