Galactic D-6 Rules and Tables
Galactic D-6 Rules and Tables
Galactic
D-6
By R P Chester
An Expansion for
Galactic D-6 is an expansion of the game Deep Space D-6 by Tony Go and Tau Leader
Games. You can play it with either the Print and Play (PnP) components from the
BoardGameGeek website OR the published game itself. The game uses the Halcyon Ship,
players who own the published game can use the other Ships if they wish. This expansion
uses some of the basic ideas from The Long Way Home game, but uses cards to drive the
game. It is both a longer and more difficult game.
Before going through these rules, it is advisable to have the Reference Sheet and Game
Tables from the end of these Rules to hand as the visual aids are all on these sheets to save
printer ink. It takes about 15/20 minutes to learn to play this game; the rules for the Combat
Section are as per Deep Space D-6, either the PnP or published game, with small additions.
Once you have absorbed the rules all you need for play is the Reference Sheet and Game
Tables, plus the components listed below.
I am very grateful to Tony Go for letting me implement this game using some of his ideas
and his excellent Deep Space D-6 game. I’ve tried to keep the game design to Tony’s retro
look and feel, and the number 6 features heavily of course!
1. COMPONENTS REQUIRED
1 x Deep Space D-6 published game or PnP version and your chosen set of Threat
Cards (30 minimum, including a maximum of 7 Internal Threats and 3 Don’t Panic)
1 x Halcyon Ship Display sheet from the PnP or published game or print the
re-formatted one from this game pack
1 x Galaxy Chart (best printed as an A3 sheet although it would be possible to use an
A4 sheet, but the numbers can be quite small)
1 x Set of Counters, and either a token to represent the Ship or use the one on the
counter sheet (or you can you use any tokens or markers you want)
1 x Set of 72 Cards, Beacons (52 Planets and 10 Non-Planet) and 10 UPGRADE cards
1 x Sheet of Game Tables and the Reference Sheet (see below)
2 x six-sided dice, Roll 1D6 = 1 six-sided dice, Roll 2D6 = Roll 2 six-sided dice and add
together the result of each dice – Note, 2D6 is not the same as a single 12-sided dice
2. SET UP
Place the Galaxy Chart beside the Ship Display sheet. Shuffle the 62 Beacon cards together
and lay them face down near the play space. Turn the 10 UPGRADE cards face up so you can
read the text and place them near the play space. Leave room for a Discard Deck (not to be
used again in the game) and a Used Deck (to be shuffled and reused if Beacon cards run
out).
There is a huge range of Threat cards available from the original published game and the
various expansions in the BGG Files. Choose a set of Threat cards to use during Combat, a
minimum of 30 including a maximum of 7 Internal Threats and 3 Don’t Panic cards is
allowed. You can have fewer Internal Threat and Don’t Panic cards if you like, but the Threat
deck must never have more than 7 Internal Threats and 3 Don’t Panic cards, and the deck
must never be less than 30 cards in total.
You can use the Mothership Expansion cards to make the game more difficult if you like but
note only one Mothership will count on the Combat Effects Table. . Remove Ouroboros
cards unless you want a serious challenge. You will draw cards from this Threat deck
randomly (i.e, you cannot choose cards) when a Combat Encounter occurs. You can vary the
mix of easier and more difficult Threat cards, it’s up to you as long as you follow the above
rules for minimum/maximum numbers of Threats.
Add Fuel Units and Scrap to the Ship Display and note the maximum Fuel, Scrap and Cargo
allowed on the Ship. These can be variable if you want to increase/decrease the games
difficulty (see the Game Difficulty Variation Table below). The Standard Game requires 6
initial Fuel Units, 6 initial Scrap Units and zero Cargo to be added to the Ship Display.
Place the Reference Sheet and Game Tables near you for easy access.
Roll 2D6 to select a Start Planet at the bottom of the Galaxy Chart and again to select a
Target Planet at the top of the Galaxy Chart. The dice result is printed in the boxes with the
Start and Target Planet symbols. Alternatively, you can select both Planets to start from and
move towards. Place your Ship token on the selected Start Planet and the Target Planet
Token on the selected Target Planet and you are ready to start.
The objective of the game is to arrive at the Target Planet with the minimum amount of
Cargo required to win the game, travelling across the Galaxy hex by hex (referred to as
Spaces from now on) using Fuel. Along the way you move into new Sectors, activate that
Sectors Beacons and then decide which ones to investigate and in doing so discover if they
will benefit or disrupt the mission. You will collect Scrap which is used to pay for Fuel, and
you will seek Cargo Contracts and UPGRADES for the Ship and Crew. In Empty Spaces you
will roll on the Open Space Encounter Table and discover if there are any Threats to engage
you in Combat. You lose the game if:-
Fuel is what keeps the Ship moving from Space to Space. You pay 1 Fuel Unit to move to
another Space plus 1 additional Fuel Unit to cross a Sector Boundary. Therefore, moving
from one Space to another across a Sector Boundary costs 2 Fuel.
You acquire Fuel Units by purchasing them on Planets or by other means noted on certain
cards, the price of Fuel is stated on the 2nd Section of a Planet Card, you must have the total
amount stated to purchase the Fuel.
If the cost of 1 Fuel Units is 3 Scrap Units, you must have at least 6 Scrap to buy 2 Fuel Units.
You can buy more than is needed, for example if you have 5 Fuel on board, and wish to buy
5 more, yet the cost of Fuel is 4 Scrap for 3 Fuel Units, then pay 8 Scrap for 6 Units and fill
the Ship to its maximum of 10 Fuel Units for the Standard Game and lose 1 Fuel Unit.
Add and subtract Fuel Unit tokens from the Counter sheet to the Ship Display to indicate the
amount of Fuel remaining onboard. The initial Fuel allocation for the Standard Game is 6
Fuel Units. There is an absolute limit on the amount of Fuel Units the Ship can carry, for the
Standard game this is 10 Fuel Units.
5. SCRAP
Due to the size and diversity of populations and types of planets, Scrap is the basic unit of
trade (rather than currency) in the Galaxy as well as a commodity in itself. Paying Scrap is
the principal means of acquiring Fuel on Planets and at other locations.
You gain Scrap Units by winning Combat Encounters and through various other means
throughout the game noted on the game cards. Record the amount of Scrap on board using
the Scrap Clock numerals from the Counter Sheet on the Ship Display. If you have zero Scrap
on board due to paying for Fuel or by other means, it has no effect on the progress of the
game, but will obviously make progressing difficult. The initial Scrap allocation for the
Standard game is 6 Units. There is an absolute limit on the amount of Scrap Units the Ship
can carry, for the Standard game this is 20 Scrap Units.
6. CARGO
Cargo is the most important item you will need to transport across the Galaxy to the Target
Planet. Arriving at the Target Planet with even one less Cargo Unit than required will lose
you the game. You can only apply for a Cargo Contract on a Planet if a Cargo? Banner
appears on any of the three Planet cards drawn but you must land on a Planet, draw and
implement all three Planet cards to attempt to gain a Cargo Contract. You can only apply for
one Cargo Contract per Planet no matter how many Cargo Banners are on the three cards.
You apply for a Cargo Contract by rolling 1D6 on the Cargo Contract Table cross referencing
the Sector letter (A-F) from the centre of that Sectors Black Hole, to see how many Cargo
Units you may take.
If no Cargo Units are awarded then no Cargo Contracts were available on this Planet. Add
and subtract Cargo Units using the tokens from the Counter sheet to the Ship Display. You
must arrive at the Target Planet with a minimum amount of Cargo to win the game, which
for the Standard game is 3 Cargo Units. There is an absolute limit on the amount of Cargo
Units the Ship can carry, for the Standard game this is 5 Cargo Units.
7. GALAXY CHART
The Galaxy Chart is a graphic rather than a literal representation of Galaxy F26-382L.
The Chart is broken up into thirteen Sectors each bounded by dotted lines and/or the edge
of the Chart. Only one Beacon is activated in each potential Beacon Space with the red
numbers. The Spaces with the red numbers are Empty Spaces unless a Beacon is activated
there and is also an Empty Space after the Ship leaves that Space and the Beacon is
removed. See the Reference Sheet below for a full list of illustrations and explanations.
8. SHIP MOVEMENT
The Ship moves from Space to Space expending Fuel as it travels. When you come to a
Sector Boundary you may cross paying the additional 1 Fuel cost. The Ship cannot enter
Black Hole Spaces, nor may it enter Start Planet or Target Planet Spaces other than those
selected as part of game play. Once you leave the Start Planet space you may not return
there this game. As the game progresses, the Ship may be ordered to move additional
Spaces or you may use UPGRADES or other means to move additional Spaces.
In all cases, the Ship movement and final destination Space is up to you, except where it is
specifically stated on a card.
All references to moving forward refers to moving UP the Galaxy Chart, and back refers to
moving DOWN the Chart. Moving forward out of a Space means leaving out of the three
possible directions at the top of a hex, and back means leaving out of the bottom three
possible directions at the bottom of the hex. These directions are noted with a graphic on
most game cards where an order to move is made.
Each Sector has one or two Black Holes. You cannot pass through or enter a Black Hole
Space, to do so would destroy the Ship and Crew. The red number at the centre of the
Black Hole is the number of die rolls made to activate Beacons in that Sector NOT the
number of Beacons activated. The white letter is the section used on the Empty Space
Encounter Table and the Cargo Contract Table.
There is one Super Massive Black Hole which emits the dangerous Wormhole, but in all
other ways it is the same as any other Black Hole. Where there are two Black Holes in one
Sector, the information at the centre is the same on both.
Each Black Hole emits a powerful Gravitational Effect beyond their Event Horizon. This
effect is noted as modifiers (+1 and +2) when rolling on the Empty Space Encounter Table,
add these Black Hole Gravitational Effect Modifiers if the Ship enters these Spaces, but in all
other respects they are Empty Spaces. Threats in Empty Spaces tend to use the masking
effect of the Gravitational Effect to mask their presence as it is hard to detect small remote
objects on the scanners near Black Holes.
These large clouds of nebulous material may be useful sources of Fuel. If you are in a Space
with a Gas Cloud you may attempt to make Fuel by converting material using the Gas Cloud
Fuel Conversion Table.
As the precise composition of Gas Clouds is unknown until approached, you need to
ascertain its ability to provide Fuel. Roll 1D6 to decide the quality of the Gas Cloud, 1=Type
1, 2=Type 2 etc. The higher the Gas Cloud designation, the higher the likelihood of it making
Fuel. Roll 1D6 and cross reference its Type Number with the die roll to ascertain the amount
of Gas Converted to Fuel Units. Once a Gas Cloud is used for Fuel Conversion it is exhausted
and cannot be used again this game.
11. WORMHOLE
The Wormhole is emitted from the Super-Massive Black Hole, when you cross the
Wormhole line in any direction, pay the Fuel cost as normal for moving from Space to Space
and/or across a Sector Boundary, then you must Roll 2D6 and move to the final ‘W’
destination Space (the W in the small box) using the dice result. Ignore results of 1-3 and 10-
12, move as normal.
There are thirteen separate Sectors on the Galaxy Chart each bounded by a Sector Boundary
(the dotted line) and the edge of the Galaxy Chart, please refer to the next Chart for
additional information. It costs one additional Fuel Unit to cross the Sector Boundary. You
must Roll 2D12 every time you enter a new Sector including immediately after selecting
your Start Planet, to activate new Beacons.
The red number at the centre of the Black Hole(s) in that Sector indicates the number of
dice rolls NOT the number of Beacons activated. Add Beacon tokens from the Counter
sheet to the Spaces rolled with red result numbers. If a roll result indicates a Space with a
Beacon already activated, that roll still counts against the total rolls for that Sector.
A Beacon can be activated in a Space with the Ship if it is the first Space the Ship landed in
after crossing a Sector Boundary.
If you ever enter a Sector for a second time during the game, and the Beacon activation dice
roll indicates another Beacon at the same location which you previously visited, remember
that each Space is vast and your scanners have simply locked onto another target.
Therefore, the Beacon/Planet/Non-Planet will be different the second time.
When you move into a Space with a Beacon token you must draw a Beacon Card. The only
way to avoid this is to stay out of Spaces with Beacons. Beacon Cards are either Planets with
a seven digit alpha numeric ID Number (white band/black text) or Non-Planets with a
description of an object (black band/white text).
Note, all references on cards to minus (-1, -2 etc.) means decreasing something, -2 Fuel
means reducing the Ships Fuel by 2 units. All reference to plus (+1, +2 etc.) means increasing
something, +5 Scrap means adding 5 Scrap to the Scrap Clock.
14. PLANETS
Planets are Beacons that have a seven digit alpha-numeric ID Number (white band/black
text). You may Abort landing on a Planet paying the Fuel cost noted in Fuel Units, but you
must land on a Planet that states No Abort.
If you can and you choose to Abort the landing remove the Beacon token from the Galaxy
Chart and place the Beacon card on the Discard Deck. If you return to this Space without
leaving the Sector it is now an Empty Space.
If you decide to land on a Planet, pay the landing Fuel cost if any noted on the 1st Section on
Card 1, then note the Planet Status will be either Hostile, Neutral or Friend.
Hostile Planets, usually have a negative action or outcome for the Ship/Crew, although
there are some Hostile Planets that have positive results.
Neutral Planets, can have a negative or positive action or outcome for the Ship/Crew
Friendly Planets, usually have a positive action or outcome for the Ship/Crew, although
there are some Friendly Planets that have negative results.
Draw Card 2 and check the 2nd Section of the that card to see what Fuel if any is available.
Pay the Scrap cost for Fuel if required or take any free Fuel noting the Ships limit on Fuel.
The term Max 2, 3, 4 etc. on the Fuel availability section refers to the maximum Fuel Units
available NOT the maximum Scrap you can spend.
Finally draw Card 3 and cross reference the Planet Status (Hostile, Neutral or Friendly) from
Card 1 to the 3rd Section on Card 3 and implement the result.
You must implement the card actions/instructions in strict order, Card 1 -1st Section, Card 2-
2nd Section, Card 3- 3rd Section and then Card 3 Random Event. You only refer back to Card 1
to check the Planet Status and Take Off Fuel cost. Cargo Contracts and UPGRADES are also
carried out in the order they appear on the Cards. If there is a Cargo Banner on Card 2, seek
the Cargo Contract before moving on to Card 3.
Note, all Planets that you land on automatically repair all the Ships Shields and Hull
damage restoring them to full capacity. This does not apply to Non-Planets. Otherwise
Shields and Hull damage is repaired during Combat.
If there is a Cargo? Or UPGRADE Banner on ANY of the three Planet cards drawn, you may
apply for a Cargo Contract on the Cargo Contract Table and/or take an UPGRADE Card,
however you must draw all three Planet cards and implement them including Random
Events to seek a Cargo Contract or Upgrade. If there is more than one Cargo Banner on the
three Planet cards you may only apply for one Cargo Contract. If there is more than one
UPGRADE Banner you may only take one UPGRADE card. You may only keep three
UPGRADE cards at any time unless stated elsewhere.
Take Off from the Planet paying the Fuel indicated if any on Card 1, and remove the Beacon
token from the Chart. You will still be in the same Space as the Beacon was after Take Off.
Put Card 1 drawn on the Discard Deck as it is not to be used again during the game. The
other two cards go on the used card Deck to be shuffled with all the cards in the used card
Deck and reused should the deck of Beacon cards become exhausted during the game.
Crew that are assigned roles to Scanners/Infirmary etc. by Planet cards but do not
participate in a Combat Encounter are automatically Returned to active service at the next
Beacon. Crew that are assigned roles to Scanners/Infirmary etc. during Combat and are still
assigned at the end of a Combat Encounter are automatically Returned to active service at
the next Beacon. This happens even if no landing takes place.
15. NON-PLANETS
Non-Planets are Beacons that have a description of an object (black band/white text), use
this card on its own for this Beacon. You may Abort landing on a Non-Planet paying the Fuel
cost noted in Fuel Units, but you must land on a Non-Planet that states No Abort.
The procedures for using Non-Planet cards are printed on each, after implementation Take-
Off paying the Fuel cost if any, and remove the Beacon token from the Chart.
Non-Planet cards drawn first after stopping at a Beacon are put it on the Discard Deck even
if the landing was Aborted, not to be used again during the game.
If you draw a Non-Planet Card at any other time other than as the first card when stopped
at a Beacon, put it in the used card Deck.
All other Spaces are NOT Empty Spaces, and never use the Empty Space Encounter Table.
You may only use your selected Start Planet Space once, after you have left that Space you
many never return. You may only enter the selected Target Planet Space, you cannot enter
other Target Planet Spaces.
When the Ship moves into an Empty Space note the white letter on the centre of that
Sectors Black Hole(s) and Roll 1D6 on the Empty Space Encounter Table, cross referencing
the die result with the white letter. Remember to add any modifiers from the Black Hole
Gravitational Effect to the die roll.
The result will either be no Encounter/no Combat or a Combat Encounter. If the result is
Combat, the first number in the result box on the Table is the number of initial Threat cards
drawn randomly from your set of chosen Threat cards, and the second number is the
additional number of Threats drawn randomly for this Combat Encounter. Also contained in
the result box is the Scrap value for the Combat, if you survive the battle add the Scrap
value to the Scrap Clock on the Ship Display.
You can avoid a Combat Encounter in Black Holes Sectors D, E and F by paying the amount
noted in Cargo units if you have them, in the black boxes on the Empty Space
EncounterTable. If you avoid Combat using this method, nothing happens in that Empty
Space. No such mechanism for avoiding Combat exits for Black Hole Sectors A, B and C.
Each Combat Encounter contains an unknown series of Rounds, note that actions on several
cards may dictate Crew activities and other modifications during the first few Rounds of
Combat, plus you may chose to use any retained UPGRADE cards during the Combat.
During and at the end of Combat note the loss or gain to the Ships manifest of Fuel, Scrap
or Cargo detailed on the Combat Effects Table. There is a lower limit to the amount of Fuel
you can lose in a Combat Encounter, this limit is 4 Fuel Units remaining. This is the Combat
Reserve Fuel Limit. This lower Fuel limit refers to Combat Encounters only; losses to Fuel by
other means can reduce the Ships Fuel tanks to zero. Combat is the only way that damage
to Shields and the Hull causes effects to Fuel, Scrap and Cargo. Damage to Shields and the
Hull other than Combat have no other effect.
If you survive the Combat, shuffle all the Threat cards used in the Combat into the set of
available Threat cards you selected at set up, ready for the next Combat Encounter.
UPGRADE Cards are drawn if any three Planet cards have an UPGRADE Banner. You may
draw any UPGRADE you like, but you may only hold three UPGRADE cards at any one time. If
you have three UPGRADE cards already and draw a Planet card with an UPGRADE Banner on
one of its three cards, either don’t take another UPGRADE card, or take another UPGRADE
card and put one of the three in hand either back in the UPGRADE or discard pile as stated
on the card you are relinquishing. If it goes in the discard pile it is gone from the game, you
had a chance to use it and didn’t.
The used card Deck should contain all Beacon cards that were drawn 2nd and 3rd for Planets,
plus some of the Non-Planet cards that indicate they should be put on to the used card Deck
after use. If the deck of available Beacon cards ever becomes exhausted, shuffle the used
card Deck and reuse.
The discarded Deck should include all the Beacon cards (Planet and Non-Planet) that were
drawn 1st when the Ship stopped at a Beacon even if landings were Aborted, plus Non-
Planet and UPGRADE cards that indicate they should be discarded after use. None of these
cards should appear in the game again as they have been implemented.
20. GAME DIFFICULTY VARIATION TABLE
You may wish to make the game more or less challenging, here are some ideas to get you
started:-
You can vary the above by mixing any of the categories giving many different variations. By
implementing ALL the Harder options above the game will be very difficult to win. Try some
ideas of you own or try playing the game with a friend and starting two Ships, one each to
see how far each can get!
Galactic D-6: Game Tables
Empty Space Encounter Table 1D6 Roll Gas Cloud Fuel Conversion Table 1D6 x 2
Sector Roll Result Scrap T1 T2 T3 T4 T5 T6
1-4 Empty Space - 1 0 1 1 1 2 2
A 5 Combat 2, +5 +4 2 1 1 1 2 2 2
6 Combat 2, +7 +3 3 1 1 2 2 2 3
1-3 Empty Space - 4 1 2 2 2 3 3
B 4 Combat 2, +4 +6 5 2 2 2 3 3 4
5 Combat 2, +5 +4 6 2 2 3 3 4 4
6 Combat 2, +6 +5 You may attempt to make fuel by going through a Gas
1-4 Empty Space - Cloud, Roll 1D6 to select Gas Cloud Type then Roll 1D6
C 5 Combat 2, +5 +6 to ascertain the number of Fuel Units taken
6 Combat 2, +6 +5
1-3 Empty Space - Roll Cargo Contract Table 1D6
D 4 Combat 2, +7 +6 Sector Letter (Black Hole Centre)
-1 Cargo 5 Combat 3, +8 +5 A B C D E F
6 Combat 4, +9 +7 1 0 0 0 1 1 1
1-3 Empty Space -
E 4 Combat 2, +8 +5
2
3
0
0
0
1
1
1
1
1
1
1
1
2
-1 Cargo 5 Combat 3, +9 +6 4 1 1 1 1 2 2
6 Combat 4, +10 +5 5 1 1 2 2 2 2
1-3 Empty Space -
F 4 Combat 3, +9 +6
6 1 2 2 2 2
You must have a Cargo? Banner on at least one Planet
3
5 Combat 3, +10 +5 card to receive a Cargo Contract using the Sector letter,
-2 Cargo
6 Combat 4, +12 +6 the result is the number of Cargo Units taken onboard
The first number after Combat is the initial
Empty Spaces
Threats cards drawn and the red number is the
amount of additional Threat cards used. The An Empty Space is vast and contains
number in the Scrap box is the Combat Value of unknown danger and Threats
the encounter, if you survive add this to the Scrap
Clock. To avoid Combat pay the Cargo cost noted 7-8
in the black boxes (not possible in A,B or C) As long as no Beacons are activated
+2
Fuel, it costs 1 Fuel Unit to enter a With Black Hole Gravitational Modifier
new Space and 1 additional Fuel +1
Unit to cross a Sector Boundary W5
With final destination for Wormhole travel
Shields and Hull, are only repaired during Combat OR they are all fully
restored if you land on a Planet (not a Non-Planet)
Galactic D-6: Reference Sheet
The Galaxy Chart
Black Hole, you cannot pass through or Sector Boundary, costs one fuel Units to cross.
4/F enter this Space. The red number is the You must Roll 2D12 every time you enter a new
number of die rolls made to activate Sector to activate new Beacons. The red number
4/F Beacons, the white letter is the section used at the centre of the Black Hole(s) in that Sector
on the Empty Space Encounter Table indicates the number of dice rolls NOT the
number of Beacons. If a roll indicates a Space
+2 Black Hole Gravitational Effect modifier to
with a Beacon already activated, that roll still
be applied to the roll on the Empty Space
+1 Encounter Table counts against the total rolls for that Sector
Wormhole, from the Super-Massive Black Hole, when you cross this line up or down you must Roll
2D6 and move to the final ‘W’ destination Space using the result. Ignore results of 1-3 and 10-12
The Beacon Cards
Beacon Cards:- When you stop on a Beacon draw a Beacon Card. If it has an ID UPGRADE
Number (white band/black text) it is a Planet, read the 1st Section and decide to
Abort or Land paying Fuel cost. If landing, draw Card 2 and use the 2 nd Section for Bio-Manipulator
Fuel Availability, paying for or getting free Fuel Units. Draw Card 3 and implement
Fuel
the 3rd Section matching the Action to the Planet Status on Card 1, then carry out 0
the Random Event if there is one. If there is a Cargo? or UPGRADE Banner on
ANY of the three cards drawn, you may apply for a Cargo Contract on the Cargo Use this card to return
Contract Table and/or take an UPGRADE Card, however you must draw all three one Crew member from the
Infirmary during Combat
Planet cards to seek a Cargo Contract or UPGRADE . You may only keep three
UPGRADE cards at any time unless stated elsewhere.
Once used place back in
UPGRADE Deck, it may be
If you draw a Non-Planet Card (black band/white text) after landing on a Beacon, drawn any number of
use this card on its own for this Beacon. If you draw a Non-Planet Card at any times during the game
other time, put it in the used card deck. Discard the 1st card drawn (Planet or
Non-Planet) even if Landing Aborted, place the other two in the Used Deck.