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Engine Repairs: A Jump Drive - Terminal Velocity Expansion Review

W Updated March 31, 2026
 
4.0
 
0.0 (0)
726 1
Engine Repairs: A Jump Drive - Terminal Velocity Expansion Review
There Will Be Games

We all know that our phones are listening to us...but are they reading my reviews? I recently wrote a review for Jump Drive and I had a few issues with the game stuttering with less than optimal starting hands. Low and behold, I broke out the Terminal Velocity expansion for Jump Drive and it almost went point to point addressing the issues I brought up in my review. It's like the expansion was built around fixing my concerns....except the review was written in 2026 and the expansion was released in 2023. Hmmm, maybe Jump Drive was using the titular Terminal Velocity engine to pull some time travel shenanigans.

I don't know if saying “I wouldn't want to play Jump Drive without the Terminal Velocity expansion” is the biggest compliment to the franchise but, after adding it to the base game, it is accurate. The beginning game boost comes via starting planets. A mix of Military and Civilian planets, one of each type is dealt to players before the game begins and they select one as their Home World and benefit from the boost(s) on the card. One of my complaints about the “First Game” starting cards in Jump Drive is that I didn't like that it pushed players in a specific direction with the type of cards a set contained. Starting Planets let you choose your own destiny since you can pick the direction that you hope your soon-to-be galactic empire is headed. The starting planets are a moderately light touch, which is a bit unexpected. However, I have yet to have a game crash and burn up on re-entry due to a bad mix of starting cards, so I think it's exactly what was needed without over correcting.

Combat Starting Planets

Also included in Terminal Velocity is a new set of “First Game” cards and everything you need to add a 5th player. Since the game is both a.) super quick and b.) simultaneous action selection, this would have Spock saying “Logical. Flawlessly Logical.” There are also some new cards that you can seamlessly add into the game because more stuff is better stuff...even if one of those cards is another copy of those pesky Galactic Influencers. Expanding in the other direction (Space is weird like that) is the five Challenges that allow you to play solo in what comes down to a score attack mode. That solo mode is fine but really not my thing, I prefer the challenge of another going against other actual players.

full game

There are also additional goals you can throw into your game that will earn you little boosts that you can spend later. They look like they could simply be “The Rich Get Richer” type of rewards but they usually play out to the opposite. If you are building a slow burn combo, you can pivot (or plunge ahead, if things line up correctly) to grab a goal reward that lets you close the gap on a high cost money producing planet or an expensive civilization card that drops tons on Victory Points. Adding goals also changes the Victory Condition from 50 points to 60 points, which you will hardly notice with as quick as the game/rounds play.

Goals

Terminal Velocity lets you add in any or all of the expansion additions with no restrictions. If you prefer to play without Starting Planets and just want to add a 5th player, you can do that. And if you are teaching new players and want to not play with the goal cards, it's as simple as just leaving them in the box. And if you decide you don't like the new cards that are added, they are all marked with an expansion icon which makes pulling them out super simple. If you are like me, you'll be happy to know that everything from the expansion will fit into the base game box if you remove the superficial insert.

 

A review copy of this release was provided by the publisher. Therewillbe.games would like to thank them for their support.

If you enjoyed this review, please consider tipping via My KOFI. All proceeds go to buying more games for review!

 

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Engine Repairs: A Jump Drive - Terminal Velocity Expansion Review
Engine Repairs: A Jump Drive - Terminal Velocity Expansion Review
Engine Repairs: A Jump Drive - Terminal Velocity Expansion Review
Engine Repairs: A Jump Drive - Terminal Velocity Expansion Review

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4.0
Jump Drive - Terminal Velocity Expansion
I don't know if saying “I wouldn't want to play Jump Drive without the Terminal Velocity expansion” is the biggest compliment to the franchise but, after adding it to the base game, it is accurate. The beginning game boost comes via starting planets. A mix of Military and Civilian planets, one of each type is dealt to players before the game begins and they select one as their Home World and benefit from the boost(s) on the card. One of my complaints about the “First Game” starting cards in Jump Drive is that I didn't like that it pushed players in a specific direction with the type of cards a set contained. Starting Planets let you choose your own destiny since you can pick the direction that you hope your soon-to-be galactic empire is headed. The starting planets are a moderately light touch, which is a bit unexpected. However, I have yet to have a game crash and burn up on re-entry due to a bad mix of starting cards, so I think it's exactly what was needed without over correcting.

Wade Monnig  (He/Him)
Staff Board Game Reviewer

In west Saint Louis born and raised
Playing video games is where I spent most of my days
Strafing, Dashing, Adventuring and Looting
Writing reviews between all the Shooting
When a couple of guys reminded me what was so good
About playing games with cardboard and Wood,
Collecting Victory Points and those Miniatures with Flair
It’s not as easy as you think to rhyme with Bel Air.

Wade is the former editor in chief for Silicon Magazine and former senior editor for Gamearefun.com. He currently enjoys his games in the non-video variety, where the odds of a 14 year old questioning the legitimacy of your bloodline is drastically reduced.

“I’ll stop playing as Black when they invent a darker color.”

Articles by Wade

Wade Monnig
Staff Board Game Reviewer

Articles by Wade

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Jackwraith's Avatar
Jackwraith replied the topic: #344987 03 Apr 2026 15:55
Cool. I wonder sometimes just how much simultaneous work was done on "expansions" that "fix" clear issues with the base game. I remember when FFG reprinted Warrior Knights and within a year had released Crown and Glory, which solved some of the most obvious problems that even their updating of the GW release hadn't, such that most (including me) recommended that no one should play without it. I say "fix" because one person's issues are another person's features so, again, it's of some interest to think about whether they had ideas in mind to resolve what were going to be problems but said resolutions needed more time in the oven or they were instead simply alternate ways to play.
WadeMonnig's Avatar
WadeMonnig replied the topic: #344989 03 Apr 2026 16:47
As I stated in the review, it's fixes things
That should have been obvious IMHO.
AND it's only cards that are added... and it
All fits in the base game box.
Not a fan that they released the base without these fixes but glad they exist.