Cretaceous Skies Board Game Expansion Review
- Jim Gamer
- 2 hours ago
- 6 min read
WBG Score: 9.5
Player Count 1-4
You’ll like this if you like: Euros with a theme, it can be done!
Published by: Spielcraft Games
Designed by: Ann Journey
This is a free review copy of the game. See our review policy here
Cretaceous Rails is one of my games of the year. I simply adore it. You can read my full review here. The game was released with an expansion which I have only just got to try, Cretaceous Skies. It is wonderful! And you can read my full review here in this post. There is a new expansion coming out soon along with a reprint of the game along with this expansion if you want to get a copy or you can try your luck at retail here. The game is also being made along with a new smaller, meeple-only version in a smaller box. This seems a shame, but I suppose it offers the game at a cheaper price point, in a smaller box which is good. But the dino minis are so cool! But I suppose it's nice to have a choice. This all goes live in October 2025. You can check the link here. Anyway, let's take a look at this first expansion and see what it adds and how it plays.

How To Set Up Cretaceous Skies
This expansion comes with four separate modules. You can add just one, all five, or any combination. Whatever works for you. I like to include them all! They are all pretty simple, don't add much time to set up or to teach, and all make the game a little bit better. Let's go through them all one-by-one.
Variable Start Expansion:
During setup, don't give any player any starting trains, dinos, tourists, or jungle pieces. Instead, deal out two variable start cards per player, plus two extra, and then each player draws a pair of cards and takes the shown starting resources. Then, when you select your home hex on the main board, place a number of rails shown on your starting cards plus one. So, still one rail, even if you have no starting trains.

End Game Scoring Tiles
There are five in total. Randomly select two and place them face up next to the main board. Then, at the end of the game, you will score these end-game bonuses as well as the usual scoring.

5th Executive Expansion
There is now an opportunity to get a fifth executive. During set up, place the four new Executive cards next to the resort card board along with the 5th Executive of any player in the games colour. Then, during the game, at any pint, any player can draw one of these cards as they would any Resort card, then build it, gaining their fifth Executive. Each player can only do this once. They then have a fifth turn each round, from the moment they do this.

Cretaceous Skies Expansion
This is the main part of the expansion and the only part that needs a How to Play. The above is enough for the other three. Here, add in the new Pteranodon minis onto each space on the main board with a flower symbol. Three on each tile, and two on the starting board. Then give each player their 16 new Aviary tiles which will be arranged at random in a four-by-four grid next to their player mat. This is your Aviary. You are now ready to play.

How To Play Cretaceous Skies
At any time, you can opt to forgo a main action selected from the action tiles and instead take any Pteranodon from the main board, provided it is adjacent to one of your rails, and place it in your Aviary. Initially, this must be one of the central four tiles. Afterward, it must be orthogonally adjacent to another tile with a Pteranodon. As soon as you do this, you will gain access to the power of the tile you placed the Pteranodon on for the rest of the game. The tiles gives you the ability to hold more than one good on your train cars, to lay extra rails when you take a Safari action with various coloured tourists, take various extra actions when you capture various dinos, reduce the ratings on your resort cards, or improve your end game scoring options.
Is It Fun? Cretaceous Skies Board Game Expansion Review
This mechanism of sacrificing an action and capturing Pteranodons to build your engine and make subsequent turns more powerful or gain additional end game points, adds an exciting layer of choice. Instead of simply following the core actions, players can unlock permanent powers that change how the rest of their game unfolds. The sense of progression feels strong, as each new Pteranodon captured not only rewards you with a lasting bonus but also expands the possibilities for future turns. It keeps the game feeling fresh, offering different strategies depending on which powers you choose to unlock and when. And at the end of the game, it is a great way to make your final tally jump up if you pick the right Aviary tile matches with your in game strategy.

The variable start tiles are a simple but nice addition. They add a layer of strategy to the start of the game, where you can base what you want to do on the options available with the starting resources, and then plan your first few turns accordingly. It feels like you are in more control from the off with this.
The end game scoring does a similar thing, giving you additional focus on what you want to achieve. If the longest rail track is out, that's a simple thing to aim for early on, with a big swing of points on offer. It's extra points, extra focus. A nice little add-on. I see no reason why people would not include both the variable start tiles and end game scoring in every game.
The fifth Executive is a nice addition for me too. I will always use it. But it does slow the game down a little. The earlier you get it, the more turns you will have in the game. There are only four rounds in the game, and an extra turn each round after getting this is not too much. But what I found is most people aim to get their fifth Executive ASAP, and generally have it from round two onwards. That's an extra nine turns in a three-player game. Maybe ten more minutes? I can see the issue here for some. But I love it. I always want to do more in this game. Now I can! Especially with the Pteranodons needing a sacrificed action to activate. Here is a way to get those actions back.

On the flip side, the Aviary system may not work for everyone. The adjacency requirement and tile placement rules mean your options can sometimes feel restricted, especially if the path of tiles does not match your preferred strategy. Players who dislike being forced into certain choices may find the mechanic frustrating rather than rewarding. It can also feel like the game is punishing you if your tiles are not well positioned early on, leaving you unable to access the powers you want.
For fans of the base game though, this expansion will be a lot of fun. Fans of the engine-building part of Cretaceous Rails will enjoy seeing their abilities grow even more over time, while players who like the spatial and tactical puzzle in the game will appreciate the challenge of positioning rails and capturing the Pteranodons to get the most useful Aviary tiles to them. Those who prefer a more straightforward or relaxed style of play may struggle with the restrictions, but gamers who enjoy layered strategy and clever planning will find this more advanced system highly rewarding. I for one will include all four of these module sin every game moving forward, even with new players. They do not over complicate the game, add extra strategy, and make the choices even more fun. This expansion made a great game even greater. I cannot wait to try the next expansion.
Pros
New permanent powers create a satisfying sense of engine building and progression
Strategic depth increased and early game choices seem more forgiving
Great for players who enjoy long-term planning and engine building
Cons
Does add a little more complexity, but not much.
Your Aviary tile placement does affect your choices a lot
This is a near-perfect expansion. Four tight little modules. All easily incorporated into the original game with minimal added rules, added time to the game, or added complexity; but a lot more strategy and fun. A must-have for fans of the base game.