0% found this document useful (0 votes)
90 views24 pages

Galaxy Trucker Rules en

Uploaded by

Max Van de Loo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
90 views24 pages

Galaxy Trucker Rules en

Uploaded by

Max Van de Loo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

TRUCKER’S GUIDE TO THE GALAXY

Don’t Panic! Or, you know what, go ahead. Panic. Either way, we’d like you to
know that you can learn to play just by reading the first half of this rulebook.
In fact, we’ve designed it so you can learn to play while you are reading.
By the time you finish page 5, you’ll be able to set up the game. And when
you finish page 8, you’ll build your first space ship. Then we’ll explain how
to fly through space, and you can begin your first galactic adventure! As
you play, consult pages 12 and 13 when you run into an adventure card,
and you’ll be done with your first flight by the time you reach page 15.
So really, there’s nothing to panic about until you reach your
first meteor swarm, and by then it will be too late.
BITS AND PIECES
FOR YOUR FIRST FLIGHT

rockets
These represent your
8 level I adventure
flight board marked space ship in flight,
ship boards cards marked
L is for Learning, not Llama. even though they could
Here is where you’ll build Again, not designed for
This game has no boards never be as beautiful.
a beautiful space ship. llamas. You should find
designed specifically these all together at
for llamas. the top of the deck.

starting cabins astronaut figures


Because every ship has dice Their space suits
to start somewhere. You and the Universe are guaranteed to
take turns rolling goods blocks
probably be air-tight.
to damage each Although these look
other, but it is never like simple cubes, they
your turn to roll. are actually abstract
representations of valuable
component tiles goods. Or maybe they are
For more information, see literal representations, and
cosmic credits
the facing page. For useful the future of interstellar
We wanted to call them
information, see pages 6 and 7. trade is giant cubes of
battery tokens star bucks, but that
brightly colored gelatin.
Corp Inc believes was taken.
in green energy.

FOR PROFESSIONAL TRUCKERS


Equipment that you can leave in the box while you are learning the game.

trucker title tiles


Shiny new ways to make
a name for yourself.
(And the other side
is even shinier.)
flight boards
other sides of ship boards Fly around the Galaxy!
timer
Each board has a level I ship Explore space! (But be sure
Gravity causes the sand
on one side, a level II ship on to stay on the little triangles.)
to fall from the top space
one side, and a level III ship to the bottom space. And
on one side. Yes, somehow, according to the General
your board has three sides. Theory of Relativity, alien figures
Welcome to the future! when you mix gravity and Aliens won’t join you
space, you get time. during your learning
3 decks of adventure cards flight because they are
With three levels of profit! (And wary of student drivers.
three levels of ship-smashing.)
2
HELPFUL* COMPONENT OVERVIEW
As a galaxy trucker, you’ll be working for Corporation Incorporated, a transgalactic construction firm that
builds sanitation systems and affordable housing on the edge of human civilization. Here’s a quick overview
of what you’ll be hauling to the Periphery:

Sewer pipes. The most


important part of any sanitation
system. Shiny, curvy, easy to fall
8 in love with. Or at least tolerate.
6 9 3 6
+

+
+

+
Plasma drills. If you want to Storage compartments. Not just tool sheds, these
build a sewer system, you need are space tool sheds. Please use red
25 to start by digging some holes compartments for substances that should be kept
+

in the ground. out of reach of children and most adults.

Alien add-ons. The aliens have

11 written up very detailed instructions


+

for attaching these things to


6 housing units. We have no idea
Hot-water heaters. They say one + what they do.
21 of these babies can boil an
+

Arcturan megagallon of liquid


xenotritherium in less than
6
+

12 kessels. Do they even know


what that means? We sure don’t. Power centers. Because the
9 only thing better than a frontier
+

sanitation network is a frontier


6 sanitation network with more
+

Modular housing units. Cheap, power!


easy to install, includes shower
and flush toilet. What more
17 could you ask for on the frontier 11
+
+

planets?
Shield generators. These keep
Central housing units. The core settlements safe from stray
of the colony. Aliens say they’re meteors, cosmic rays, and minor

4 garish, but humans adore the


bright colors. 8 orbital bombardments. (If your
+

settlement is subjected to major


+

orbital bombardments, you should


consider relocating.)
But, as we’re sure you’ve realized, you won’t actually be using the components to build a sewer system.
Instead, you’ll be welding them together to build a space ship.
You see, Corp Inc tried shipping their products in giant space freighters, but the freighters kept being
attacked by pirates and smashed by meteors. Shipments were lost. And freighter pilots began demanding
hazard pay.
So Corp Inc came up with a new business model: They would build their own spacecraft out of their own
sewer pipes. Then their product could ship itself! And instead of hiring expensive freighter pilots, they
would hire cheap truckers and require them to pay for any losses out of their own pockets. This is a great
deal for Corp Inc, but what about the truckers? Can they ever turn a profit?
They can. And they do. This guide will show you how. It has everything you need to become a full-fledged,
truck-drivin’, pipe-haulin’ Galaxy Trucker!
* We meant that the components are helpful, not the overview. The overview will be totally useless in your trucking career.

3
BUILDING YOUR FIRST SHIP
SETUP
For your first game, use the game board marked with an . 6
1 (It’s a learning flight.)
Dump out all the tiles in the middle of the table where everyone
2 can reach them. These are space ship components.
• Turn all components face down.
• Mix the components so no one knows what
any of them are. 2
Each player takes a ship board and folds it so they
3 can use the level I side.
Each player chooses a color and takes the rockets and
4 starting cabin in that color. Your starting cabin goes in the
center of your ship board.
5
5 One rocket goes on your ship board. 4
The other rocket goes on the parking lot on the flight
6 board.
When everyone is ready, the boldest player says “Go!”.
Everyone begins building simultaneously according to
the rules on this page.
3
HOW TO BUILD
1 Using only one hand, take one tile.

2 Bring it to your board, and then look at it.

3a If you keep it, attach it to your ship.

3b If you don’t attach it, return it to the pile face up.

1 2
Note that all players are building simultaneously, as fast as they can, all grabbing from the same pile
of tiles. As they build, they will return some components, and these will be face up. The components
you take can be face up or face down, but you must take them one at a time. If you take a face-down
component, you must bring it all the way to your board before you reveal it. Under no circumstances
should players be flipping over multiple components in the middle of the table.

4
WELDING CONNECTORS
Each component added to your ship must be placed on an empty
square next to a component that is already part of your ship. It
1 must join to your ship using one of the three types of connectors:

universal connector

one-pipe two-pipe
connector connector

smooth side (not a connector)

Any type of connector will join with another of the same type. A one-
pipe connector cannot be adjacent to a two-pipe connector.

A connector with three pipes is universal. Universal connectors can


join with any type of connector.

Sides with no connectors are called smooth sides. Smooth sides


cannot be adjacent to connectors.

If your new component touches the ship on multiple sides, all


connectors must legally join. Two smooth sides may touch as long
as the piece being added makes a legal connection on another side.
Your ship must hold together at all times.
3a

While adding a component, you can move it around to see where it


fits. However, it becomes welded to your ship as soon as you pick
3b up a new component. You can’t move a component once it has
been welded to your ship.

5
COMPONENTS
Cabins Cannons
You always start with one cabin, Cannons can point in any
which is called (for obvious direction, but they are most
reasons) your starting cabin. effective when they point
Additional cabins allow you to have forward (away from the player).
a bigger crew, so you want to have No component can sit on the square in front of the
as many cabins as possible. cannon’s barrel.

Engines Many dangers await you on your journey. You may


Engines have special limitations: be in combat, or you may need to blow up meteors.
the exhaust pipe must point to the That’s why you want as many cannons as possible,
rear of the space ship (toward the especially forward-pointing ones.
player) and no component can sit
on the square behind the engine.
This means that the exhaust pipe either opens into
an empty square or onto the edge of the building
zone.
Ships with more engines are faster, so you want as
many engines as possible.

Double Engines and Cannons


In an attempt to cram more
engines and cannons onto a
compact hull, engineers have
developed double engines and
double cannons.

Engineers have also tinkered with the idea of providing


more mounting points using designs that could
dramatically increase a ship’s surface area. However,
most research in this direction was abandoned after
the Star Ship Möbius exploded and imploded at the
same time.

Double engines and cannons have the same


placement restrictions as regular engines and
cannons. They have twice the power, but at the
expense of consuming a lot more energy. These
components cannot be used without batteries.

6
Battery components Cargo Holds
Energy for double engines and double Cargo holds come with 2 or
cannons is stored in size E batteries. 3 containers. You can put them
(The “E” is for “E-normous.”) anywhere. They can be used to store
the goods that you find along the way.
A battery component will have 2 or
Of course, goods translate into
3 batteries. Each battery stores
profits, which is what trucking is all
enough energy to power one use of a
about, so you want as many cargo
double engine, a double cannon, or a
holds as possible.
shield. Batteries can be anywhere on
the ship; they do not have to be next to the component
they are powering. Special Cargo Holds
Red goods are hazardous materials
With matter-annihilation technology, it was possible
which can only be transported in
to store this much energy in a battery no larger than
these special cargo holds. These
a golf ball. Today, of course, such batteries are illegal
holds have only 1 or 2 containers, but
thanks to the lobbying efforts of matter rights activists,
they are heavily reinforced and (as far
who received heavy support from the Fatally Confused
as we know) radiation-proof. Meeting
Golfers’ Memorial Fund.
maximum safety requirements, these
To get the most from your ship, you’ll need double containers can hold any type of
cannons and double engines, which means you will goods. They are “special” because
want as many batteries as possible. they are the only containers that can also hold red
goods.
Shield Generators
Shields are there for when things go Of course there are thousands of horror stories
wrong. They can deflect smaller illustrating why hazardous goods should not be
meteors and some hits from enemy transported in normal containers. We give only the
cannons. They get their power from example of James “Skip” Fairweather, who decided to
batteries. transport several tons of plutonium in used fruit crates.
Upon landing, he lost both arms and one leg to a mob
One shield generator can protect the ship on two of angry environmentalists.
sides. It works from any place on the ship. All that
matters is which way it is oriented. Hazardous goods are the most valuable, so it is
important to have a lot of special cargo holds.
Now you are probably expecting us to say you want
as many as possible. Of course not. You only need Structural Modules
two shield generators, provided they are oriented to Structural modules don’t seem very
cover all four directions. In fact, if you are gutsy (or important because they don’t do
suicidal) you can fly without any shields at all. anything. However, they have a lot of
connectors, many of them universal.
Structural modules can make your
ship more durable so that it doesn’t fly apart the first
time it gets hit by something.

Odd Bits of Unknown Origin


Don’t worry about these other
components right now. On your first
flight, you can treat them just like
structural modules.
One shield generator covers the left side and
the front of this ship. The other covers the left
side and the rear. The right side is unprotected.

7
POP QUIZ!
Now that you know all the ship-building rules, you should be able
to find 7 things wrong with the ship illustrated here.

Watch for these Mistakes!


• A one-pipe connector adjacent
to a two-pipe connector.
• Any type of connector adjacent to a smooth side.
• An engine not pointing toward the rear.
• A component placed immediately
behind an engine.
• A component placed immediately
in front of a cannon’s barrel.
• A component outside the indicated building area.
• A component or part of the ship
not attached to the rest.

EXPOSED CONNECTORS FINISHING BUILDING


Connectors that are not connected, i.e., those not Once you are happy with your ship (or once you
adjacent to another component, are considered to run out of good places to add more components)
be exposed. you can finish your ship. You do not have to place a
1 component on every square of your ship board.
To finish building, move your rocket marker from the
2 parking lot to an available starting space on the flight
3 board. The first player to finish will take space 1, the
8 second player will take space 2, and so on.
7 6 5
(In the full game, there is a time limit, but for
your learning flight, we assume anyone who is
unreasonably slow can be persuaded to finish by
gently thumping the box lid against their head.)

This ship has 8 exposed connectors.


(Count exposed sides, not individual pipes.)

Exposed connectors are allowed, but they increase Whenever players are supposed to do something “in
the risk of damage to your ship and in some cases order” that means the order shown by their rockets on
they can slow it down. The ends of exposed pipes the flight board. Some adventures are harsher toward
get warped in transit, so Corporation Incorporated players who are in front, but if you have a decent ship,
pays a bonus for ships that arrive with few exposed being in front is usually better. So it’s not enough to
connectors. build a perfect space ship with lots of everything and
no exposed connectors. You want to be the first.

RIGHT NOW, YOU DO NOT NEED TO READ ON.

GO BUILD YOUR FIRST SHIP!


8
PREPARING FOR LAUNCH
1 Check everyone else’s ship to be sure all ships Fixing ships
have been built according to the rules. Fix the Players who have illegal ships must remove
ships that aren’t. components until their ships are legal. Normally
You don’t need the ship-building tiles anymore, Corp Inc imposes a penalty for this, but we can ignore
2 so you might as well shove them off to one those penalties on a learning flight. In fact, truckers-
side. in-training should be offered extra building time to fix
their mistakes. They take back their rocket markers
3 Take out the astronaut figures. Everyone puts
2 astronauts in each cabin on their ship.
and everyone behind them can move up in the flight
order while they are rebuilding.
Take out the battery tokens. Everyone fills their
4 battery components with the number of tokens ADVENTURE DECK
shown. (It’s always either 2 or 3.) For a learning flight
you need the
Place the credits and goods blocks nearby. You
5 don’t get any now, but you are hoping to load a
8 adventure cards
marked with an .
lot of them during the flight.
They are in the
6 Oh … and dice. You’ll need the two dice. level I deck.
And now all that’s left is to prepare the Shuffle the cards
7 adventure deck for your learning flight. front back face down. This is
the adventure deck
for your flight.

5
2
5 6
7
3
4

Time to get trucking


Give the adventure deck to the leader – the player whose ship in on space 1. The leader begins the adventure
by revealing the first card of the deck.
9
THE FLIGHT
FLIGHT OVERVIEW
During the flight, you will face a series of adventure cards. The leader reveals the first card, and players resolve
it. The leader reveals the second card, and players resolve it. And so on.
The flight board shows the players’ positions relative to each other. Some adventures may let you gain a lead.
Others may drop you back in the pack. Whenever the lead changes, the deck is passed to the new leader.
The flight ends when the final adventure card is resolved.

LOSING FLIGHT DAYS


Some cards have a number in the lower right corner. This tells how many days you will lose if you
take the benefits of the card. Whenever you lose flight days, voluntarily or not, move your marker
back that many empty spaces (skipping over other rockets). This is one way the lead can change.
If multiple players lose flight days at the same time, they lose them in reverse order. (The player
farthest behind moves back first.)

1 2 3

If Yellow loses 3 flight days, he will end up in the space just in front of Red.

HITS TO YOUR SHIP


The flight board depicts the possible dangers your ship might face. Each threat comes from a certain direction
in a specific row or column. This will be explained in greater detail later, but here is a summary:

You can protect your ship from  ou can protect your ship
Y
small meteors by building it well from light cannon fire with
(they bounce off smooth sides) a properly oriented shield
or by using a properly oriented shield (which will cost you 1 battery
(which will cost you 1 battery token). token).

You can protect your ship Nothing protects your


from large meteors by ship from heavy cannon
shooting them with a cannon. fire.

If a component of your ship is hit (because you can’t Lost components (whether they were destroyed or
or won’t protect it) it is destroyed and the tile must be fell off) are placed in your discard pile – in the marked
removed. This might cause some other components area in the upper right corner of your ship board.
to become disconnected and fall off – remove them When you reach your destination, you will have to
from your ship as well. If your ship is broken into forfeit 1 cosmic credit for each component lost along
multiple pieces, you decide which piece you will pilot the way. Any playing pieces (crew, battery tokens,
to your destination and the other pieces fall off. goods) on lost components are returned to the bank.

GAINING CREDITS
If a card gives you cosmic credits, take them from the bank. You can keep them in a stack so no one
knows how many you have. It’s none of their business anyway.

10
GAINING GOODS PARAMETERS
When a card enables you to load
goods onto your ship, take the
OF YOUR SHIP
Sometimes you have to count up
indicated colored blocks from the
the strength of your engines or
bank and place them in your cargo
cannons.
containers. (Each cargo hold has
1 to 3 containers.) Each container Double engines and double
can only hold 1 block. Excess cannons need batteries. Each time
goods have to be dumped into you have to calculate the strength
space (returned to the bank). The of your engines or cannons, you
price list will help you decide what to keep and what must decide which double engines
to dump. or cannons you will use. Spent
batteries are returned to the bank.
Red blocks are the most valuable,
but they are hazardous materials Engine Strength
and must be kept in the special red
containers. If you don’t have enough
+1 +2 Each single engine counts as 1.

special cargo containers, you have Each double engine on which


to discard excess red blocks. you spend a battery token counts
as 2.
As long as you have enough space,
you should take everything you can Cannon Strength
get – even if you have to put cheap goods
in red cargo containers. When you load +1 +2 Each forward-pointing single
cannon counts as 1.
new goods, you can rearrange or discard
your old goods. Each forward-pointing double
cannon that you spend a battery
Dumping goods into space is a violation of anti-littering token on counts as 2.
laws, punishable by fines and imprisonment. Under no
circumstances should you ever tell the authorities that + 1/2 + 1/2 Each cannon pointing to the
side or to the rear counts at
we were the ones who recommended that you do this.
only half value (½ for a single
cannon or 1 for a double cannon
LOSS OF GOODS OR CREW on which you spend a battery
If a card requires you to give up goods, you token on).
must return the most valuable goods to the
bank. If you don’t have enough goods to
+1 +1 Ah, you ask whether to round up
or down? Just don’t. Strength
cover the indicated loss, you must give up
5½ is slightly better than 5 and
battery tokens to make up the difference. Once you
worse than 6.
are out of goods and battery tokens, they can’t take
any more from you.
If a card requires you to give up crew,
return that many figures to the bank.

GO FLY YOUR FIRST SHIP!


You now have a general idea of the various terrors and rewards of galaxy trucking. You can resume playing
right now.
The next two pages have a detailed explanation of each of the 8 adventure cards. When you reveal a new
card, look it up on page 12 or 13, read the rules, and then resolve the card. Continue in this way until you have
faced every adventure in the deck.
11
ADVENTURE CARDS
PLANETS ABANDONED STATION
A Planets card has 2 to 4 planets where When fleeing the tragic disaster that
you can pick up goods. Landing will cost befell this space station, the inhabitants
you the number of flight days shown in probably left behind some good loot. It will
the lower right corner. If you want to land, take a big crew to search for it, though.
mark the planet you choose with your To use this opportunity, you must have at
second rocket (the one not on the flight board). Only least as many crew as shown on the card.
one rocket is allowed per planet.
Only one player can use this opportunity. The leader
The leader chooses first, followed by the other players decides first. If the leader does not have enough crew
in order. No one is required to land. In fact, players in or if the leader does not wish to lose those flight days,
front sometimes prevent the others from landing at all. the leader can pass the opportunity to the next player
along the flight. Once someone decides to dock, the
Those who landed load the indicated goods on their
others are out of luck.
ships. (See Gaining Goods on page 11.) Goods can be
rearranged or discarded at this time. It is legal to land When you dock with a space station, load the indicated
just to block others from landing, but be sure it is worth goods on your ship. (See Gaining Goods on page 11.)
the loss of flight days. You can rearrange or discard goods at this time. Move
your marker back the indicated number of flight days.
Once everyone has decided whether to land, those
who landed move their markers back that many empty Note that on an Abandoned Station you lose no crew.
spaces, with the player who is farthest behind moving
first. SMUGGLERS
Smugglers and other enemies pose a
ABANDONED SHIP threat to everyone, but they attack the
If you find an Abandoned Ship, you’re players’ ships in order. First, they attack
in gravy! There’s probably some sort of the leader. If they win, they attack the
protocol for reporting these things, but next player in line, and so on, until they
who cares? Fix it up and sell it to your have attacked everyone or until someone
crew. (Yeah, they’re so sick of flying with defeats them.
you, they’ll pay for the chance to jump ship.)
The upper right corner of the card shows what happens
Only one player can use this opportunity. The leader if you lose. (These smugglers take your 2 most valuable
decides first. The leader can give up the specified goods. If you run out of goods, they take batteries
number of crew figures and take the indicated number instead.) The bottom part of the card shows what you
of cosmic credits. This also costs flight days. get if you win. (If you defeat Smugglers, you can load
the indicated goods – see Gaining Goods on page 11.)
If the leader chooses not to use the opportunity, it falls
to the next player in line, and so on. Once one player The strength of the enemy is given by the number next to
fixes up the ship, the remaining players are out of luck. the cannon symbol. (These Smugglers have strength 4.)
The leader counts up cannon strength, paying for any
Sometimes you’ll find a ship that you’ll be tempted to keep
double cannons used. If this strength is greater than
for yourself. Don’t be greedy. Let the crew have it. There’s
the enemy’s, the player wins and may claim the reward
probably a reason that ship was abandoned.
by losing flight days. If any player wins, the enemies go
away and the remaining players are not attacked.
If the player loses (has a lower strength than the enemy),
the player pays the penalty specified in the upper half of
the card. Then the enemy attacks the next player.
In case of a tie (when the player has strength equal to
the enemy’s) nothing happens to that player, but the
enemy is not defeated, either. The enemy moves on to
attack the next player.
A complete example is on page 14.
12
OPEN SPACE COMBAT ZONE
Open Space is like a wide-open drag strip. The true test of any space ship is to fly
Each player will have a chance to gain it through a combat zone. The Combat
flight days. Zone card has 3 lines which are evaluated
in succession. Each line gives a criterion
In turn, each player declares their engine
and a penalty for the player who is weakest in that area.
strength, beginning with the leader, and continuing in
the order shown by the rockets on the flight board. First, the player with the fewest crew figures loses
3 flight days.
You must decide whether to spend battery tokens
on any double engines when it is your turn to declare Next, the player with the weakest engines loses 2 crew
engine strength (see page 11). Then you immediately members. Players count up their engine strength in
move your rocket marker that many empty spaces order, starting with the leader, deciding whether or not
forward. This may allow you to pass players ahead of to spend battery tokens on double engines.
you (occupied spaces are skipped) and perhaps even
Finally, the player with the weakest cannons is
take the lead.
threatened by light cannon fire from behind and heavy
cannon fire from behind. Again, players decide in order,
METEOR SWARM starting with the leader, which double cannons they will
A Meteor Swarm can really mess with your pay for.
paint job. The card depicts several large Hits from cannon fire work like hits from meteors except
and/or small meteors and the directions they are more difficult to defend against. Each hit has a
they come from. Deal with meteors one direction. The player rolls two dice to determine which
at a time, top to bottom. They affect all row or column the hit is coming from, thus determining
players simultaneously. which component of the ship (if any) is in danger.
For each meteor, the leader rolls two dice. The roll The only way to defend against light cannon
determines which row or column the meteor can fire is with a shield that protects against hits
impact. The rows and columns are numbered on the from that direction. This can be powered at
edge of your ship board. Each player receives their own the cost of 1 battery token. Otherwise, the
personal meteor and checks to see if it hits or misses component is destroyed.
their ship. If the roll does not miss, proceed as follows:
There is no way to defend against
 small meteor will harmlessly bounce off of a
A
heavy cannon fire. Your only hope is to roll
well-built ship. It is only a problem if it hits an
high enough or low enough that it misses
exposed connector. In this case, you can still
your ship entirely. Otherwise, the component
avoid damage by powering up a shield if you
it hits is destroyed.
have one that protects that side. You must pay
1 battery token to do this. If you can’t or won’t In each criterion – smallest crew, weakest
avoid the impact, the component the meteor engines, weakest cannons – it is possible for players to
hits is destroyed. Remove it from your ship and be tied. Among tied players, the one farthest ahead is
add it to your pile of components lost along the only one who must face the penalty. (Usually, being
the way. ahead is good; in a combat zone, it’s dangerous.)

A large meteor is, of course, even more A complete example of the learning flight’s Combat
dangerous. It will damage even a well-built Zone is on page 14.
ship, and shields cannot stop it. Your only
hope is to blast it. You can only shoot it if STARDUST
you have a cannon pointed at it in the same Yellow cards are special events. In your
column. If it is a double cannon, you will learning flight, the only special event is
have to pay 1 battery token to use it. Large Stardust. Every player loses 1 flight day for
meteors tend to come from in front of you, which is why every exposed connector. (Each exposed
we recommended you pay special attention to cannons connector only counts once, regardless
pointing forward. of whether it is one pipe, two pipes, or
If you don’t shoot a large meteor, the component it hits universal.) In reverse order, starting with the last player,
is destroyed. each player counts exposed connectors and moves
back that many empty spaces.

13
EXAMPLE: SMUGGLERS EXAMPLE: COMBAT ZONE
Red, Green, and Blue are trucking Green and Yellow are trucking
across the Galaxy in that order. They across the Galaxy in that order,
run into smugglers with strength 4. minding their own business, when
they run into this combat zone.
First, Green and Yellow compare crew.
Because Yellow has more, Green moves
back 3 flight days. This puts Yellow in the lead.

Red is the leader. Her maximum cannon strength


is 5 (2 for single cannons, 2 for the double cannon
pointing forward, 1 for the double cannon pointing
to the side) but this would cost 2 battery tokens and
she only has 1. She decides to use it, giving her a 5 6 7 8
strength of 4, which matches the smugglers. The
result is a tie and nothing happens to Red. She is
lucky. If she had lost the fight, the Smugglers would
have taken 1 red and 1 yellow block from her.

Next, they compare engine strength.


Yellow has engine strength 3. He has no double
engines, so he has no decisions to make.

Green is next in line. By paying 2 battery tokens, Green can have engine strength 1, 3, or 5, depending
she has strength 4 ½. This is enough to defeat the on whether she spends 0, 1, or 2 battery tokens.
smugglers and take 2 of their goods. (She discards Yellow is now ahead, so if they are tied for
the blue block because she can’t fit it on her ship.) strength, Yellow will have to pay the penalty
She also moves her ship back 1 empty space. and Green will not. Green decides to spend
1 battery token. Yellow loses 2 crew.
Finally, they compare cannon strength. Again, they are
tied, and again it is Yellow who gets shot by cannon fire.
First, he rolls for the light cannon fire. Yellow rolls
5 and 2, that’s 7. He has no shield, so the engine in
column 7 is destroyed. Yellow puts it on his discard pile.
For the heavy cannon fire, he rolls 1 and 4. That’s
a miss – there is no component in column 5.
(If rolling 7 again, yellow’s starting cabin
Blue is lucky to have been flying last. He can’t
would be destroyed, which would also
make his strength go higher than 3, so he
cause the right engine to fall off).
would have lost his blue block and 1 battery
token. As it is, the Smugglers are defeated Anyway, the Combat zone is evaluated. Green hands the
and the adventure does not affect him. adventure deck to Yellow, who reveals the next card.
14
JOURNEY’S END
Your flight is over once all 8 adventure cards have been dealt with. Now it’s time to deliver your sewer pipes!
The flight board depicts the rewards and penalties you receive at the end of your flight.

Finish Order Reward Sale of Goods

This shows how many credits you get for completing Return all your goods to the bank, and take the
the flight. The player who is farthest ahead gets the number of cosmic credits indicated by the price list.
most credits, second gets second most, and so on.
Losses
Award for Best-Looking Ship Now you have to deliver the
This award goes to the player who finishes components of your ship to
with the best-looking ship. Count up the Corporation Incorporated. For each
number of exposed connectors on your component you lost along the way, you lose
ships. (Each exposed connector counts only once, 1 cosmic credit. (When you lost components, you
regardless of whether it is one pipe, two pipes, or placed them in a discard pile on your space ship
universal.) Whoever has the fewest exposed board, so it is easy to keep track of how many you
connectors gets the indicated credits. If there is a tie, lost.)
all tied players receive the award.

WINNING
Add up all your cosmic credits. If that number is 1 or
more, you win!

Your goal was to make money, and you did. So what if


some other jokers made more?

Of course, the player who has the most credits is a


bit more of a winner than everyone else.

WHAT NEXT?
Once you have completed your first flight, you'll they can build ships that are better prepared for the
know the basics of galaxy trucking and you'll be specific adventures they will face. And they get alien
ready to start your professional trucking career. sidekicks! (If they can figure out how to hook up the
Professional truckers drive bigger ships and face life support systems.) To start your professional
bigger challenges. They get a route forecast so trucking career, just turn the page.

15
ADDITIONAL SHIP-BUILDING RULES
Congratulations on completing your first flight! We assume you made it all the way to the end because the
alternative – losing your ship – hasn’t been explained yet. In fact, there are several things we haven’t explained,
but now that you’ve completed your learning flight, we think you’re ready for them.

CHOOSE YOUR LEVEL


Experienced truckers can handle bigger ships, more challenges, and
more surprises. From now on, before you begin building for a flight,
everyone should agree on its level – I, II, or III. Use the flight board Note that the rewards
and ship boards corresponding to that level. for finishing a higher-level
flight are bigger.

Level I is good for teaching the game to new players. It’s also the
quickest flight. Level III offers the full Galaxy Trucker challenge, and
it takes the most time. Level II, of course, is somewhere in between.

THE ADVENTURE DECK


Card Piles
Before everyone starts building ships, someone needs to
make 4 adventure card piles. The composition of each pile
is depicted at the bottom of the flight board.
A level III flight uses 2 level III cards, 1 level II card,
and 1 level I card in each pile.
Shuffle the relevant decks and draw cards face down to make each
pile. Place 3 piles at the bottom of the flight board and 1 at the top.

Flight Forecast
The 3 piles at the bottom of the flight board are Corp Inc’s flight forecast. Once you have added at least one
component to your ship, you can look at any pile. You can’t add components while you are looking at cards.
When you return the pile, you can resume building or look through another one. You can look at these cards
as often as you like, until you finish your ship. Keep in mind, however, that picking up a pile welds your most
recent component to your ship, just like picking up a new tile does.

Preparing for Flight


The pile at the top of the board remains hidden. No one is allowed to look through it, and those adventures
will be a surprise to everyone during the flight. When everyone is
done building, the leader combines all four card piles together and
shuffles thoroughly. The top card must match the level of the flight. If
necessary, shuffle a little more until it does.

16
THE TIMER
Start the timer on this space of the flight board. The player who starts the
timer should simultaneously say, “Go!”
Flip the timer to the next space. Any player may do this once
time has run out. If no one wants to flip the timer, players just
keep building until someone decides to flip it or until everyone
is done. Different boards have different numbers of flips. (On a
level I board, you skip this step and go straight to the last flip.)
Flip the timer to the last space. This can be done only
by a player who has finished building (and only after
time has run out on the previous flip).

FINISHING BUILDING
You may finish building at any time. To finish building,
place your rocket on one of the starting spaces that
no one else has taken yet. (You are allowed to choose
any empty starting space, except one with a number
higher than the number of players in the game.
However, most truckers want to start as close to the
front as they can.)
Once the timer runs out on the last space, the player
who flipped it should say, “Stop!” Everyone who
was still building must immediately stop and take
a starting space, with the best space going to the
player whose rocket reaches it first.

RESERVING COMPONENTS
While building, you can
reserve up to 2 components.
These go in the upper right
corner of your ship board. No
one can take these from you,
and you can add them to your ship at any time during
building. When you add one, you have room to reserve
a new component, but you can never have more than
SPOT CHECK two in reserve at once. You cannot return a reserved
After building, check each other’s ships. If your ship component to the table.
breaks one or more ship-building rules, remove
components until it is no longer in violation. Place If a component is reserved but not added to your ship,
these components (including any that fall off on you leave it on your board as the beginning of your
the launch pad) in your discard pile. They count as discard pile. It counts against you at the end of the
components lost along the way. flight as a component lost along the way.

If a mistake is not discovered until the ship is in flight, No one cares that the components are still lying there
the offender must immediately correct the mistake at the launch site, nor that this junk is only worth a
as described above and pay the bank 1 cosmic credit fraction of the penalty Corp Inc charges you for losing
for violating the laws of physics. it. A contract is a contract.

17
ALIENS
LIFE SUPPORT SYSTEMS ALIEN ABILITIES
So what are those funny components Aliens are crew members and are counted as such
that we refused to explain earlier? in a Combat Zone or an Abandoned Station. You can
They are life support systems for send them away on an Abandoned Ship or give them
aliens. up to Slavers (see facing page).
In order for the life support system The disadvantage of taking an alien on board is that
to have any effect, it must be joined it takes up the space of two humans. But, of course,
to a cabin. This makes the cabin there are some advantages.
inhabitable by aliens of the corresponding color.
Purple aliens are a war-like species. If you have a
However, you cannot put an alien in your starting
purple alien, you get +2 to cannon strength. (If your
cabin. (They say the paint smells funny.)
cannon strength without the alien is 0, you don’t get
Human crew members wear space suits, so they can this bonus. It’s not going to fight a space battle with
go in any cabin, even if it has an alien life support its bare tentacles.)
system attached.
Brown aliens are good mechanics. If you have a
brown alien, you get +2 to engine strength. (If your
PLACING THE CREW engine strength without the alien is 0, you don’t get
Crew figures are placed according to the following this bonus. It’s not going to get out and push.)
rules:
• The starting cabin gets 2 humans. (Neither of these
is “you”. But they will be your close roommates on
a long voyage, so after a while you might start
thinking they are you.)
• A cabin that is not joined to a life support system
gets 2 humans.
• A cabin joined to a life support system gets
2 humans or 1 alien of the corresponding color.
• A cabin joined to one life support system of each
color gets either 2 humans or 1 purple alien or
1 brown alien.
• Your board can have no more than 1 alien of each
color.
SUPPORT SYSTEM HITS
If your ship loses a life support system and this leaves
an alien in a cabin that can no longer support it, return
the alien to the bank. (It leaves in an emergency
escape pod, of course.)

Just how badly do aliens need


those life support systems? Why
don’t they wear space suits? Or
clothes? And why do they fly with
truckers anyway? It’s possible
Possibilities for placing crew. Note you the answers to some of these
cannot put 2 purple aliens on your ship. questions are in Jason A. Holt’s
If any player wishes to choose humans or aliens book Galaxy Trucker: Rocky Road.
based on what other players do, then players should
place crew in order, beginning with the leader. eBook available!

18
ADDITIONAL ADVENTURE CARDS
STRAY BIG METEORS Light cannon fire can only be stopped by a shield
oriented in the correct direction and powered by a
Meteors can come at your
battery. Heavy cannon fire cannot be stopped. (See
ship from the left, the
Hits to your ship on page 10.)
right, or even the rear!
Large meteors coming Note: When counting engine or cannon strength, you
from in front of you can can voluntarily decide to not use a battery even if you
be blown up only by a have one. However, your regular engines or cannons
forward-pointing cannon and the aliens are used automatically, you cannot
in the column from which decide to not use them to have lower strength.
they are approaching, but
large meteors from the side or the rear can MORE SPECIAL EVENTS
be blown up by a cannon pointing toward the Epidemic makes you remove
meteor in the same or adjacent row or column. 1 crew member (human or alien)
A reminder is printed on the flight board. from every occupied cabin that is
joined to another occupied cabin.
Most spacecraft are protected from meteors by
The safe thing to do is to build
autotargeting gun turrets, self-guided missiles, or
your ship so that no two cabins are
disintegration fields. Yours is protected by cannons
joined. If you do have joined
made from sewer drills.
cabins, maybe you can find an
adventure that will allow you to
ADVANCED ENEMIES empty one of them before the epidemic strikes.
On your flight, you may also encounter Pirates and Sabotage destroys a random
Slavers. When you defeat them, you don’t gain goods component on the ship with the
– you gain cold, hard cosmic credits. Move your ship smallest crew. (Among multiple
back the indicated number of empty spaces and take ships tied for smallest crew, only
the credits from the bank. If you don’t want to lose the one far thest ahead is
flight days, you can choose not to take the credits (or sabotaged.) To select the
goods in the case of Smugglers) and leave your ship component, the affected player
where it is. Either way, no other player may collect the rolls 2 dice to determine the
reward once the enemy has been defeated. column and then 2 dice to
If the Slavers defeat you, they force determine the row. If there is no component at those
you to give up some of your crew. coordinates, roll again for new coordinates. If there
You choose which humans or is no component there, roll again. If three sets of
aliens to surrender in exchange for coordinates are rolled without hitting a component,
your own freedom. the saboteurs give up and nothing happens.
If the saboteurs destroy a component, it goes to your
discard pile, as do any others that fall off as a result.
A hit to the center of the ship can be devastating.

If the Pirates defeat you, your ship GOODS SHORTAGE


gets shot at. (The card indicates In higher-level flights, there might not
the size and direction of the be enough goods to go around. In
cannon fire.) Keep track of all the such a situation, players load goods
players who were defeated and in order. Goods discarded by ships
then have the first defeated player in front are available to load on
roll two dice to determine the row ships behind. Players who are left with no blocks to
or column of each shot. This roll load are out of luck, and they still lose flight days.
applies to all defeated players.
19
GIVING UP
FORCED TO GIVE UP AN EARLY LANDING
Galaxy trucking is a risky business, and you should No matter where you leave the flight, Corp Inc always
expect to take a few hard knocks. Just don’t take too has a handy warehouse nearby ready to receive the
many or they will knock you out of the game. pipes you are carrying (and ready to charge you for
the pipes you lost). If you give up:
The following circumstances force you to give up on
the flight: • Remove your rocket from the flight board. You are
just a spectator for the rest of the flight and none
• Losing all humans. If you lose your last human
of the cards can affect you.
astronaut, you must give up. Alien crew members
can’t run the ship by themselves. • You don’t get any reward for the order in which
you finished (because you didn’t finish, obviously).
• No engine strength in open space. Normally, you
When players compete to see who has the fewest
can coast to the finish line even if your ship has
exposed connectors, your ship does not count.
no engines. But if you run into an Open Space
adventure, you must declare engine strength • You do get to sell your goods, but only at half the
greater than zero or give up on the flight. total price. Add up the standard price of all your
goods and then take half that many credits. (Round
• Getting lapped. If the leader is more than one full
up.)
circle ahead of you on the board, you must give up.
• You have to pay the penalty for the components
You check for these conditions only once the you lost along the way. (Anything you haven’t lost
adventure card is fully resolved. For example, if you yet can be returned to Corp Inc without penalty, so
lose your last human crew member in a Combat only pay for those in your discard pile.)
Zone, you must suffer through all the lines of the card
before your ship leaves the flight. On the plus side, If you give up, you can still “win” in the sense that any
if the leader passes you in Open Space, you still get profit counts as a win. And if you end up with more
your turn to fire up your engines, and maybe you can profit than all the other fools who flew that accursed
avoid being lapped. flight, you win in that sense, too. In the end, it’s all
about the cosmic credits.
CHOOSING TO GIVE UP Of course, trucking has other compensations which
If you think the remaining adventures will be bad for many truckers find more important than money. There’s
you, it might be better to give up and cut your losses. the thrill of the adventure. And fame. And glory. And
You can decide to give up, but you must do so before honor. And … oh who are we kidding? With enough
the next adventure card is revealed. (If you decide money, you can buy adventure, fame, glory, and honor
to give up after seeing an adventure card, you must and still have enough left over for dinner at a fancy
suffer through that entire adventure first.) restaurant.

Sometimes you cut your losses. Other times, your


losses cut you.

FINISHING ALONE
If only one player is left after everyone else has given
up, that player tries to finish alone. In this case, ignore
the Combat Zone and Sabotage adventures (which
penalize the player with the fewest engines, cannons,
or crew members).

20
So you’ve flown through a few meteor swarms. And about trucks blowing up, and you will start the next
defeated a few pirates. Maybe you even slipped through flight at zero credits.)
a combat zone completely unscathed. Well, there’s one In addition to the usual ways to earn credits, you can
challenge you haven’t seen yet – the ultimate test of also profit from your reputation. In the first flight, you
skill, speed, and courage – we’re talking about the will establish a name for yourself, and then you can try
Transgalactic Trek. to build on that reputation during the next two flights.
In the Transgalactic Trek you will fly three flights –
level I, level II, and level III. For each flight, you will The Transgalactic Trek has a
build a new ship. Credits you earn on one flight carry long tradition that starts in the
over to the next, and you will accumulate more and future. To learn its secret origins,
more wealth as you fly across the Galaxy. check out the campaign in the
Galaxy Trucker app. (It’s also
(Of course, success is not guaranteed. For example,
great for playing Galaxy Trucker
you may have to give up on a flight. But even then, you
with your friends and with new
get to come back and build a ship for the next one.
truckers you’ll meet online.)
And if you somehow lose all your money, your debts
www.galaxytrucker.game
will be covered by random strangers who like stories

THE FIRST FLIGHT


The Transgalactic Trek uses the only one can have the title tile. Among tied players,
title tiles, but only one per player. give the title to the one who finished farther ahead.
Select the appropriate number of Special cases: If all players score zero for a particular
tiles at random and return the title, it goes to the player who finished in the lead, but
others to the box. no one gets credits for it. If no players completed the
Set up a level I flight with the titles silver side-up next flight, no one gains credits from titles and the titles
to the flight board. Players will compete for these are distributed randomly, one to each player.
titles. Each has its own criteria, described on the next
page. Read their descriptions aloud so that everyone DISTRIBUTING TITLES
knows what they are trying to achieve. It’s possible that every player will earn exactly one
title, but it’s also possible that someone – perhaps
Then play the first flight according to the usual rules.
you – will have been clever enough to earn more
than one. If you finish the flight with multiple titles,
EARNING TITLES you must choose one to keep and give the others to
At the end of the flight, take your rewards and players who don’t have a title yet. When giving away
penalties as usual, except that, instead of the titles, you may assign them randomly or use any
reward for best-looking ship, players are criteria you choose. (Note that we are just talking
rewarded based on the criteria of the titles. about redistributing the tiles here. Players keep all the
Only players who completed the flight can win a title. credits they earned during the title-scoring step.) If
Count up scores for each title and give the title to the multiple players are in a position to give away titles,
player with the best score. For example, the Power the player who finished farther ahead decides first.
Trucker title goes to the player who finished the flight For the next flight, everyone will start with a title, even
with the most battery-powered components. players who gave up on the first flight. Players keep
For each title, all players with the best score earn their title for the remainder of the Transgalactic Trek.
2 credits (the level I reward for best-looking ship), but
21
Freight Hauler Cruise Captain
You know all the ways to pick up goods and It’s a long trip across the Galaxy. Why
you’re always ready to load more. They say shouldn’t your passengers enjoy it? Add
you would haul a herd of ultramammoths if you thought some panoramic windows and you’ll be the trucker
you could find a buyer. everyone wants to ride with.
Count the number of cargo components that Count the number of occupied cabins with a
have at least one block of goods. view. A cabin has a view if it has at least one
Tip: Having lots of cargo space is important, but smooth side that is not adjacent to a component.
you also need to fly near the front so you don’t miss Notes: The smooth side can be adjacent to an empty
opportunities to load. Don’t forget you can rearrange square, even one that is surrounded by components.
goods only when you are loading, so it might be a good (Courtyard views aren’t as popular as exterior views, but
idea to keep your blocks spread out … if you can keep they still count.) Sometimes a cabin starts with no view
your ship in one piece. but gains a lovely view when another component is lost
during flight. Your starting cabin has connectors on all
Power Trucker four sides, so it will never have a view.
You love the hum of the shields, the roar of
double engines, and the sizzle of double cannons. Master Engineer
Count the number of components that use You not only know how to build a big ship, but
batteries (shields, double engines, and double also how to keep it in one piece for the entire
cannons). flight.

Tip: Battery components do not count, but it’s good to Count the number of components your ship
have enough to power all your cool stuff. has.
Hint: It’s usually simpler to count the number of empty
Xenoquartermaster spaces and see who has the least … unless the flight
Aliens like to fly with you, because you know was especially harsh.
what aliens like – privacy.
For each alien on your ship, add up its Corridorist
walking distance to the nearest cabin. You are a nonconformist – unconventional,
The nearest cabin is the one it could get to in the fewest avant-garde. Some say you’re crazy, building
steps, walking through the pipes. For example, a cabin ships with such long corridors. Some say you’re cool.
on an adjacent square is at distance 1, but only if it is Count your longest chain of corridor
joined. If not joined, it might not even be nearest. If the components. A corridor component is
alien must pass through an intervening component to one with only 1 or 2 connectors.
reach the nearest cabin, it is at distance 2. And so on. Tip: One way to get a long corridor is to build a long
Even an empty cabin could be nearest. tentacle, but it might be even better to build a looping
Tip: Ideally, you want two aliens very far away from each corridor that connects to the rest of your ship on both
other and far from other cabins. ends.

THE SECOND FLIGHT


Adventure cards used in the first flight should be At the end of the flight, instead of rewards
removed from the game. You can return them to the for the best-looking ship, all players who
box. Set up for a level II flight in the usual way, with successfully defended their title earn
an empty board and all components face down. The 4 credits. You have defended your title if you
only thing you keep from your first flight is your title completed the flight and have the highest score for
and your credits. your title. (Count only ships that finished. Even if you
Keep your title in the upper left corner of your ship tie, you have defended.) You cannot earn credits for
board, silver side up. On this flight, you will try to other players’ titles. All players keep their titles, even
defend your title. if they failed to defend.
All players who successfully defend their titles flip
them to the gold side. Players who failed to defend
22 keep the title on the silver side.
THE THIRD FLIGHT
Once again, return the used adventure cards to the Players who defended their title now have gold titles,
box and set up for the next flight – level III this time. which give them an additional handicap. However,
anyone who successfully defends a gold title will earn
In the third flight, players who failed to defend their
a double reward and earn their place in the Trucker
title may try again.
Hall of Fame.

Freight Hauler cannot hold an alien. A cabin with multiple exposed


Your ship now officially falls into “freighter” connectors must be left empty. Furthermore, if a cabin
category. Which means – more annoying gets a new exposed connector during flight, give up one
regulations. Congratulations! crew member from that cabin regardless of whether it
is now over capacity. (Tourists are jumpy.)
If two cargo holds are adjacent to each
other, neither can hold cargo. This Master Engineer
restriction applies even if they are not This time they think the challenge you’ve
joined to each other. Of course, if one of the cargo holds taken is insurmountable. But imagine the
is lost during flight, the other suddenly becomes usable. look on their faces when everything fits
together at the last moment… again.
Power Trucker
The safety inspectors have been During building, you cannot add
investigating your overpowered ships, and components until you have put 2 in
they have decided to write new wiring codes that apply reserve. You will not add these reserved
only to you. components until everyone is done building. They aren’t
easy components, either – at least 5 sides must have
You cannot have battery tokens in a
connectors. (That’s total, of course. We know the tiles
component that is directly joined to one
don’t have 5 sides.) You choose these components in
that requires energy (a double engine, a
the usual way, by rummaging through the pile and
double cannon, or a shield). For example, if a battery
finding two to put in your reserve. You cannot add a
component is joined to a double engine, it gets no
component to your ship until your reserve is full, and you
battery tokens before the flight.
cannot use the components in your reserve during
Xenoquartermaster building. Once everyone (including you) is done building,
You have done such a good job of catering to show how cool you are by adding the two components
aliens that your customers have become a bit spoiled. The into the gaps you left in your ship. If you cannot, you
life support system must meet exacting specifications. must pay a penalty for each unused tile: Pay 1 credit for
each side with a connector, then return the tile to the pile
Alien life support systems only
on the table.
work if all their connectors match
exactly. So if one side of the Corridorist
connection is a universal connector, the adjacent side They told you not to build long corridors.
must also be a universal connector – otherwise the life You laughed at them. Now karma itself is
support system has no effect. out to get you.
Cruise Captain When a corridor component is destroyed,
Because of your reputation for enjoyable any corridor components joined to it fall off.
flights, many of your crew members are (This is not a chain reaction – “falling off” is
actually tourists … and they have some safety concerns. different from being “destroyed”.) Note that this does
not apply to components with connectors on three or
Each exposed connector reduces cabin
four sides.
capacity by one. A cabin with one exposed
connector can hold one human astronaut; it

Players attempt to defend their titles as Anyone who successfully defends a gold
in the second flight. Anyone who title gets a double reward of 12 credits.
successfully defends a silver title gets
6 credits.
23
WINNING THE TREK
After the third flight, players reveal how many credits
they have. As always, players who finish with credits
can consider themselves to be winners. On top of
that, you can consider yourself to be a legendary
Whatever-Your-Title-Is if you successfully defended
the gold side of your title.
The player with the most credits is acknowledged
as the Ultimate Trucker. There are no tiebreakers.
There is enough room in the Galaxy for more than
one Ultimate Trucker.

Rough Roads Rough Roads can be added to any single flight, and
The game might be very harsh to new truckers; also to the Transgalactic Trek. Just follow this link
however, after few flights, you’ll get a handle on and then the instructions.
things and really learn how to build better ships. Ones
that usually make it to the finish line unscratched and
with big profit. Then you might get nostalgic and look
back at those funny beginnings, when meteors and
pirates could blast your ship to pieces, making you
drift slowly to the final destination with but a single
cabin component.
To take you back to these feelings, we proudly present
a free Rough Roads mini-expansion (available now,
only in a digital form).
This mini-expansion allows you to add one (or more)
Rough Road cards to your flights. These randomly
added cards not only give you new fresh challenges
– but you can bet that your ships will be falling apart
again, while tears of despair and joy return to your
cge.as/gterr
eyes.

A Game by Vlaada Chvátil


Art Direction: Jakub Politzer Thanks to: Playtesters of the original version, who helped us
Graphic Design: Michaela Zaoralová to deliver our first big game to players back in 2007, to our app
developing team who helped the game to enter the digital age,
Art: Tomáš Kučerovský
and to all those brave truckers who hauled gazillions of cardboard
Jakub Politzer
or virtual pipes through countless meteor swarms and combat
3D Art: Radim “Finder” Pech
zones since then.
Production: Vít Vodička
Special thanks to: Everyone at CGE who put so much effort to this
Rulebook Writer: Jason Holt new, shiny version, especially Míša, Kuba, Finder, Jasoň, Kreten,
Project Management: Jan Zvoníček Víťa, Zvonda, Radek, Janča, Uhlík, David, Dávid, Lenka, and Tony.
Project Supervision And last but not least, to our new playtesting power, which we
and Main Playtester: Petr Murmak didn’t have at our disposal when we created the first version, that
is, our kids Lukáš, Terezka, Alenka, Hanička, Pavlík, Mára, Kačka,
© Czech Games Edition Evelyn, Malachi, Otík, Markétka, Vendelín.
June 2021
www.CzechGames.com

You might also like