By Mike Heim
Truck’s Name
Space Truckin STAR CHART
Phase 2
1= Reactor 1=
Must be centerline
FLIP DIE
2= Quarters 2=
Must be adjacent
to Bridge.
WILD
3= Engine 3=
Must cover all ⧫
JUMP
Sparrowhawk
4= Weapons 4=
Must cover all ◼
REROLL DIE
5= Cargo 5=
No Restrictions
END GAME POINTS
6=Choose 1 6=Choose 1
Phase 3
Artifacts
b
c e
Phase 1
2 Event
1 Asteroids
3 Rocky Planet 4 Gas Giant
5 Comet g
6 Derelict Ship
Truck’s Name STAR CHART
Space Truckin
Phase 2
1= Reactor 1=
Must be centerline
FLIP DIE
2= Quarters 2=
Must be adjacent
to Bridge.
WILD
3= Engine 3=
Must cover all ⧫
JUMP
4= Weapons 4=
Mauler
Must cover all ◼
REROLL DIE
5= Cargo 5=
No Restrictions
END GAME POINTS
6=Choose 1 6=Choose 1
d
Phase 3
Artifacts
b
e
c
Phase 1
2 Event
1 Asteroids
3 Rocky Planet 4 Gas Giant
5 Comet g
6 Derelict Ship
Truck’s Name
Space Truckin STAR CHART
Phase 2
1= Reactor 1=
Must be centerline
FLIP DIE
2= Quarters 2=
Must be adjacent
to Bridge.
WILD
3= Engine 3=
Must cover all ⧫
JUMP
4= Weapons 4=
Must cover all ◼
REROLL DIE
Countess
5= Cargo 5=
No Restrictions
END GAME POINTS
6=Choose 1 6=Choose 1
d
Phase 3
Artifacts
b
e
c
Phase 1
2 Event
1 Asteroids
3 Rocky Planet 4 Gas Giant
5 Comet g
6 Derelict Ship
Truck’s Name
Space Truckin STAR CHART
Phase 2
1= Reactor 1=
Must be centerline
FLIP DIE
2= Quarters 2=
Must be adjacent
to Bridge.
WILD
3= Engine 3=
Must cover all ⧫
JUMP
Hammerhead
4= Weapons 4=
Must cover all ◼
REROLL DIE
5= Cargo 5=
No Restrictions
END GAME POINTS
6=Choose 1 6=Choose 1
d
Phase 3
Artifacts
b
e
c
Phase 1
2 Event
1 Asteroids
3 Rocky Planet 4 Gas Giant
5 Comet g
6 Derelict Ship
Space Truckin’ is a Roll and Write Setup
game of adventure and delivery in
Roll 2d6 and choose one die result for your
space.
Captain’s Specialty.
The game plays in three phases; ! Cartographer
Phase 1 = Star Chart – You will plot your route During Phase 1, roll 2d6 each time and choose one
and stops along the way. (5 minutes) result.
Phase 2 = Shipyard – You will craft a Truck
(spaceship) made of tetromino systems. (15 minutes) @Engineer
Phase 3 = Delivery – You will take your truck Reactors and Quarters have no placement
from Phase 2 to each destination and location from restrictions during Phase 1.
Phase 1. (25 minutes)
# Artificer
You start Phase 3 with one Artifact in any Cargo
One way to win:
Pip, along with the immediate benefits.
Gain 20 Victory Points.
$Grizzled
Five ways to lose: You gain 2 VP every time your ship loses a location
Phase 2: build an unserviceable truck as a consequence during Phase 3.
Phase 3: Damage both of your Bridge grids
Phase 3: Fill in all Engines pips %Smuggler
Phase 3: Fill in all Quarters pips Ignore pirate Space. At the end of the game, total
Phase 3: Complete the game with less than 20 VP. your cargo as if you had one extra.
Extra components required (per player) -- ^Physicist
1 Pen - Colored Pencils - Two 6-sided dice Reactors can be used as Wilds (just like Quarters).
The following rules are for Solo play. Multiplayer is
very similar and has only a few changes (explained at
the end of the rulebook).
Star Chart
Phase 1 – Star Chart
Choose one of the four Space Truck sheets
(Sparrowhawk, Countess, Mauler, or Hammerhead)
and examine it. Write the name of your Space Truck
on the line at the top of the page and your Captain’s
Specialty under it to remind you of which rules you
get to “bend.”
The bordered strip at the right of your sheet is the
Star Chart. There are 7 destinations you’ll have to
sketch with your pen.
! @
Rolling a 1 means that you’ll have to
draw Asteroids on your Star Chart. A 2
Roll one die. Find the number rolled on your Sheet is an Event. You draw them right on top
under Phase 1 and sketch that result on any of any of the (remaining) small letters
available lettered Location (A-G) on the Star Chart. on the Star Chart.
Continue this step until only one location remains.
You choose the terrain of the last location.
Now that you know what you’ll encounter on your
Delivery Run, you know which Systems will be a
priority for you during the creation of your Space
Truck.
Phase 2 – Shipyard
Your truck is made up of five types of systems in five
different tetromino shapes. You will roll two dice and
choose one die to be the system and the other die to be the
shape. Refer your die result to the Phase 2 Chart on you
Trucker Sheet. (If you roll a 6, you choose any of the
available shapes systems, or shapes.) Draw on the shape,
and then write the name of the system--or the first letter
of the name—inside the shape. You may rotate or flip your Rolling a 3 and a 2 means that you can choose to place
tetromino shape, but it must fit inside of your truck either a Quarters using the T shape, or an Engines using
blueprints, and it cannot overlap other systems, and it must the L shape.
follow the rules listed for placing each system.
Engine systems must cover all ◼ grids in order to pass
this phase.
Weapon systems must cover all ⧫ grids in order to
pass this phase.
Quarters must be adjacent to the Bridge directly.
Diagonals are never connected or adjacent.
Choosing the
Engines (with L
Reactors can only be placed overlapping or adjacent
shape) you would
to the centerline of your truck.
draw and label a
tetromino like this.
There are no special restrictions/requirements for Then you would
placing Cargo. draw a circular pip
inside your shape.
This pip will be filled
Space Truck Design
in when you use it or
Continue outfitting your truck with systems until you decide
to stop, or until the first time you cannot place another
it takes damage. No Engines
pips may be
system. adjacent to each
other during this
Pips phase.
Each time you place a system draw a small circular pip in
one of the four grids in your tetronimo. You cannot place
pips adjacent to an already existing pip. However, you can
put pips diagonal to each other (adjacent means sharing an
edge).
Cargo Boxes
When you gain Cargo during Phase 3, you will draw a dot
inside the circle pip to show that it’s full.
Your First Victory Point
Once you have completed your Truck and all 5 different systems have been placed gain your first Victory
Point by filling in (or coloring) the top left star on your sheet. Scribble out any blank grids on your
blueprints that were not able to completed. As you gain more VP, you will continue to fill in these stars.
If at any time you get or exceed 20 VP, you immediately win the game.
Each time you gain a VP during this game, fill in with your pen (or colored pencils if you want to be
colorful) a star working from left to right. (the circled stars are every 10.) VP can never be lost.
Phase 3 – Delivery
The player rolls a 3 and 5, and In order to win the game, you must gain 20 VP by
decides to place the numbers in the traveling the Star Chart and collect VP and Cargo
bottom middle and top right cells. (which can be exchanged for VP at the end of the
game).
5 #% Start at Location A. Circle that letter on the Trucker
Sheet (found in the long spaceship in the lower right
3 side of the paper). When you finish the Challenge and
Rewards, put an X through the circled letter (A) and
move on to B. Continue doing this (circling the letter
## when arriving, and Xing it out as you leave) in order as
you proceed through the Locations.
3 5
The player
then rolls two
3s and
@! Challenge
3 3 decides to The player then rolls two a 6
and a 1 must places them in the
Each of the locations has a challenge to complete. This
place the is done by filling up the eight boxes with numbers
numbers in top left and bottom middle cells.
rolled from your two cube-dice (d6s) and subtracting
the top middle the top and bottom 3-digit numbers. The goal is to
and bottom
come as close to 1 as possible without going under it.
right cells.
2 3 5 You will write numbers in the eight boxes corresponding
1 3 3 to your Destination/Location. To start, you will use
the eight boxes under A.
!!
For the last roll the
Roll 2d6 and write their facings (1-6) in any two of the
six unfilled boxes. The two numbers do not have to be
player gets a 1 and 1.
adjacent to each other. Roll the two d6s again and
He must place it in the
two remaining cells. 1 write their facings in any of the four remaining boxes.
1 Roll the two d6s a final time and write their numbers
in the remaining two empty boxes.
Results
Now subtract the top and bottom 3-digit numbers to
determine your RESULT. Your goal is to get as close
to 1 or 2 without going lower. You can manipulate
10 0 2 The Result (through subtraction) is 1002, which
these numbers once per location in the following ways:
will be a Consequence and hurt your truck.
You could use a Weapons pip to reroll the die,
or a Reactor pip to flip the die result to the You can use a Weapons system to reroll any one die
opposite side (1 and 6, 2 and 5, 3 and 4).. and changing the number in the box before determining
the result.
1 The best decision in this case would be to use You can use a Reactor System to flip any one die to
a Weapons to reroll the top left die. With luck, the opposite facing before determining the result, thus
00 0 2 you roll a 1 and change it from 2 to 1. This changing the number in the box. Remember that the
would make your Result 0002!
opposites side of a die add up to 7.
You can use a Quarters as a WILD to do either of the
two (Weapons or Reactor) abilities above as long as
the Weapons or Reactor still have at least one pip
remaining.
When you use an ability, you must fill in a pip on your
blueprint to show it was spent. Filled-in pips no longer
count towards your total. The filled in pips represent
the system (or crew member) is exhausted. If ever you
run out of Quarters pips, you lose the game.
Less than 1 = One Bridge Damage
Phase 3 – Delivery 1-2 = Take both Rewards from the terrain type (in the Phase 1 Chart).
3-10 = Take only the first Reward from the terrain type.
Rewards and Consequences 11-100 = Roll two dice on the Phase 2 table and select one of the die
After you determine your Result, consult the results to damage either a specific system of any shape or one a specific
location chart on Phase 1 (for rewards) and shape of any system.
Phase 2 (for consequences) on your Sheet. 101 – 5555 = Roll two dice on the Phase 2 table and select one of the die
results to damage a specific system of any shape and the other die to
damage one a specific shape of any system.
If your Result is less than 1, you suffer damage
to a Bridge grid. Put an X through one of your
two Bridge Grids. You lose the game if both
Bridge grids are damaged.
Weapons Weapons
If your Result is 11 or more, you will suffer
The
Quarters
damage. Damage is specific depending on your roll Reactor pip Quarters
Quarters
of two dice and referring to the Phase 2 Chart. has been
For instance, if your result is 66, you would filled in,
damage one system. If your Result was 221, you showing
would roll 2 dice and apply damage to both that it was
results (a specific system and a specific shape). used.
If, when resolving a consequence, there are no
systems or shapes available to match your
result, take one Bridge damage.
Reactor
Every time you suffer damage, you put Xs over Engines
the four grids that make of the teronimo for the
system on the blueprints. Any pips (available or !% Engines
filled) are lost. If the pip is Cargo with a dot in Your result was 221,
so you have to roll two
Engines Engines
it, the Cargo is lost.
dice and apply both to
If you ever run out of Crew or Engine pips (you damage. You roll a 1
(Reactor or I-shape)
fill all of them in), you immediately lose the
and a 5 (Cargo or Box
game. You can still complete the game without shape). You choose to
Cargo, Weapons, or Reactor. apply the 2 to Reactor,
and the 5 to Box
If your Result is between 3-10, you gain the first shape, since you’ve
reward of the two listed for your terrain. If already used the pips
your result is 1-2 you gain both rewards listed. in those systems. You
For instance, if you were visiting a Gas Giant and then X out both the
Box-shaped Reactors
your Result is a 7, you would immediately gain 1
above.
cargo . If your result was a 2 you would
gain one cargo and 1 VP .
To show that you gained cargo, draw a small dot
inside the cargo pip. These filled cargo pips will
give you Victory Points when you finish Location
G. If you have no cargo pips available, you do
not gain this reward. You also do not gain the 4 Gas Giant
reward if your system is damaged.
If you ever gain crew from the Derelict Ship,
draw a circle pip anywhere in a Quarters
tetronimo. This can also be adjacent to another
pip.
Artifacts
Phase 3 – Delivery
You could add your
Artifacts Artifact to this Cargo.
Be creative when The two adjacent grids
If your Result gains you an ARTIFACT , and have an open Cargo sketching your (North and West) are
pip to accept one, sketch a small item/shape of your choice under the artifacts! both Cargo, so you’d
Artifacts line on your sheet. It can be as simple or complex as you then add another
wish. Then put a dot in one available/empty Cargo box just as if you Cargo pip to either of
have collected cargo. These count towards cargo at the end of the the two grids.
game, but also immediately adds 1 extra pip to an adjacent grid. This
can be Cargo, or even a different system if adjacent. Only Artifacts
allow pips to be adjacent.
Space Jumping (Moving between Locations)
Once you have completed a Location, you must exhaust 1 Engine Pip on
your sheet to Jump to the next Location. You can-as always-use a
Quarters as a WILD and exhaust a Quarters pip instead as long as
Engine pips still remain.
Each time you Jump to a new location, gain 2 VP .
Between Locations E and F is Pirate Space. After you Jump
from E but before you arrive at F, pirates will attack in an You could add your Artifact to this Cargo. The
attempt to steal from you or disable your truck. adjacent grid North is Quarters, and the two (West
Either expend one filled Cargo pip or lose your Aft-most* system at and South) are both Cargo. Here you’d have a choice
the start of F. of adding either a Quarters pip or a Cargo Pip.
*If multiple systems are aft-most, you choose.
When you exhaust an Engine or Quarters pip while moving, you fill in Winning the Game
the appropriate pip in the Inventory.
If at any time, your Victory
Selling Cargo points meet or exceed 20
After you complete Location G, you must sell any filled Cargo (with a you immediately win. Continue
dot in the pip) you currently have in Inventory. Cargo is sold as to fill in the VP stars past
follows: 20 at the end of the game
1 Cargo = 2 Victory Point even if you’ve gone over.
2 Cargo = 4 Victory Points
3 Cargo = 8 Victory points Then have fun coloring your
4 Cargo = 16 Victory points page and post a picture of
5 Cargo = 32 Victory Points your artistic skills online!
you lose the game if you still do not have 20 or more Victory points Good luck Trucker. I hope
after selling your Cargo. to see you in the retirement
lounge!
Multiplayer Competitive
Each player will need their own 2d6 and their own trucker sheet. it can be any of the 4 trucks
(Sparrowhawk, Countess, Mauler, or Hammerhead) or even the same truck design.
All players share the same Star Chart (Phase 1 locations) and advance at the same time from Location to
Location.
The first player to 20 VP wins, or
the player with the most VP after Location G wins,
or the last player still in the game after everybody else has been eliminated wins.