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 rst half of this rulebook.
In fact, we’ve designed it soyoucanlearntoplaywhileyou are reading.
By the time you nish page 5, you’ll be able to set up the game. And when
you nish page8, you’ll build your rst space ship. Then we’ll explain how
to y through space, and you can begin your rst galactic adventure! As
you play, consult pages 12 and 13 when you run into an adventure card,
andyou’llbedone withyourrstightbythe time you reach page 15.
So really, theres nothing to panic about until you reach your
rst meteor swarm,and by then it will be too late.
TRUCKER’SGUIDE TO THE GALAXY
2
BITS AND PIECES
FOR YOUR FIRST FLIGHT
ship boards
Here is where you’ll build
abeautiful space ship.
ight boards
Fly around the Galaxy!
Explore space! (But be sure
to stay on the little triangles.)
3 decks of adventure cards
With three levels of prot! (And
three levels of ship-smashing.)
other sides of ship boards
Each board has a level I ship
on one side, a level II ship on
one side, and a level III ship
on one side. Yes, somehow,
your board has three sides.
Welcome to the future!
timer
Gravity causes the sand
to fall from the top space
to the bottom space. And
according to the General
Theory of Relativity,
when you mix gravity and
space, you get time.
alien gures
Aliens won’t join you
during your learning
ight because they are
wary of student drivers.
rockets
These represent your
space ship in ight,
even though they could
never be as beautiful.
component tiles
For more information, see
the facing page. For useful
information, see pages 6 and 7.
starting cabins
Because every ship has
tostartsomewhere.
astronaut gures
Their space suits
are guaranteed to
probably beair-tight.
battery tokens
Corp Inc believes
ingreenenergy.
goods blocks
Although these look
like simple cubes, they
are actually abstract
representations of valuable
goods. Or maybe they are
literal representations, and
the future of interstellar
trade is giant cubes of
brightly coloredgelatin.
ight board marked
L is for Learning, not Llama.
This game has no boards
designed specically
for llamas.
8 level I adventure
cardsmarked
Again, not designed for
llamas. You should nd
these all together at
the top of the deck.
cosmic credits
We wanted to call them
star bucks, but that
was taken.
FOR PROFESSIONAL TRUCKERS
Equipment that you can leave in the box while you are learning the game.
dice
You and the Universe
take turns rolling
to damage each
other, but it is never
your turn to roll.
trucker title tiles
Shiny new ways to make
a name for yourself.
(And the other side
is even shinier.)
3
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 prot?
They can. And they do. This guide will show you how. It has everything you need to become a full-edged,
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.
HELPFUL* COMPONENT OVERVIEW
As a galaxy trucker, you’ll be working for Corporation Incorporated, a transgalactic construction rm that
builds sanitation systems and affordable housing on the edge of human civilization. Heres 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
in love with. Or at least tolerate.
Plasma drills. If you want to
build a sewer system, you need
to start by digging some holes
inthe ground.
Hot-water heaters. They say one
of these babies can boil an
Arcturan megagallon of liquid
xenotritherium in less than
12kessels. Do they even know
what that means? We sure don’t.
Modular housing units. Cheap,
easy to install, includes shower
and ush toilet. What more
couldyou ask for on the frontier
planets?
Central housing units. The core
ofthe colony. Aliens say they’re
garish, but humans adore the
bright colors.
Storage compartments. Not just tool sheds, these
are space tool sheds. Please use red
compartments for substances that should be kept
out of reach of children and most adults.
Alien add-ons. The aliens have
written up very detailed instructions
for attaching these things to
housing units. We have no idea
whatthey do.
Power centers. Because the
onlything better than a frontier
sanitation network is a frontier
sanitation network with more
power!
Shield generators. These keep
settlements safe from stray
meteors, cosmic rays, and minor
orbital bombardments. (If your
settlement is subjected to major
orbital bombardments, you should
consider relocating.)
88
++
2525
++
2121
++
1717
++
1111
++
1111
++
99
++
44
++
66
++
66
++
66
++
66
++
66
++
99
++
33
++
88
++
4
1
For your rst game, use the game board marked with an .
(It’s a learning ight.)
2
Dump out all the tiles in the middle of the table where everyone
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.
3
Each player takes a ship board and folds it so they
can use the level I side.
4
Each player chooses a color and takes the rockets and
starting cabin in that color. Your starting cabin goes in the
center of your ship board.
5
One rocket goes on your ship board.
6
The other rocket goes on the parking lot on the ight
board.
When everyone is ready, the boldest player says “Go!”.
Everyone begins building simultaneously according to
the rules on this page.
BUILDING YOUR FIRST SHIP
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.
SETUP
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 ipping over multiple components in the middle of the table.
2
3
4
5
6
1
2
5
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
must join to your ship using one of the three types of connectors:
universal connector
one-pipe
connector
smooth side (not a connector)
two-pipe
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.
While adding a component, you can move it around to see where it
ts. However, it becomes welded to your ship as soon as you pick
up a new component. You can’t move a component once it has
been welded to your ship.
1
3a
3b
6
COMPONENTS
Cabins
You always start with one cabin,
which is called (for obvious
reasons) your starting cabin.
Additional cabins allow you to have
a bigger crew, so you want to have
as many cabins as possible.
Engines
Engines have special limitations:
the exhaust pipe must point to the
rear of the space ship (toward the
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.
Cannons
Cannons can point in any
direction, but they are most
effective when they point
forward (away from the player).
No component can sit on the square in front of the
cannons barrel.
Many dangers await you on your journey. You may
be in combat, or you may need to blow up meteors.
That’s why you want as many cannons as possible,
especially forward-pointing ones.
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.
7
Battery components
Energy for double engines and double
cannons is stored in size E batteries.
(The “E” is for “E-normous.”)
A battery component will have 2or
3 batteries. Each battery stores
enough energy to power one use of a
double engine, a double cannon, or a
shield. Batteries can be anywhere on
the ship; they do not have to be next to the component
they are powering.
With matter-annihilation technology, it was possible
to store this much energy in a battery no larger than
a golf ball. Today, of course, such batteries are illegal
thanks to the lobbying efforts of matter rights activists,
who received heavy support from the Fatally Confused
Golfers’ Memorial Fund.
To get the most from your ship, you’ll need double
cannons and double engines, which means you will
want as many batteries as possible.
Shield Generators
Shields are there for when things go
wrong. They can deflect smaller
meteors and some hits from enemy
cannons. They get their power from
batteries.
One shield generator can protect the ship on two
sides. It works from any place on the ship. All that
matters is which way it is oriented.
Now you are probably expecting us to say you want
as many as possible. Of course not. You only need
two shield generators, provided they are oriented to
cover all four directions. In fact, if you are gutsy (or
suicidal) you can y without any shields at all.
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.
Cargo Holds
Cargo holds come with 2 or
3 containers. You can put them
anywhere. They can be used to store
the goods that you nd along the way.
Of course, goods translate into
prots, which is what trucking is all
about, so you want as many cargo
holds as possible.
Special Cargo Holds
Red goods are hazardous materials
which can only be transported in
these special cargo holds. These
holds have only 1 or 2 containers, but
they are heavily reinforced and (as far
as we know) radiation-proof. Meeting
maximum safety requirements, these
containers can hold any type of
goods. They are “special” because
they are the only containers that can also hold red
goods.
Of course there are thousands of horror stories
illustrating why hazardous goods should not be
transported in normal containers. We give only the
example of James “Skip” Fairweather, who decided to
transport several tons of plutonium in used fruit crates.
Upon landing, he lost both arms and one leg to a mob
of angry environmentalists.
Hazardous goods are the most valuable, so it is
important to have a lot of special cargo holds.
Structural Modules
Structural modules don’t seem very
important because they don’t do
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 y apart the rst
time it gets hit by something.
Odd Bits of Unknown Origin
Don’t worry about these other
components right now. On your rst
flight, you can treat them just like
structural modules.
8
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 cannons barrel.
A component outside the indicated building area.
A component or part of the ship
not attached to the rest.
POP QUIZ!
Now that you know all the ship-building rules, you should beable
to nd 7thingswrongwiththeshipillustrated here.
EXPOSED CONNECTORS
Connectors that are not connected, i.e., those not
adjacent to another component, are considered to
be exposed.
1
2
67 5
3
8
4
This ship has 8 exposed connectors.
(Count exposed sides, not individual pipes.)
Exposed connectors are allowed, but they increase
the risk of damage to your ship and in some cases
they can slow it down. The ends of exposed pipes
get warped in transit, so Corporation Incorporated
pays a bonus for ships that arrive with few exposed
connectors.
FINISHING BUILDING
Once you are happy with your ship (or once you
run out of good places to add more components)
you can nish your ship. You do not have to place a
component on every square of your ship board.
To nish building, move your rocket marker from the
parking lot to an available starting space on the ight
board. The rst player to nish will take space 1, the
second player will take space 2, and so on.
(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 nish by
gently thumping the box lid against their head.)
Whenever players are supposed to do something “in
order” that means the order shown by their rockets on
the ight board. Some adventures are harsher toward
players who are in front, but if you have a decent ship,
being in front is usually better. So it’s not enough to
build a perfect space ship with lots of everything and
no exposed connectors. You want to be the rst.
GO BUILD YOUR FIRST SHIP!
RIGHT NOW, YOU DO NOT NEED TO READ ON.
9
PREPARING FOR LAUNCH
1
Check everyone elses ship to be sure all ships
have been built according to the rules. Fix the
ships that aren’t.
2
You don’t need the ship-building tiles anymore,
so you might as well shove them off to one
side.
3
Take out the astronaut gures. Everyone puts
2astronauts in each cabin on their ship.
4
Take out the battery tokens. Everyone lls their
battery components with the number of tokens
shown. (It’s always either 2 or 3.)
5
Place the credits and goods blocks nearby. You
don’t get any now, but you are hoping to load a
lot of them during the ight.
6
Oh … and dice. You’ll need the two dice.
7
And now all that’s left is to prepare the
adventure deck for your learning ight.
Fixing ships
Players who have illegal ships must remove
components until their ships are legal. Normally
Corp Inc imposes a penalty for this, but we can ignore
those penalties on a learning ight. In fact, truckers-
in-training should be offered extra building time to x
their mistakes. They take back their rocket markers
and everyone behind them can move up in the ight
order while they are rebuilding.
Time to get trucking
Give the adventure deck to the leaderthe player whose ship in on space 1. The leader begins the adventure
by revealing the rst card of the deck.
front back
ADVENTURE DECK
For a learning ight
you need the
8adventure cards
marked with an
.
They are in the
levelIdeck.
Shue the cards
face down. This is
the adventure deck
for your ight.
2
5
5
6
7
3
4
1
10
HITS TO YOUR SHIP
The ight board depicts the possible dangers your ship might face. Each threat comes from a certain direction
in a specic row or column. This will be explained in greater detail later, but here is a summary:
THE FLIGHT
FLIGHT OVERVIEW
During the ight, you will face a series of adventure cards. The leader reveals the rst card, and players resolve
it. The leader reveals the second card, and players resolve it. And so on.
The ight 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 ight ends when the nal 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 benets of the card. Whenever you lose ight 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 ight days at the same time, they lose them in reverse order. (The player
farthest behind moves back rst.)
1
2
3
If Yellow loses 3 flight days, he will end up in the space just in front of Red.
If a component of your ship is hit (because you can’t
or won’t protect it) it is destroyed and the tile must be
removed. This might cause some other components
to become disconnected and fall off – remove them
from your ship as well. If your ship is broken into
multiple pieces, you decide which piece you will pilot
to your destination and the other pieces fall off.
Lost components (whether they were destroyed or
fell off) are placed in your discard pile – in the marked
area in the upper right corner of your ship board.
When you reach your destination, you will have to
forfeit 1 cosmic credit for each component lost along
the way. Any playing pieces (crew, battery tokens,
goods) on lost components are returned to the bank.
You can protect your ship from
small meteors by building it well
(they bounce off smooth sides)
or by using a properly oriented shield
(which will cost you 1 battery token).
You can protect your ship
from large meteors by
shooting them with a cannon.
You can protect your ship
from light cannon re with
a properly oriented shield
(which will cost you 1 battery
token).
Nothing protects your
ship from heavycannon
re.
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.
11
GAINING GOODS
When a card enables you to load
goods onto your ship, take the
indicated colored blocks from the
bank and place them in your cargo
containers. (Each cargo hold has
1 to 3 containers.) Each container
can only hold 1 block. Excess
goods have to be dumped into
space (returned to the bank). The
price list will help you decide what to keep and what
to dump.
Red blocks are the most valuable,
but they are hazardous materials
and must be kept in the special red
containers. If you don’t have enough
special cargo containers, you have
to discard excess red blocks.
As long as you have enough space,
you should take everything you can
get – even if you have to put cheap goods
in red cargo containers. When you load
new goods, you can rearrange or discard
your old goods.
Dumping goods into space is a violation of anti-littering
laws, punishable by nes and imprisonment. Under no
circumstances should you ever tell the authorities that
we were the ones who recommended that you do this.
LOSS OF GOODS OR CREW
If a card requires you to give up goods, you
must return the most valuable goods to the
bank. If you don’t have enough goods to
cover the indicated loss, you must give up
battery tokens to make up the difference. Once you
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 gures to the bank.
PARAMETERS
OFYOUR SHIP
Sometimes you have to count up
the strength of your engines or
cannons.
Double engines and double
cannons need batteries. Each time
you have to calculate the strength
of your engines or cannons, you
must decide which double engines
or cannons you will use. Spent
batteries are returned to the bank.
Engine Strength
+1
+2
Each single engine counts as 1.
Each double engine on which
you spend a battery token counts
as2.
Cannon Strength
+
1
/
2
+
1
/
2
+1
+2
+1+1
Each forward-pointing single
cannon counts as 1.
Each forward-pointing double
cannon that you spend a battery
token on counts as 2.
Each cannon pointing to the
side or to the rear counts at
only half value for a single
cannon or 1 for a double cannon
on which you spend a battery
token on).
Ah, you ask whether to round up
or down? Just don’t. Strength
is slightly better than 5 and
worse than 6.
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.
12
ADVENTURE CARDS
PLANETS
A Planets card has 2 to 4 planets where
you can pick up goods. Landing will cost
you the number of ight days shown in
the lower right corner. If you want to land,
mark the planet you choose with your
second rocket (the one not on the ight board). Only
one rocket is allowed per planet.
The leader chooses rst, followed by the other players
in order. No one is required to land. In fact, players in
front sometimes prevent the others from landing at all.
Those who landed load the indicated goods on their
ships. (See Gaining Goods on page 11.) Goods can be
rearranged or discarded at this time. It is legal to land
just to block others from landing, but be sure it is worth
the loss of ight days.
Once everyone has decided whether to land, those
who landed move their markers back that many empty
spaces, with the player who is farthest behind moving
rst.
ABANDONED SHIP
If you nd an Abandoned Ship, you’re
in gravy! Theres probably some sort of
protocol for reporting these things, but
who cares? Fix it up and sell it to your
crew. (Yeah, they’re so sick of ying with
you, they’ll pay for the chance to jump ship.)
Only one player can use this opportunity. The leader
decides rst. The leader can give up the specied
number of crew gures and take the indicated number
of cosmic credits. This also costs ight days.
If the leader chooses not to use the opportunity, it falls
to the next player in line, and so on. Once one player
xes up the ship, the remaining players are out of luck.
Sometimes you’ll nd a ship that you’ll be tempted to keep
for yourself. Don’t be greedy. Let the crew have it. There’s
probably a reason that ship was abandoned.
ABANDONED STATION
When fleeing the tragic disaster that
befell this space station, the inhabitants
probably left behind some good loot. It will
take a big crew to search for it, though.
To use this opportunity, you must have at
least as many crew as shown on the card.
Only one player can use this opportunity. The leader
decides rst. If the leader does not have enough crew
or if the leader does not wish to lose those ight days,
the leader can pass the opportunity to the next player
along the ight. Once someone decides to dock, the
others are out of luck.
When you dock with a space station, load the indicated
goods on your ship. (See Gaining Goods on page 11.)
You can rearrange or discard goods at this time. Move
your marker back the indicated number of ight days.
Note that on an Abandoned Station you lose no crew.
SMUGGLERS
Smugglers and other enemies pose a
threat to everyone, but they attack the
players’ ships in order. First, they attack
the leader. If they win, they attack the
next player in line, and so on, until they
have attacked everyone or until someone
defeats them.
The upper right corner of the card shows what happens
if you lose. (These smugglers take your 2 most valuable
goods. If you run out of goods, they take batteries
instead.) The bottom part of the card shows what you
get if you win. (If you defeat Smugglers, you can load
the indicated goods – see Gaining Goods on page 11.)
The strength of the enemy is given by the number next to
the cannon symbol. (These Smugglers have strength 4.)
The leader counts up cannon strength, paying for any
double cannons used. If this strength is greater than
the enemy’s, the player wins and may claim the reward
by losing ight 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 specied 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.
13
OPEN SPACE
Open Space is like a wide-open drag strip.
Each player will have a chance to gain
ight days.
In turn, each player declares their engine
strength, beginning with the leader, and continuing in
the order shown by the rockets on the ight board.
You must decide whether to spend battery tokens
on any double engines when it is your turn to declare
engine strength (see page 11). Then you immediately
move your rocket marker that many empty spaces
forward. This may allow you to pass players ahead of
you (occupied spaces are skipped) and perhaps even
take the lead.
METEOR SWARM
A Meteor Swarm can really mess with your
paint job. The card depicts several large
and/or small meteors and the directions
they come from. Deal with meteors one
at a time, top to bottom. They affect all
players simultaneously.
For each meteor, the leader rolls two dice. The roll
determines which row or column the meteor can
impact. The rows and columns are numbered on the
edge of your ship board. Each player receives their own
personal meteor and checks to see if it hits or misses
their ship. If the roll does not miss, proceed as follows:
A small meteor will harmlessly bounce off of a
well-built ship. It is only a problem if it hits an
exposed connector. In this case, you can still
avoid damage by powering up a shield if you
have one that protects that side. You must pay
1 battery token to do this. If you can’t or won’t
avoid the impact, the component the meteor
hits is destroyed. Remove it from your ship and
add it to your pile of components lost along
the way.
A large meteor is, of course, even more
dangerous. It will damage even a well-built
ship, and shields cannot stop it. Your only
hope is to blast it. You can only shoot it if
you have a cannon pointed at it in the same
column. If it is a double cannon, you will
have to pay 1 battery token to use it. Large
meteors tend to come from in front of you, which is why
we recommended you pay special attention to cannons
pointing forward.
If you don’t shoot a large meteor, the component it hits
is destroyed.
COMBAT ZONE
The true test of any space ship is to y
it through a combat zone. The Combat
Zone card has 3 lines which are evaluated
in succession. Each line gives a criterion
and a penalty for the player who is weakest in that area.
First, the player with the fewest crew gures loses
3ight days.
Next, the player with the weakest engines loses 2 crew
members. Players count up their engine strength in
order, starting with the leader, deciding whether or not
to spend battery tokens on double engines.
Finally, the player with the weakest cannons is
threatened by light cannon re from behind and heavy
cannon re from behind. Again, players decide in order,
starting with the leader, which double cannons they will
pay for.
Hits from cannon re work like hits from meteors except
they are more dicult to defend against. Each hit has a
direction. The player rolls two dice to determine which
row or column the hit is coming from, thus determining
which component of the ship (if any) is in danger.
The only way to defend against light cannon
re is with a shield that protects against hits
from that direction. This can be powered at
the cost of 1 battery token. Otherwise, the
component is destroyed.
There is no way to defend against
heavy cannon re. Your only hope is to roll
high enough or low enough that it misses
your ship entirely. Otherwise, the component
it hits is destroyed.
In each criterion – smallest crew, weakest
engines, weakest cannons – it is possible for players to
be tied. Among tied players, the one farthest ahead is
the only one who must face the penalty. (Usually, being
ahead is good; in a combat zone, it’s dangerous.)
A complete example of the learning ight’s Combat
Zone is on page 14.
STARDUST
Yellow cards are special events. In your
learning ight, the only special event is
Stardust. Every player loses 1 ight day for
every exposed connector. (Each exposed
connector only counts once, regardless
of whether it is one pipe, two pipes, or
universal.) In reverse order, starting with the last player,
each player counts exposed connectors and moves
back that many empty spaces.
14
EXAMPLE: SMUGGLERS
Red, Green, and Blue are trucking
across the Galaxy in that order. They
run into smugglers with strength 4.
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
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 ght, the Smugglers would
have taken 1 red and 1 yellow block from her.
Green is next in line. By paying 2battery tokens,
she has strength 4½. This is enough to defeat the
smugglers and take 2of their goods. (She discards
the blue block because she can’t t it on her ship.)
She also moves her ship back 1empty space.
Blue is lucky to have been flying last. He can’t
make his strength go higher than 3, so he
would have lost his blue block and 1 battery
token. As it is, the Smugglers are defeated
and the adventure does not affect him.
EXAMPLE: COMBAT ZONE
Green and Yellow are trucking
across the Galaxy in that order,
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.
Next, they compare engine strength.
Yellow has engine strength 3. He has no double
engines, so he has no decisions to make.
Green can have engine strength 1, 3, or 5, depending
on whether she spends 0, 1, or 2 battery tokens.
Yellow is now ahead, so if they are tied for
strength, Yellow will have to pay the penalty
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 re.
First, he rolls for the light cannon re. 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 re, he rolls 1 and 4. That’s
a miss – there is no component in column 5.
(If rolling 7 again, yellow’s starting cabin
would be destroyed, which would also
cause the right engine to fall off).
Anyway, the Combat zone is evaluated. Green hands the
adventure deck to Yellow, who reveals the next card.
5 6 7 8
15
JOURNEY’SEND
WINNING
WHAT NEXT?
Finish Order Reward
This shows how many credits you get for completing
the ight. The player who is farthest ahead gets the
most credits, second gets second most, and so on.
Award for Best-Looking Ship
This award goes to the player who nishes
with the best-looking ship. Count up the
number of exposed connectors on your
ships. (Each exposed connector counts only once,
regardless of whether it is one pipe, two pipes, or
universal.) Whoever has the fewest exposed
connectors gets the indicated credits. If there is a tie,
all tied players receive the award.
Sale of Goods
Return all your goods to the bank, and take the
number of cosmic credits indicated by the price list.
Losses
Now you have to deliver the
components of your ship to
Corporation Incorporated. For each
component you lost along the way, you lose
1cosmiccredit. (When you lost components, you
placed them in a discard pile on your space ship
board, so it is easy to keep track of how many you
lost.)
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.
Once you have completed your first flight, you'll
know the basics of galaxy trucking and you'll be
ready to start your professional trucking career.
Professional truckers drive bigger ships and face
bigger challenges. They get a route forecast so
they can build ships that are better prepared for the
specic adventures they will face. And they get alien
sidekicks! (If they can gure out how to hook up the
life support systems.) To start your professional
trucking career, just turn the page.
Your ight is over once all 8 adventure cards have been dealt with. Now it’s time to deliver your sewer pipes!
The ight board depicts the rewards and penalties you receive at the end of your ight.
16
Congratulations on completing your rst ight! 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 ight, 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 ight,
everyone should agree on its level I, II, or III. Use the ight board
and ship boards corresponding to that level.
Level I is good for teaching the game to new players. It’s also the
quickest ight. 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 ight board.
ADDITIONAL SHIP-BUILDING RULES
Note that the rewards
for nishing a higher-level
ight are bigger.
Flight Forecast
The 3 piles at the bottom of the ight board are Corp Inc’s ight 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 nish 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 ight. When everyone is
done building, the leader combines all four card piles together and
shues thoroughly. The top card must match the level of the ight. If
necessary, shue a little more until it does.
A level III flight uses 2 level III cards, 1 level IIcard,
and1level I card in each pile.
Shue the relevant decks and draw cards face down to make each
pile. Place 3 piles at the bottom of the ight board and 1 at the top.
17
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
two in reserve at once. You cannot return a reserved
component to the table.
If a component is reserved but not added to your ship,
you leave it on your board as the beginning of your
discard pile. It counts against you at the end of the
ight as a component lost along the way.
No one cares that the components are still lying there
at the launch site, nor that this junk is only worth a
fraction of the penalty Corp Inc charges you for losing
it. A contract is a contract.
THE TIMER
Start the timer on this space of the ight board. The player who starts the
timer should simultaneously say, “Go!”
FINISHING BUILDING
You may nish building at any time. To nish 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 rst.
Flip the timer to the last space. This can be done only
by a player who has nished building (and only after
time has run out on the previous ip).
SPOT CHECK
After building, check each others ships. If your ship
breaks one or more ship-building rules, remove
components until it is no longer in violation. Place
these components (including any that fall off on
the launch pad) in your discard pile. They count as
components lost along the way.
If a mistake is not discovered until the ship is in ight,
the offender must immediately correct the mistake
as described above and pay the bank 1 cosmic credit
for violating the laws of physics.
Flip the timer to the next space. Any player may do this once
time has run out. If no one wants to ip the timer, players just
keep building until someone decides to ip it or until everyone
is done. Different boards have different numbers of ips. (On a
level I board, you skip this step and go straight to the last ip.)
18
ALIENS
LIFE SUPPORT SYSTEMS
So what are those funny components
that we refused to explain earlier?
They are life support systems for
aliens.
In order for the life support system
to have any effect, it must be joined
to a cabin. This makes the cabin
inhabitable by aliens of the corresponding color.
However, you cannot put an alien in your starting
cabin. (They say the paint smells funny.)
Human crew members wear space suits, so they can
go in any cabin, even if it has an alien life support
system attached.
PLACING THE CREW
Crew gures are placed according to the following
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.
Possibilities for placing crew. Note you
cannot put 2 purple aliens on your ship.
If any player wishes to choose humans or aliens
based on what other players do, then players should
place crew in order, beginning with the leader.
ALIEN ABILITIES
Aliens are crew members and are counted as such
in a Combat Zone or an Abandoned Station. You can
send them away on an Abandoned Ship or give them
up to Slavers (see facing page).
The disadvantage of taking an alien on board is that
it takes up the space of two humans. But, of course,
there are some advantages.
Purple aliens are a war-like species. If you have a
purple alien, you get +2 to cannon strength. (If your
cannon strength without the alien is 0, you don’t get
this bonus. It’s not going to ght a space battle with
its bare tentacles.)
Brown aliens are good mechanics. If you have a
brown alien, you get +2 to engine strength. (If your
engine strength without the alien is 0, you don’t get
this bonus. It’s not going to get out and push.)
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.)
eBook available!
Just how badly do aliens need
those life support systems? Why
don’t they wear space suits? Or
clothes? And why do they y with
truckers anyway? It’s possible
the answers to some of these
questions are in Jason A. Holt’s
book Galaxy Trucker: Rocky Road.
19
ADDITIONAL ADVENTURE CARDS
STRAY BIG METEORS
Meteors can come at your
ship from the left, the
right, or even the rear!
Large meteors coming
from in front of you can
be blown up only by a
forward-pointing cannon
in the column from which
they are approaching, but
large meteors from the side or the rear can
be blown up by a cannon pointing toward the
meteor in the same or adjacent row or column.
Areminder is printed on the ight board.
Most spacecraft are protected from meteors by
autotargeting gun turrets, self-guided missiles, or
disintegration elds. Yours is protected by cannons
made from sewer drills.
ADVANCED ENEMIES
On your ight, you may also encounter Pirates and
Slavers. When you defeat them, you don’t gain goods
you gain cold, hard cosmic credits. Move your ship
back the indicated number of empty spaces and take
the credits from the bank. If you don’t want to lose
ight days, you can choose not to take the credits (or
goods in the case of Smugglers) and leave your ship
where it is. Either way, no other player may collect the
reward once the enemy has been defeated.
If the Slavers defeat you, they force
you to give up some of your crew.
You choose which humans or
aliens to surrender in exchange for
your own freedom.
If the Pirates defeat you, your ship
gets shot at. (The card indicates
the size and direction of the
cannon re.) Keep track of all the
players who were defeated and
then have the rst defeated player
roll two dice to determine the row
or column of each shot. This roll
applies to all defeated players.
Light cannon re can only be stopped by a shield
oriented in the correct direction and powered by a
battery. Heavy cannon re cannot be stopped. (See
Hits to your ship on page 10.)
Note: When counting engine or cannon strength, you
can voluntarily decide to not use a battery even if you
have one. However, your regular engines or cannons
and the aliens are used automatically, you cannot
decide to not use them to have lower strength.
MORE SPECIAL EVENTS
Epidemic makes you remove
1crew member (human or alien)
from every occupied cabin that is
joined to another occupied cabin.
The safe thing to do is to build
your ship so that no two cabins are
joined. If you do have joined
cabins, maybe you can find an
adventure that will allow you to
empty one of them before the epidemic strikes.
Sabotage destroys a random
component on the ship with the
smallest crew. (Among multiple
ships tied for smallest crew, only
the one farthest ahead is
sabotaged.) To select the
component, the affected player
rolls 2 dice to determine the
column and then 2 dice to
determine the row. If there is no component at those
coordinates, roll again for new coordinates. If there
is no component there, roll again. If three sets of
coordinates are rolled without hitting a component,
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.
GOODS SHORTAGE
In higher-level ights, there might not
be enough goods to go around. In
such a situation, players load goods
in order. Goods discarded by ships
in front are available to load on
ships behind. Players who are left with no blocks to
load are out of luck, and they still lose ight days.
20
GIVING UP
FORCED TO GIVE UP
Galaxy trucking is a risky business, and you should
expect to take a few hard knocks. Just don’t take too
many or they will knock you out of the game.
The following circumstances force you to give up on
the ight:
Losing all humans. If you lose your last human
astronaut, you must give up. Alien crew members
can’t run the ship by themselves.
No engine strength in open space. Normally, you
can coast to the nish line even if your ship has
no engines. But if you run into an Open Space
adventure, you must declare engine strength
greater than zero or give up on the ight.
Getting lapped. If the leader is more than one full
circle ahead of you on the board, you must give up.
You check for these conditions only once the
adventure card is fully resolved. For example, if you
lose your last human crew member in a Combat
Zone, you must suffer through all the lines of the card
before your ship leaves the ight. On the plus side,
if the leader passes you in Open Space, you still get
your turn to re up your engines, and maybe you can
avoid being lapped.
CHOOSING TO GIVE UP
If you think the remaining adventures will be bad for
you, it might be better to give up and cut your losses.
You can decide to give up, but you must do so before
the next adventure card is revealed. (If you decide
to give up after seeing an adventure card, you must
suffer through that entire adventure rst.)
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 nish alone. In this case, ignore
the Combat Zone and Sabotage adventures (which
penalize the player with the fewest engines, cannons,
or crew members).
AN EARLY LANDING
No matter where you leave the ight, Corp Inc always
has a handy warehouse nearby ready to receive the
pipes you are carrying (and ready to charge you for
the pipes you lost). If you give up:
Remove your rocket from the ight board. You are
just a spectator for the rest of the ight and none
of the cards can affect you.
You don’t get any reward for the order in which
you nished (because you didn’t nish, obviously).
When players compete to see who has the fewest
exposed connectors, your ship does not count.
You do get to sell your goods, but only at half the
total price. Add up the standard price of all your
goods and then take half that many credits. (Round
up.)
You have to pay the penalty for the components
you lost along the way. (Anything you haven’t lost
yet can be returned to Corp Inc without penalty, so
only pay for those in your discard pile.)
If you give up, you can still “win” in the sense that any
prot counts as a win. And if you end up with more
prot than all the other fools who ew that accursed
ight, you win in that sense, too. In the end, it’s all
about the cosmic credits.
Of course, trucking has other compensations which
many truckers nd more important than money. There’s
the thrill of the adventure. And fame. And glory. And
honor. And … oh who are we kidding? With enough
money, you can buy adventure, fame, glory, and honor
and still have enough left over for dinner at a fancy
restaurant.
21
THE FIRST FLIGHT
So you’ve flown through a few meteor swarms. And
defeated a few pirates. Maybe you even slipped through
a combat zone completely unscathed. Well, there’s one
challenge you haven’t seen yet – the ultimate test of
skill, speed, and courage – we’re talking about the
Transgalactic Trek.
In the Transgalactic Trek you will y three ights
level I, level II, and level III. For each ight, you will
build a new ship. Credits you earn on one ight carry
over to the next, and you will accumulate more and
more wealth as you y across the Galaxy.
(Of course, success is not guaranteed. For example,
you may have to give up on a ight. But even then, you
get to come back and build a ship for the next one.
And if you somehow lose all your money, your debts
will be covered by random strangers who like stories
about trucks blowing up, and you will start the next
ight at zero credits.)
In addition to the usual ways to earn credits, you can
also prot from your reputation. In the rst ight, you
will establish a name for yourself, and then you can try
to build on that reputation during the next two ights.
The Transgalactic Trek uses the
title tiles, but only one per player.
Select the appropriate number of
tiles at random and return the
others to the box.
Set up a level I ight with the titles silver side-up next
to the ight board. Players will compete for these
titles. Each has its own criteria, described on the next
page. Read their descriptions aloud so that everyone
knows what they are trying to achieve.
Then play the rst ight according to the usual rules.
EARNING TITLES
At the end of the ight, take your rewards and
penalties as usual, except that, instead of the
reward for best-looking ship, players are
rewarded based on the criteria of the titles.
Only players who completed the ight can win a title.
Count up scores for each title and give the title to the
player with the best score. For example, the Power
Trucker title goes to the player who nished the ight
with the most battery-powered components.
For each title, all players with the best score earn
2credits (the level I reward for best-looking ship), but
only one can have the title tile. Among tied players,
give the title to the one who nished farther ahead.
Special cases: If all players score zero for a particular
title, it goes to the player who nished in the lead, but
no one gets credits for it. If no players completed the
ight, no one gains credits from titles and the titles
are distributed randomly, one to each player.
DISTRIBUTING TITLES
It’s possible that every player will earn exactly one
title, but it’s also possible that someone – perhaps
you will have been clever enough to earn more
than one. If you nish the ight with multiple titles,
you must choose one to keep and give the others to
players who don’t have a title yet. When giving away
titles, you may assign them randomly or use any
criteria you choose. (Note that we are just talking
about redistributing the tiles here. Players keep all the
credits they earned during the title-scoring step.) If
multiple players are in a position to give away titles,
the player who nished farther ahead decides rst.
For the next ight, everyone will start with a title, even
players who gave up on the rst ight. Players keep
their title for the remainder of the Transgalactic Trek.
The Transgalactic Trek has a
long tradition that starts in the
future. Tolearn its secret origins,
check out the campaign in the
Galaxy Trucker app. (It’s also
great for playing Galaxy Trucker
with your friends and with new
truckers you’ll meet online.)
www.galaxytrucker.game
22
Freight Hauler
You know all the ways to pick up goods and
you’re always ready to load more. They say
you would haul a herd of ultramammoths if you thought
you could nd a buyer.
Count the number of cargo components that
have at least one block of goods.
Tip: Having lots of cargo space is important, but
you also need to y near the front so you don’t miss
opportunities to load. Don’t forget you can rearrange
goods only when you are loading, so it might be a good
idea to keep your blocks spread out if you can keep
your ship in one piece.
Power Trucker
You love the hum of the shields, the roar of
double engines, and the sizzle of double cannons.
Count the number of components that use
batteries (shields, double engines, and double
cannons).
Tip: Battery components do not count, but it’s good to
have enough to power all your cool stuff.
Xenoquartermaster
Aliens like to fly with you, because you know
what aliens like – privacy.
For each alien on your ship, add up its
walking distance to the nearest cabin.
The nearest cabin is the one it could get to in the fewest
steps, walking through the pipes. For example, a cabin
on an adjacent square is at distance 1, but only if it is
joined. If not joined, it might not even be nearest. If the
alien must pass through an intervening component to
reach the nearest cabin, it is at distance 2. And so on.
Even an empty cabin could be nearest.
Tip: Ideally, you want two aliens very far away from each
other and far from other cabins.
Cruise Captain
It’s a long trip across the Galaxy. Why
shouldn’t your passengers enjoy it? Add
some panoramic windows and you’ll be the trucker
everyone wants to ride with.
Count the number of occupied cabins with a
view. A cabin has a view if it has at least one
smooth side that is not adjacent to a component.
Notes: The smooth side can be adjacent to an empty
square, even one that is surrounded by components.
(Courtyard views aren’t as popular as exterior views, but
they still count.) Sometimes a cabin starts with no view
but gains a lovely view when another component is lost
during ight. Your starting cabin has connectors on all
four sides, so it will never have a view.
Master Engineer
You not only know how to build a big ship, but
also how to keep it in one piece for the entire
flight.
Count the number of components your ship
has.
Hint: It’s usually simpler to count the number of empty
spaces and see who has the least unless the ight
was especially harsh.
Corridorist
You are a nonconformist – unconventional,
avant-garde. Some say you’re crazy, building
ships with such long corridors. Some say you’re cool.
Count your longest chain of corridor
components. A corridor component is
one with only 1 or 2 connectors.
Tip: One way to get a long corridor is to build a long
tentacle, but it might be even better to build a looping
corridor that connects to the rest of your ship on both
ends.
THE SECOND FLIGHT
Adventure cards used in the rst ight should be
removed from the game. You can return them to the
box. Set up for a level II ight in the usual way, with
an empty board and all components face down. The
only thing you keep from your rst ight is your title
and your credits.
Keep your title in the upper left corner of your ship
board, silver side up. On this ight, you will try to
defend your title.
At the end of the ight, instead of rewards
for the best-looking ship, all players who
successfully defended their title earn
4 credits. You have defended your title if you
completed the ight and have the highest score for
your title. (Count only ships that nished. Even if you
tie, you have defended.) You cannot earn credits for
other players’ titles. All players keep their titles, even
if they failed to defend.
All players who successfully defend their titles ip
them to the gold side. Players who failed to defend
keep the title on the silver side.
23
THE THIRD FLIGHT
Freight Hauler
Your ship now ofcially falls into “freighter”
category. Which means – more annoying
regulations. Congratulations!
If two cargo holds are adjacent to each
other, neither can hold cargo. This
restriction applies even if they are not
joined to each other. Of course, if one of the cargo holds
is lost during ight, the other suddenly becomes usable.
Power Trucker
The safety inspectors have been
investigating your overpowered ships, and
they have decided to write new wiring codes that apply
only to you.
You cannot have battery tokens in a
component that is directly joined to one
that requires energy (a double engine, a
double cannon, or a shield). For example, if a battery
component is joined to a double engine, it gets no
battery tokens before the ight.
Xenoquartermaster
You have done such a good job of catering to
aliens that your customers have become a bit spoiled. The
life support system must meet exacting specications.
Alien life support systems only
work if all their connectors match
exactly. So if one side of the
connection is a universal connector, the adjacent side
must also be a universal connector – otherwise the life
support system has no effect.
Cruise Captain
Because of your reputation for enjoyable
flights, many of your crew members are
actually tourists … and they have some safety concerns.
Each exposed connector reduces cabin
capacity by one. A cabin with one exposed
connector can hold one human astronaut; it
cannot hold an alien. A cabin with multiple exposed
connectors must be left empty. Furthermore, if a cabin
gets a new exposed connector during ight, give up one
crew member from that cabin regardless of whether it
is now over capacity. (Tourists are jumpy.)
Master Engineer
This time they think the challenge you’ve
taken is insurmountable. But imagine the
look on their faces when everything ts
together at the last moment… again.
During building, you cannot add
components until you have put 2 in
reserve. You will not add these reserved
components until everyone is done building. They aren’t
easy components, either at least 5 sides must have
connectors. (That’s total, of course. We know the tiles
don’t have 5 sides.) You choose these components in
the usual way, by rummaging through the pile and
nding two to put in your reserve. You cannot add a
component to your ship until your reserve is full, and you
cannot use the components in your reserve during
building. Once everyone (including you) is done building,
show how cool you are by adding the two components
into the gaps you left in your ship. If you cannot, you
must pay a penalty for each unused tile: Pay 1 credit for
each side with a connector, then return the tile to the pile
on the table.
Corridorist
They told you not to build long corridors.
You laughed at them. Now karma itself is
out to get you.
When a corridor component is destroyed,
any corridor components joined to it fall off.
(This is not a chain reaction – “falling offis
different from being “destroyed”.) Note that this does
not apply to components with connectors on three or
four sides.
Once again, return the used adventure cards to the
box and set up for the next ight – level III this time.
In the third ight, players who failed to defend their
title may try again.
Players who defended their title now have gold titles,
which give them an additional handicap. However,
anyone who successfully defends a gold title will earn
a double reward and earn their place in the Trucker
Hall of Fame.
Players attempt to defend their titles as
in the second flight. Anyone who
successfully defends a silver title gets
6credits.
Anyone who successfully defends a gold
title gets a double reward of 12credits.
WINNING THE TREK
After the third ight, players reveal how many credits
they have. As always, players who nish 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.
A Game by Vlaada Chvátil
Art Direction:
Graphic Design:
Art:
3D Art:
Production:
Rulebook Writer:
Project Management:
Project Supervision
andMain Playtester:
Jakub Politzer
Michaela Zaoralová
Tomáš Kučerovský
Jakub Politzer
Radim “Finder” Pech
Vít Vodička
Jason Holt
Jan Zvoníček
Petr Murmak
Thanks to: Playtesters of the original version, who helped us
to deliver our rst big game to players back in 2007, to our app
developing team who helped the game to enter the digital age,
and to all those brave truckers who hauled gazillions of cardboard
or virtual pipes through countless meteor swarms and combat
zones since then.
Special thanks to: Everyone at CGE who put so much effort to this
new, shiny version, especially Míša, Kuba, Finder, Jasoň, Kreten,
Víťa, Zvonda, Radek, Janča, Uhlík, David, Dávid, Lenka, and Tony.
And last but not least, to our new playtesting power, which we
didn’t have at our disposal when we created the rst version, that
is, our kids Lukáš, Terezka, Alenka, Hanička, Pavlík, Mára, Kačka,
Evelyn, Malachi, Otík, Markétka, Vendelín.
© Czech Games Edition
June 2021
www.CzechGames.com
Rough Roads
The game might be very harsh to new truckers;
however, after few flights, you’ll get a handle on
things and really learn how to build better ships. Ones
that usually make it to the nish line unscratched and
with big prot. 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 nal 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 ights. 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
eyes.
Rough Roads can be added to any single ight, and
also to the Transgalactic Trek. Just follow this link
and then the instructions.
cge.as/gterr