Galaxy Trucker

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Galaxy Trucker is a game where players build space ships from prefabricated components, then fly them through a gauntlet of adventure cards featuring meteors, pirates, planets, and other events. The game has 3 rounds with progressively larger ships (Class I, II, III) and longer, more dangerous journeys. Players race to grab components in real time, build the best ship they can, then see how it holds up. The player with the most cosmic credits after Round 3 wins.

Components

Setup

  1. Each player takes a ship board matching the current round (I, II, or III). Place your starting component (pilot cabin) on the square marked with the round number.
  2. Turn all other components facedown and mix them into a central pile (the Warehouse).
  3. Place numbered tiles “1” through the player count in a row near the Warehouse.
  4. Place the flight board nearby with the appropriate round’s rules card on top.
  5. Prepare adventure cards: make 3 piles of random cards (composition varies by round, mixing decks). A 4th pile is added after building.
  6. Place cosmic credits, crew figures, battery tokens, goods blocks, and dice in the bank.

Turn Structure

Each round has two main phases: Building and Flight.

Building Phase (Real-Time)

Someone says “Go!” and all players simultaneously grab components from the Warehouse.

Grabbing Rules:

Building Rules:

Timer: In the full game, a sand timer limits building time. When it runs out, any player may flip it to the next circle. After the final flip (to “Start”), time runs out and everyone must stop.

Finishing: When satisfied, take the lowest remaining numbered tile. This sets flight order.

Looking at Adventure Cards: After placing at least one component, you may pick up and examine any of the 3 adventure card piles during building (costs time).

Spot Check: Verify all ships are legal. Illegal components must be removed (placed in discard pile, count as lost).

Preparing for Flight

Flight Phase

The leader (frontmost player) flips adventure cards one at a time. Each card is resolved, then the next is flipped. Adventure types:

Open Space: Each player (leader first) announces engine strength, moves forward that many empty spaces.

Planets: 2-4 rows of goods. Leader picks first. One player per row. Landing costs flight days (move back). Load goods into cargo holds.

Abandoned Ship: One player opportunity (leader first). Spend crew, gain credits, lose flight days.

Abandoned Station: Requires minimum crew to dock. One player opportunity. Gain goods, lose flight days.

Meteoric Swarm: Roll dice for each meteor to determine row/column.

Enemies (Smugglers/Slavers/Pirates): Attack players in order. Compare cannon strength vs. enemy strength. Win = gain reward (goods or credits) + lose flight days. Lose = suffer penalty. Tie = nothing. Once defeated, remaining players safe.

Combat Zone: 3 criteria; weakest player in each pays a penalty (fewest crew, weakest engines, weakest cannons). Ties broken by who is ahead.

Special Events: Stardust (lose 1 flight day per exposed connector), Epidemic (lose crew from connected cabins), Sabotage (random component destroyed on smallest crew ship).

Actions

Ship Components

Component Function
Cabin Holds 2 crew (humans or 1 alien with life support)
Engine (simple) Strength 1. Must face rear.
Engine (double) Strength 2. Requires 1 battery per use.
Cannon (simple) Strength 1 forward (1/2 side/rear).
Cannon (double) Strength 2 forward (1 side/rear). Requires 1 battery per use.
Battery 2-3 green tokens. Powers double engines, double cannons, shields.
Shield Generator Protects 2 sides (as oriented). Costs 1 battery to activate. Blocks small meteors hitting exposed connectors and light cannon fire.
Cargo Hold 2-3 containers for normal goods.
Special Cargo Hold 1-2 reinforced containers. Required for red (hazardous) goods.
Structural Module No function but many connectors (universal). Makes ship more durable.
Life Support (purple) Joins with cabin to allow 1 purple alien (replaces 2 humans).
Life Support (orange) Joins with cabin to allow 1 orange alien (replaces 2 humans).

Aliens

Goods Prices (per block)

Listed on the flight board price list. Red (hazardous) is most valuable, then yellow, green, blue.

Scoring / Victory Conditions

At the end of each round’s flight:

  1. Position Bonus: Credits based on finishing order (varies by round; e.g., Round 1: 4-3-2-1).
  2. Best Ship Bonus: Fewest exposed connectors earns bonus credits (ties: all tied players get it).
  3. Sell Goods: Return goods blocks, gain credits per price list.
  4. Lost Component Penalty: Lose 1 credit per component in discard pile (max penalty varies by ship class: Class I = 5, Class II = 8, Class III = 11, Class IIIa = unlimited).

Credits carry over between rounds. After Round 3, the player with the most cosmic credits wins.

Giving Up

If you lose all humans, encounter Open Space with 0 engine strength, or get lapped on the flight board, you must give up. You may also choose to give up before the next card. When giving up:

Special Rules & Edge Cases

Player Reference

Round Structure:

  1. Build ship (real-time, timed)
  2. Spot check for legality
  3. Prepare crew and batteries
  4. Fly through adventure cards
  5. Score bonuses, sell goods, pay penalties
  6. Reset for next round (keep credits)

Engine/Cannon Strength:

Defense Summary: | Threat | Defense | |——–|———| | Small meteor (exposed connector) | Shield (1 battery) | | Large meteor | Cannon in same column/row | | Light cannon fire | Shield (1 battery) | | Heavy cannon fire | None (pray for a miss) |

Ship Classes: | Class | Round | Max Loss Penalty | |——-|——-|—————–| | I | 1 | 5 credits | | II | 2 | 8 credits | | III | 3 | 11 credits | | IIIa | 3A (variant) | Unlimited |