Skip to content

Tabletop games

Galaxy Trucker

Vlaada Chvátil2007

players
2–4
minutes
60
years
10+

In the box

Galaxy Trucker game

Official rules (PDF, publisher's site)

Box details
Designer
Vlaada Chvátil
Artwork
Radim Pech, Tomáš Kučerovský
Mechanics
Real-TimeTile PlacementPush Your Luck

score sheets for this game →

Where to buy it

Near you and online

In a shop

Within 50 km.

The basics

Each player quickly builds a spaceship, then tries to earn the most cosmic credits over three flights. All at once, turn over components in the middle and weld them to your ship, connectors matching; during the flight, Adventure cards offer goods and credits, or knock components off with meteors and pirates. Each flight pays rewards and sales, minus 1 credit per lost component; after the third, the richest player wins.

Checked against the official rules · September 2026

The rules, step by step

Setup

Ship class I to III, Components face down, 8 cards on 1st flight
  • Each round has its own ship size: class I on the first flight, class II on the second, class III on the third.
  • Everyone takes the ship board for the round and places their starting cabin on it.
  • All the ship components are turned face down in the middle of the table.
  • The Adventure cards for the round are prepared; on the first flight, eight cards are used.
  • The cosmic credits form the bank.

How to play

Build in real time, Then fly, Adventure cards
  • Building, in real time and all at once: turn over a component, weld it to your ship or put it back face up in the middle.
  • Connectors must match. A component that has been attached can no longer move.
  • When you are done, take a position marker: the fastest players start in the lead.
  • Once the ships have been checked, add crew and batteries, then the flight begins.
  • Flight: reveal the Adventure cards one by one. Planets and derelict ships offer goods or credits in exchange for flight days; meteors, pirates and combat zones knock components off.
  • A destroyed component goes to the discard area of the board; if the ship breaks in two, you keep only one part.
  • You can give up, or be forced to if your human crew is gone: you leave the flight and get no arrival reward.

Scoring

Arrival reward, Best-looking ship, Lost component −1 credit
  • On arrival, everyone gets a reward based on their order of arrival; it increases each round.
  • The ship with the fewest exposed connectors gets the best-looking ship reward; in case of a tie, all tied players get it.
  • Goods are sold at the price on the board; a player who gave up gets only half, rounded up.
  • Each lost component costs 1 credit, up to the cap printed on the ship board.
  • A player who cannot pay hands over everything they have and starts again from zero.
  • In Marquoir, enter the net gain of each flight; it can be negative.

End of the game

After the 3rd flight, Richest wins
  • The game ends after the third flight, once rewards and penalties have been settled.
  • The richest player wins; the rulebook jokingly points out that any player with at least 1 credit has had a successful career.

Going further

Frequently asked questions · In the same family

Frequently asked questions

Is an exposed connector forbidden?

No. It is allowed, but it attracts small meteors and loses you the best-looking ship reward.

Can you play fewer than three flights?

Yes, for a shorter game, by removing one or two rounds. Seasoned players can instead add a round IIIA, with no penalty cap.

In the same family

see all →