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
Where to buy it
Near you and online
In a shop
Within 50 km.
Online
Affiliate link: Marquoir may earn a commission, at no extra cost to you.
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.