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Galactic Cruise · Reference sheet

Galactic Cruise reference sheet

Overview

  • 1–4 players, ~20 turns each, variable rounds [p.2 — Welcome]
  • Goal: earn the most VP to become CEO of Galactic Cruise [p.2 — Welcome]
  • Core loop: assign Workers to the Network → build Ships → schedule Cruises → launch Ships → score Guests at Destinations [p.14 — Turn Structure]
  • Three AGMs (Annual General Meetings) score Progress Cubes × Wings multiplier mid-game and at end [p.31 — Progress Track]
  • Bumping opponents' Workers earns them a Funding Bonus; you gain their action spot [p.14 — Worker Bumping]
  • Game ends when Section 3 of the Progress Track fills; final round + AGM C scoring follows [p.31 — Section 3]

Turn structure

Each turn, in order:

  1. Advance Ships — move each Ship on a Cruise one Stop forward; resolve Destination, Day in Space, or Return to Earth [p.14 — Turn Structure]

  2. Choose one of: [p.14 — Turn Structure]

    2A. Assign a Worker — place a Worker on a Network location (not your own); take up to 2 actions [p.18 — Assign a Worker]

    2B. Launch a Ship — place a Worker in your Launch Elevator; execute 6-step countdown [p.28 — Launch a Ship]

    2C. Call a Meeting — recall all Workers from Network (gain Funding Bonuses); take 1 action connected to your Developments. MUST do this if Break Room is empty [p.30 — Call a Meeting]

  3. Accomplish Company Goal — check all 3 goals; move cube to Progress Track if met [p.30 — Accomplish Company Goal]

Actions

Action Key Rule Limit
Build a Development Pay column cost in Money/Resource; place in Network or below Technology; gain 1 Rep if first in area 1 per action
Hire an Expert Worker Cost = 2 Money × Food+Oxygen Devs remaining (right Expert) or 3 Money × lower Launch Tower tokens (left Expert) Once per action
Purchase Supplies Pay 1 Money → 2 Resources AND/OR 1 Money → 2 Ads Once per action
Acquire Blueprints Take up to 2 faceup Blueprints free; slide display down, refill Max 5 beside board at turn end
Build Ship Segments Pay Blueprint cost; flip to Segment side; place in Ship. Building from display costs extra Rep + Money Up to 2 per action; max 3 Segs/Ship
Acquire New Ship Take a Cockpit+Engine pair; gain Engine bonus immediately; flip Engine Max 3 Ships
Gain Resources Take up to 3 Resources from Storage Silo (only what you can store)
Refill Storage Silo Discard 1 Agenda Card; raise 1 Resource to 5; gain 1 Money/step raised + 1 Rep
Schedule a Cruise Place Cruise Consultant on an unscheduled Cruise; flip 1 Upgrade Token (gain its bonus) 1 Cruise at a time
Advertise for a Cruise Add 1–2 Guests to your or an unscheduled Cruise; pay Ad cost per Guest (1/2/3/4 by Queue section/supply) Max 2 pre-sold Guests/Cruise
Draw Agenda Cards Draw up to 2 from display or spend 1 Rep to draw from discard top Hand limit 5 at turn end
Refill Agenda Cards Gain bonuses on empty display spaces; discard all; refill 4 new cards

Combat

Worker Bumping (conflict mechanic) [p.14 — Worker Bumping]

  • Place your Worker on a location occupied by another player's Worker → their Worker is bumped to their Break Room.
  • Bumped player immediately gains a Funding Bonus (choose 1 of their visible Launch Tower options).
  • You cannot bump your own Worker.
  • Funding Bonus = choose one visible icon from top 4 Launch Tower spaces (Money / Ad / VP / Resource); gaining it does NOT remove or flip tokens [p.14 — Funding Bonus]

Scoring

During Play (AGM A & B) — when Section 1 or 2 fills: each player scores Cubes in that section × Wings revealed. Player with most Reputation counts +1 cube (ties all get it) [p.31 — AGM A&B]

AGM C — Final Scoring [p.32 — Final Scoring]

  • Cockpits: per Cockpit's criteria (−5 VP each if never launched)
  • Developments: VP of rightmost empty column on Player Board
  • Ship Segments: blue VP icons on each built Segment
  • Progress Scoring: Section 3 cubes (+ overflow) × Wings
  • Reputation: VP from highest threshold reached on Reputation Track
  • Supplies: 1 VP per 3 leftover (Resources + Money + Ads + Agenda Cards + Blueprints combined)

Tiebreaker order: most Progress Cubes → most Reputation → most Cockpit VP → later turn order [p.32 — Final Scoring]

End of game

  • Game end triggers when the last cube is placed in Section 3 of the Progress Track [p.31 — Section 3]
  • Finish the current round so all players get equal turns
  • Before the final round: all players simultaneously return Workers from Network (gain Funding Bonuses; not a Meeting — no action taken)
  • Each player takes one final turn as normal [p.31 — Final Round]
  • Then each player advances their Ships to any one remaining Stop and resolves it
  • Perform AGM C final scoring; most VP wins [p.32 — Final Scoring]

Glossary

  • Funding Bonus: bonus gained when a Worker enters your Break Room covering the icon; choose one visible Launch Tower option [p.14 — Funding Bonus]
  • Wings: multiplier icons revealed by accomplishing Company Goals; used in AGM scoring [p.31 — AGM A&B]
  • Cabin: formed when 2 Segments are built in the same Ship; holds 1 Guest [p.21 — Cabins]
  • Invented: a Technology becomes Invented when the first Development is placed below it; all players may then use it [p.18 — Technology Developments]
  • Progress Cube: cube placed on the Progress Track when launching a Ship or accomplishing a Company Goal; fills Sections to trigger AGMs [p.31 — Progress Track]
  • Cruise Consultant: your marker on the Marketing Board showing your scheduled Cruise [p.24 — Schedule a Cruise]
  • Last-Minute Sale: buying Guests from the Queue or supply during the Launch sequence (pay Ad cost; no Money/Rep gained) [p.28 — Assign and Board]
  • Neutral Development: gray Development paid to the supply to use, functions like a player Development [p.18 — Neutral Developments]
  • Upgrade Token: token in Launch Tower; flipped when scheduling a Cruise (gain bonus), removed when launching (doubles Funding Bonus or reduces Expert cost) [p.24 — Schedule a Cruise]
  • Network: the 6 locations on the Main Board where Workers are placed to take actions [p.13 — The Network]

FAQ

  • Q: What if I Call a Meeting with all Workers in space? — A: No Funding Bonuses, no recall. You still take 1 action connected to your Developments. If no Developments in Network either, you get no action [p.33 — Clarifications]
  • Q: What happens at Reputation 0 if I lose more Reputation? — A: Lose 1 VP per Reputation lost while at 0. At Reputation 18, gain 1 VP per Reputation gained [p.33 — Clarifications]
  • Q: When can I spend Reputation for track bonuses? — A: Any time on your turn, even mid-action. Limit once per turn [p.33 — Clarifications]
  • Q: When can I pay to use other players' Developments? — A: Any time on your turn; access lasts the whole turn. Pay based on your Reputation at the moment you pay [p.33 — Clarifications]
  • Q: Can I take Queue Guests in a Last-Minute Sale instead of pre-sold Guests? — A: Yes, but lose 2 Reputation per skipped pre-sold Guest and move them to the top Queue section [p.33 — Clarifications]
  • Q: Can I Accomplish a Company Goal at the end of the game? — A: Yes, including after visiting a Destination in the final step before AGM C [p.33 — Clarifications]

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