Ludexv2026.11.01-65114139Galactic CruiseOfficial rulebook ↗

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Gameplay and Actions

Worker placement, ship construction, advertising and launch sequence.

Turn order

A turn has three parts: advance each of your ships in space; choose one main action; then check the Company Goals. Your main choice is to assign a Worker, launch a ship, or call a Meeting. Play continues clockwise until the Progress Track triggers the end.

The Network

The six Network locations each show two actions. Put a Worker on an unoccupied location or bump an opponent’s Worker; a bumped player recalls it and chooses a Funding Bonus. You cannot bump your own Worker. You may take up to two actions available at the location and any adjacent location connected by your Developments. Actions may be repeated and taken in either order. Pay each owner and the supply for Developments you borrow; the cost per owner falls as your Reputation rises (2 Money at Reputation 0–6, 1 at 7–14, free at 15+).

Assign Workers

Workers begin in your Break Room. Place one in the Network to act. When an Expert returns to your Break Room, its ability may add a Funding Bonus. If you run out of available Workers, Call a Meeting instead.

Build your company

Build a Development from your Player Board into the Network or beneath a Technology by paying its matching costs. Network Developments cover Reputation icons and create routes to neighboring locations. A Technology Development gives access to its ability. Hire Experts to add Worker abilities and purchase supplies when you need cash or materials.

Ships and Blueprints

Acquire a Blueprint, Cockpit or Engine from the Main Board. Build Ship Segments by paying the listed Money and matching Resource costs. Follow the printed restrictions: place Segments in a legal connected arrangement, respect your ship’s capacity, and keep cabin colors aligned when using the Advancements Cabin-Matching module. A complete Cabin is the space created by two joined Segments.

Cruises and Guests

Schedule a Cruise by flipping an available Upgrade token and choosing a Cruise. Advertise to add Guests from the Queue to a Cruise; the Queue sections charge different Ad amounts. Matching destinations and Guests can improve the value of a ship’s route. When you launch, you may fill remaining capacity with a Last-Minute Sale by paying Ads and any required launch resources.

Advance Ships

Ships move one Stop at the start of each of your turns. At a Destination, score guests whose color matches the stop, take its bonus, and unlock the indicated Upgrade when allowed. At Day in Space, guests visit matching cabins and trigger their printed or standard bonuses. When the ship returns to Earth, resolve its final Stop and make it available for the next cruise.

Launch a Ship

Follow the Launch Elevator in order. Assign a Worker, complete its countdown actions, pay the resources required by ship size and guests, load the chosen Upgrade token, and place the ship on its Cruise. Launching adds one of your Progress Cubes to the Progress Track.

Call a Meeting

Return your Workers from the Network to the Break Room and collect a Funding Bonus for each token they cover. Then take one action at a location connected to one of your Developments. This is how you get your team back into action.

Company Goals

At the end of your turn, if you meet an uncompleted Goal, you may claim it. Reveal a Wing, gain the Goal reward, and add a Progress Cube. The Goal spaces become harder as players claim them.

Rules

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