Teach the Game
A company-building race to launch the most valuable Galactic Cruises.
How you win
You are an executive building a space-cruise company. Develop your network, construct ships, and send guests to destinations to earn reputation and points. The winner is the player with the most VP after the final Annual General Meeting.
On a turn, advance your ships, then assign a Worker, launch a ready ship, or call a meeting. Use your actions to build, advertise, gather supplies, and prepare a profitable cruise; finish by checking the Company Goal.
The boards

- Main Board — locations, Technologies, Agenda Cards and the Progress Track.
- Marketing Board — Cruises, Guests and advertising.
- Player Board — Workers, Developments, resources and your Launch Tower.
A turn
- Advance each ship already on a Cruise by one Stop and resolve that Stop.
- Choose one: assign a Worker, launch a ship, or call a Meeting.
- Check whether you can accomplish a Company Goal.
How the game ends
When the last cube fills Section 3 of the Progress Track, finish the round and play the final round. Retrieve Network Workers for their Funding Bonuses, take one final turn each, then advance ships to one remaining Stop. Score the final AGM; highest VP wins.
Ways to score
| Source | How it scores |
|---|---|
| Ship Segments | Their printed VP count at final scoring. |
| Cockpits | Their individual scoring condition; an unlaunched ship’s Cockpit loses 5 VP. |
| Reputation | Score the highest VP threshold reached. |
| Progress | Score cubes in the current AGM section times revealed Wings; Section 3 also counts overflow cubes. |
| Developments | Score the value at the rightmost empty column of your Development area. |
| Supplies | 1 VP for each group of 3 leftover supplies: Money, Resources, Ads, Agenda Cards and Blueprints combined. |
What each resource is for
| Resource | Why you need it | How you get it | How you use it |
|---|---|---|---|
| Workers | Take Network actions. | Start with two; hire Experts. | Place into a location, launch a ship, or recall with a Meeting. |
| Developments | Unlock and connect Network actions. | Start on your Player Board. | Build into locations or beneath Technologies. |
| Money | Pay for building and hiring. | Actions, Funding Bonuses and upgrades. | Pay action costs and other players for access. |
| Food, Oxygen, Fuel | Build and launch ships. | Storage Silo and action rewards. | Pay the matching development/build/launch costs. |
| Ads | Find passengers for Cruises. | Actions, bonuses and Reputation track. | Advertise for a Cruise or fill last-minute cabins. |
| Reputation | Unlock cheaper Network access and track bonuses. | Actions, spaces covered by Developments and ship Stops. | Lower access costs and trade down for one track reward each turn. |
| Guests | Passengers who score as your ship visits Stops. | Queue and Marketing actions. | Load into matching ship cabins; resolve their destination bonuses. |
| Agenda Cards | Flexible objectives and effects. | Draw actions and bonuses. | Play when their timing allows; leftover cards count as supplies. |
Teaching tips
- Explain the Network connections before the action spaces: neighboring actions are available through your Developments.
- A ship needs its Cockpit, Engine, Segments, a Cruise, and any required launch payments.
- Guests are passengers with colors that interact with cabins and destination bonuses.
- Show the Progress Track early; launches and completed Company Goals advance the endgame clock.