Articles Reviews Hooray! I'm A Delivery Boy! - Galaxy Trucker Revisited
 

Hooray! I'm A Delivery Boy! - Galaxy Trucker Revisited Hooray! I'm A Delivery Boy! - Galaxy Trucker Revisited Hot

GalaxyTruckerI like to go back and look at games that have been out for a while. I’ve already done it with a couple of my favorite games, and I think it’s a great way to reaffirm and reevaluate my opinions. Games don’t change but we certainly do, and my five years in the hobby have seen my attitudes towards board gaming shift dramatically. I’ve grown more accustomed to different genres, and I’ve become more experienced in writing about a variety of topics. But in all of those five years, I’ve never really written about something like Galaxy Trucker, which is probably why I’m currently typing this up.

It’s only recently that I’ve figured out how I really feel about Galaxy Trucker. When the game was released in English in 2008, I ignored it in favor of the more-popular Agricola, which came out around the same time. One can only buy so many $70 board games, and Galaxy Trucker was what could only be called a wild card. So I waited to try it out for a few months. When a friend finally introduced me to it, I wasn’t completely sure how to feel. Itbroke a lot of rules I assumed were set in stone. A real-time building phase? A series of events where the player is given almost no control? Pervasive randomness? That’s what my head was telling me. My heart was telling me that I actually had a lot of fun. But for whatever reason, I largely passed by the game. Some further plays calcified my opinion: Galaxy Trucker was a fun game that someone else could own, but I didn’t need to get it for myself.

Except it stuck with me over the years. I’d play from time to time, and invariably I would have fun. It kept creeping into my consciousness, until I one day found a copy on the cheap and decided that I had flirted long enough. And here I am. It turns out that Galaxy Trucker has truly beguiled me, and it only took five years to figure it out.

Like I said, games don’t change but we do. I’ve grown much more accepting of goofiness in games, and Galaxy Trucker has a goofy streak a mile wide. The players each take the role of the titular occupation. The game is composed of three rounds, each split in two parts. The first part of a round consists of grabbing tiles to build your spaceship. This is done simultaneously with everyone else, so there’s a frantic rush to grab components before your opponents get what you need. It’s like Carcassonne, if everyone played at the same time and didn’t bother taking turns. This building phase is timed, so if you haven’t finished by the end of the allotted time you have to deal with what you have. The components come from a broad selection of common spaceship pieces, like shields, engines, blasters, and crew quarters. You’ll also want some cargo holds to take freight from point A to point B. After the building is completed, the players then race their ships through a punishing gauntlet of event cards. These might represent pirates, slavers, asteroid fields, or the delightful space plague. If you can get your ship to survive the run, you get a payout for finishing, and for the cargo you picked up. Do that three times, each time with a progressively bigger ship and a more difficult run.

Designer Vlaada Chvatil has used the “build and then destroy” structure a couple times since Galaxy Trucker, particularly in Space Alert and Dungeon Lords. Those are both fine games, but they are also a good deal more complex than Galaxy Trucker. The building phase is really the most difficult part here, and despite the different functions of the pieces it’s actually quite intuitive. Everyone knows how to just grab stuff. More than most complex games, Galaxy Trucker can be explained “as you go,” and that’s really the only way to tackle it. Later uses of this structure would add more and more analysis and rules-weight to the proceedings, and that always results in games that threaten to collapse under their own weight. Galaxy Trucker has no such problem. It uses complexity as a way to deepen the experience, not as a way to make the designer look smarter.

It’s a good thing too, because it allows for the game to emphasize it’s best asset: a fatalistic sense of humor. Too many games are period dramas, or fantasy epics, or sweeping war stories. Galaxy Trucker takes a page from the book of Dungeonquest, and embraces the board game as black comedy. This extends far beyond the amusing rules, which are fun to read but a little tough to follow in places. It even goes beyond the funny illustrations. The brilliance of Galaxy Trucker lies in the fact that it’s funny at it’s very core. The mechanics of the game feed into its sense of humor in a big way. The insanity of the building round would tear apart a lesser game, but here it just adds to the tone. And to me, the essence of comedy has always been the attempt to make sense of absurdity. Is there anything quite as absurd as the flip of a card to see who will lose half of their guys to space plague? This is one of the only games where a loss is just as enjoyable as a win, because there’s joy in watching your ship get blown apart and seeing your last crew member captured by traders. To respond with frustration is pointless. The only reasonable reaction is laughter.

And yet, it’s not just stupid. There’s a fair bit of skill to the game, and experienced players will beat new players almost 100% of the time. You eventually learn how to build more efficiently, how to prepare for certain kinds of events, and how to utilize the ability to peek at upcoming events. This is actually my one problem with the game, that a new player has very little chance of winning. There are a couple of solutions to handicap the game, however. Perhaps the experienced player could be given less time, or you could utilize from some elements from the appropriately-titled Big Expansion. That release toughens the game up considerably, and I definitely recommend it for future travelers. At the very least, it’ll make the game difficult and exciting again for old pros.

The most striking thing about Galaxy Trucker is that it has never been imitated. Oh, people have tried to nab the real-time element, or the funny rules, or even the flip-a-card gauntlet of challenges. But they miss the crucial attitude and abandon of the original. Five years on, and I’m still not sure we’re worthy of a game this funny and creative. It makes me question whether the game was actually designed. I have a hunch it was beamed in from another dimension.


Nate Owens is a weekly columnist for Fortress: Ameritrash. He drinks too much coffee and likes the Star Wars prequels. You can read more of his mental illness at The Rumpus Room.

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Comments (11)
  • avatardaveroswell

    There’s a fair bit of skill to the game, and experienced players will beat new players almost 100% of the time. You eventually learn how to build more efficiently, how to prepare for certain kinds of events, and how to utilize the ability to peek at upcoming events. This is actually my one problem with the game, that a new player has very little chance of winning.

    What you mention is only part of my problem with the game. To me, the game is all about watching other ships (and your own, hopefully not so much) get blown to hell. The game is so analytical, that the immediate "BOOM! AHA! HAHAHA!" moment is lost a little trying to find out what got hit. Of course, that may be alleviated by playing more than a few times. I agree, there definitely is a learning curve.

  • avatarDair

    This is definitely one of my favorite games of all time. I love the building phase, and there is nothing better than watching ships get blown to pieces, mine included. The expansion is nearly a must have, if only for the ability to handicap yourself. I always give people more time than me and use a few of the "Rough Roads" cards to make things more challenging form myself. I rarely win, but always have a great time.

  • avatarEgg Shen

    Great review of a classic game. I love reading stuff like this and I agree that Galaxy Trucker has only gotten better in time. It is truly a unique boardgame and shows just how much a crazy bastard Vlaada Chvatil really is. If there was ever a person that has found a way to create a hybrid Ameritrash/Euro it is certain him. Actually, his games almost defy such generalized classifications. They are pretty much in a league of their own.

    Good point to reference DungeonQuest. One might not immediately see the connection, but it is most certainly there. These are two games that when I introduce them to new players, I stress how bad stuff is going to happen. I find that if people aren't blindsided by this aspect of the game they are much more accepting and usually find the humor in it. If they can't...well screw em. You can't stop me from laughing at their misfortune.

    I was like you and perplexed by the fervent supports of Galaxy Trucker when it first came out. I'm glad I was able to figure out what the game had to offer...because its one that I keep coming back to. I never even needed the expansion for the game. I've played the base game probably a dozen times (or more) over the years and it is still just as fun today as it was when I first bought it.

  • avatarmikecl

    Great game. Fun to play. Vlaada is one of my favorite game designers because hit or miss, he always gives you something truly original. The game can also help cure AP prone players by forcing them to think on the fly. And as you say, there is a lot of strategy. It's deeper than it looks.

  • avatardragonstout
    Quote:
    I’ve grown much more accepting of goofiness in games

    It's sad and even insane that people are so hung up on trying to prove that they're grown up that they take pride in humorlessness as a grown-up trait, even to the point of forcing this attitude onto freaking GAMES.

    Quote:
    This is one of the only games where a loss is just as more enjoyable as than a win

    Yeah, my one "complaint" would be that the game falls apart (and the ships don't!) if everyone is just focused on making a good ship and no one is trying to mess everyone else up by flipping the timer.

  • avatarDair

    dragonstout, we always flip the timer as quickly as possible. You are right in that is a key to making the game fun. I want the best ship I can make, but I want time to be tight for everyone.

  • avatarGary Sax

    This is an absolute classic. Especially once the realization is made that it isn't an optimizing game, it's a satisficing game where you push your opponents with the timer. I see Dragonstout already hit on that, though.

  • avatarsgosaric

    Good writing (left me wanting for more), compelling narrative to the point of pushing be to beg a game buddy to borrow his copy.

    For those of you into dungeonquest comparison (haven't played) - is this similar to Tales of Arabian Nights insanity?

  • avatarSan Il Defanso

    It reminds me of Dungeonquest in the sense that the game itself actively tries to destroy the players, and the intent seems to be one of comedy. Both games are very funny, but DungeonQuest is far more unforgiving. Death in that game means you're out of the game, and it can happen on the first turn. Galaxy Trucker is content to merely let no one finish the race, and make everyone pay for the pieces they lost.

  • avatarMattDP

    I've always enjoyed the building aspect of Galaxy Trucker. In addition to being tons of fun it's also relatively unique amongst board games and it's a keeper for me for that reason alone. But the race phase always falls flat for me. Draw card, apply damage, rinse, repeat, it's just a bit dull when it should be the exciting climax of the game.

  • avatarColumbob

    There is definitely skill in this game, as my brother consistently beats us 9 times out of 10 I'd say. He usually has the best ship for the challenges (checking the cards really helps) and he's finished building it before everyone else most of the time. The points gap is shortening and we're also getting better, but he almost always has over 90 points by the end.

    We haven't played it recently unfortunately, he also picked up the expansion which we're keen to play with.

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