Wandering Galaxy Game Rulebook
Wandering Galaxy Game Rulebook
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OBJECT OF THE GAME COMPONENTS
In Wandering Galaxy, players belong to a ragtag starship crew. Together 1 Rulebook 32 Status Cards
the players will command and control a ship as they set off on a campaign 1 Location Book 66 Item Skill Cards
exploring the edge of charted space in search of fame and riches. 1 Draw Bag 28 Sidekick Skill Cards
Each player will wield a deck of skill cards as the game asks them to perform 1 Chance Die 15 Ship Weapon & Device Cards
skill tests of the body , mind , focus , and spirit . Players will add 1 Galactic Star Map 71 Job Cards
new cards to their decks as their characters grow in skill and experience. 1 Logistics Board 14 Card Catalog Dividers
During each play session of Wandering Galaxy, the crew will take on jobs 1 Operations Board 20 Perk Tokens
too dangerous (or too insane) for average spacers as they work toward the 1 Navigation Board 5 Waypoint Rings
ultimate campaign goal of earning enough profit to pay off their ship and 1 Science Board 4 Required Tokens
become Freespacers–masters of their own cosmic destiny. 1 Security Board 6 Lock Tokens
1 Engineering Board 15 Cargo Tokens
Before playing Wandering Galaxy for the first time, assemble the dials and
card catalog as shown below. COMPONENT DIAGRAMS
DIAL ASSEMBLY SKILL CARDS 2 1
Assemble the dials on the ship station boards as shown in these diagrams:
1. Name
B33P5
2. Type 8 Sidekick Robot 3
3. Traits
4. Skill Icons
9
050
5. Effect Icons 4
6. Prompt
7. Special Effects
8. Type Icon
Security Station Other Stations 9. Catalog Number
Target = 6
CARD CATALOG ASSEMBLY
Wandering Galaxy uses a card catalog. Each card in the
game has a 3-digit catalog number on it. Before your first
4
play, organize all of the cards in the game in numerical 8 8
order, dividing them into categories by utilizing the
tabbed category divider cards.
9 9
001
007
2
CHARACTER SHEETS JOB CARDS
1
2 3
Nitrohydracide
1 MUZE
NAME: NICKNAME:
Tildar 2
N OT A RA COU N CATCH
PHRASE: AGILITY =
4 Deactivate this job and return it to the Jobs
3 section of the catalog after any general
7
damage token is placed on the logistics
070
REPUTATION TRACKS RANK BONUS board.
In descending order, complete each reputation track before Upon completion of a reputation track, resolve the
moving on to the next. corresponding rank bonus below. Step 1
GREENHORN: 1 1 +1 and Perk Token +1. Excavation on Tildar relies on a constant
supply of nitrohydracide. We’re transporting
SCRUBDUSTER: 2 2 Gain card 020 OR banish a skill card.
5 4 some to earn extra profit, but doing so is
dangerous as the chemical compound is
SPINDRIFTER: 3 3 +2 and may banish a skill card.
rather volatile.
FREESPACER: 4 4 Gain card 020 OR banish a skill card. Travel to Tildar. 5
ENDINGS: Your last completed rank determines your ending.
Rank 1 = 109 • Rank 2 = 110 • Rank 3 = 111 • Rank 4 = 112
SCARS
8 : AIM =
Profit +2
SNEAK = CREW SERVICES
6
: At the start of each game, gain card 012.
When instructed, choose one of the following options:
Donate Bio Matter: +2. Train: -1: . : At the start of each game, gain card 012.
CERTIFIED
6
Treat Wounds: -1: Remove ALL status cards from
BOUNTY HUNTER your draw and discard piles, then reshuffle. : Forced Retirement: Ending 342.
2 3
6 6
000
065
SHIP UPGRADES
3 3
DOCKING
1 DATABASE
Advanced Shields VIOLATIONS
Backup Systems
A-1 A-2 A-3
C-1 C-2 C-3 Rupture Coagulant WANTED BY: 4 4 The game will instruct when and
how this card is used. 5
D-1 D-2 D-3 Cpt. Travius Muldoon
Smuggling Hold
Cheppa Nok
E-1 E-2 E-3
New Paint Job: Erase a check in the Wanted By section of this Ship Log. Mama Fang
Hold Upgrade: Supplies -2: Check the Smuggling Hold ship upgrade above and slot its The Ba’z Gang
token face up into the logistics board.
J-1 J-2 J-3 Ship Upgrade: Supplies -3: Check one of the ship upgrades above (excluding
Dragonwing
BAG TOKENS
Smuggling Hold) and add its token to the draw bag. Orecorp
Weapon Upgrade: Supplies -3: Upgrade an undamaged level 1 ship weapon.
A 5
D B
BACKUP
1. Database 4. Wanted By 6. Debt Track SYSTEMS
3
SHIP STATION BOARDS
4: ENGINEERING BOARD
3
1: OPERATIONS BOARD 1
1
4
2
2 3
6 5
5 4 5
1. Identifying Number 3. Hull Track 5. Ending Code
2. Ship Power Dial 4. Hull Marker 6. Work the Ship
1. Identifying Number 3. Threat Dial 5. Ending Code
2. Profit Dial 4. Work the Ship
5: SCIENCE BOARD
6
2: NAVIGATION BOARD 1
1
2
2 3 4 5
5 5 5 3
4
Enter 133.
O1: VIS
VISIT OC
OCT
TOFF
LOCATION BOOK 1
o2: ENFORCEMENT BUREAU
Choose 1 option: 3 4
Job Postings: Enter 134.
Post Bail: Supplies -1: Gain card 050.
1. Location Name
O2: ENFORC
ENFORCEMEN
EMENT
T BUR
BURE
EAU RIVA STA
STATION
TION Hunt Bounties: Enter 135.
O1: VI
VISSIT OC
OCTTOFF
2. Location Art Enter 133.
O1: VIS
VISIT OC
OCT
TOFF
3. Action Panels o3: EXPLORE RUSTPORT o2: ENFORCEMENT BUREAU
Choose 1 option: Choose 1 option:
4. Action Effects Job Postings: Enter 134.
Hologames: Enter 136. Buy Cargo: Enter 138. Post Bail: Supplies -1: Gain card 050.
5. End of Round Code Grift: Enter 137. Sell Cargo: Enter 139. O2: ENFORC
ENFORCEMEN
EMENT
T BUR
BURE
EAU
Hunt Bounties: Enter 135.
O3: EXP
EXPLOR
ORE
E RUSTPOR
PORTT o3: EXPLORE RUSTPORT
Choose 1 option:
ACTION 6 7
Make a COMMUNICATE skill check : O3: EXP
EXPLOR
ORE
E RUSTPOR
PORTT
PANELS
O4: SHOP THE MARKETS
0-4 = Choose 1 option / 5-6 = Choose 2 options / 7+ = Choose 3 options:
Make a COMMUNICATE skill check :
Trade Junk: Supplies +1. 0-4 = Choose 1 option / 5-6 = Choose 2 options / 7+ = Choose 3 options:
2
Enter 313
REMNANTS
OUTPOST
KRUNO Enter 315
Enter 314
1
REMNANTS
Ship Standee
Enter 319
OF ALDESS
Enter 318
Character THE
CHA
OUTPOST
3 RIVA STATION
Enter 324
ARJUN'S
BELT
Enter 323
A 4 : Deep Space
BEROS
ARJUN'S
BELT
C
: Outpost SYSTEM
Enter 327
SIWARD
: Uncharted SYSTEM
Planet
Enter 328
B G M FIG H TE
VE RY DA N G EO US
sd fk ksfjsf
djsdoj sj f fsd
VERY D G EROUS 9 fjs0j c ds0 d
ARJUN'S
RIVA STATION BELT
Cargo Tokens Enemy Blip Tokens Waypoint Rings Enter 324
1. Location Code 2. Location Icon 3. Space Lane 4. Legend
5 D
MAP LEGEN
END
GA L sj Y MA l pixel
6
C G G G G 1c 5b
ITEM / SIDEKICK ITEM / SIDEKICK ITEM ITEM / SIDEKICK ITEM / SIDEKICK ITEM
: Forced Retirement: Ending 346. your draw and discard piles, then reshuffle. : Forced Retirement: Ending 342. your draw and discard piles, then reshuffle.
Treat Wounds: -1:Remove ALL status cards from
BOUNTY HUNTER Treat Wounds: -1:Remove ALL status cards from
BOUNTY HUNTER
CERTIFIED CERTIFIED
: At the start of each game, gain card 012. Donate Bio Matter: +2. Train: -1: . : At the start of each game, gain card 012. Donate Bio Matter: +2. Train: -1: .
When instructed, choose one of the following options: When instructed, choose one of the following options:
: At the start of each game, gain card 012. : At the start of each game, gain card 012.
CREW SERVICES = PILOT CREW SERVICES = SNEAK
TELEPATHIC : = AIM :
SCARS SCARS
Rank 1 = 113 • Rank 2 = 114 • Rank 3 = 115 • Rank 4 = 116 Rank 1 = 109 • Rank 2 = 110 • Rank 3 = 111 • Rank 4 = 112
ENDINGS: Your last completed rank determines your ending. ENDINGS: Your last completed rank determines your ending.
+1. -1 and Threat 4 4 FREESPACER: Gain card 020 OR banish a skill card. 4 4 FREESPACER:
+2 and may banish a skill card. 3 3 SPINDRIFTER: +2 and may banish a skill card. 3 3 SPINDRIFTER:
Gain card 030 OR banish a skill card. 2 2 SCRUBDUSTER: Gain card 020 OR banish a skill card. 2 2 SCRUBDUSTER:
+1. +1 and Perk Token 1 1 GREENHORN: +1. +1 and Perk Token 1 1 GREENHORN:
corresponding rank bonus below. moving on to the next. corresponding rank bonus below. moving on to the next.
Upon completion of a reputation track, resolve the In descending order, complete each reputation track before Upon completion of a reputation track, resolve the In descending order, complete each reputation track before
Fb Fb
RANK BONUS REPUTATION TRACKS RANK BONUS REPUTATION TRACKS
= AGILITY PHRASE: = AGILITY PHRASE:
CATCH COS MIC FISH B OW L CATCH N OT A RA COU N
2f
NICKNAME: NAME: NICKNAME: NAME:
2e NEXU MUZE
G H 5a
G 1a 1a
2d 2b 1b
4a 4b
H H H
007
+1.
5b :
HULL -1
sd fk ksfjsf
VE RY DA N G EO US
G M FIG H TE
COAGULANT Enter 328
SYSTEMS Planet
LOCATION BOOK
HULL -1 SYSTEM : Uncharted
COAGULANT SYSTEMS SIWARD
RUPTURE BACKUP Enter 327
COAGULANT SYSTEMS : Outpost
RUPTURE BACKUP 007 SYSTEM
BEROS
5a :
ADVANC S
HULL
ED
SHIELD
BELT
+1.
ADVANC S
SHIELD ED
SHIELD
: Deep Space
S
SHIELDS ARJUN'S
HULL
REINFORCED SHIELDS Enter 326
HULL ADVANCED : Asteroids
SCION NEBULA
B
REINFORCED
SHIELDS
Enter 325
+1. Shield
ADVANCED
AD OSTIUM : Anomaly
GA L sj Y MA l pixel
Play: Draw
END
MAP LEGEN D
4c 4a :
Enter 324
BELT RIVA STATION
ARJUN'S
007 Enter 323
OUTPOST
CHA
Enter 322
NIVEN Enter 321
BELT RA SYSTEM
CLE
ALL AR
CLE ARJUN'S
ALL AR
-1.
REMNANTS
TILDAR
4d
Enter 316
Enter 317 OUTPOST
STATION PLUDOKA
MARMAR
Acquire: Threat
Enter 314
Enter 315 KRUNO
OUTPOST Enter 313
FARRACK'S
2e :
TYBALT
E
A 2d :
D
ENLARGED TOKEN DETAILS
H
6c 6b
3d 3b
Port Cannon FORWARD CANNON Starboard Cannon Magnabeam
Ship Weapon Level 1 Ship Weapon Level 2 Ship Weapon Level 1 Special Device
A
E
061
000
000
000
A
C
A
3c 3a G G 6d
D B
The game will instruct when and
When this ship weapon is upgraded, When this ship weapon is upgraded,
how this card is used.
banish it and replace it with card 063 banish it and replace it with card 065
from the card catalog. from the card catalog.
NAME: NICKNAME: NAME: NICKNAME:
SHIP UPGRADES
DOCKING PHI
HIDDIA HUMAN
VIOLATIONS ELE GA N T MIN D CATCH S COU N D REL CATCH
Advanced Shields PHRASE: TARGET = PHRASE: AIM =
DATABASE
Backup Systems
A-1 A-2 A-3
REPUTATION TRACKS RANK BONUS REPUTATION TRACKS RANK BONUS
B-1 B-2 B-3 Reinforced Hull In descending order, complete each reputation track before Upon completion of a reputation track, resolve the In descending order, complete each reputation track before Upon completion of a reputation track, resolve the
moving on to the next. corresponding rank bonus below. moving on to the next. corresponding rank bonus below.
C-1 C-2 C-3 Rupture Coagulant GREENHORN: 1 1 +1. GREENHORN: 1 1 +2 OR +1.
WANTED BY:
Cpt. Travius Muldoon SCRUBDUSTER: 2 Gain card 020 OR banish a skill card. SCRUBDUSTER: 2 Gain card 020 OR banish a skill card.
Fb Fb
D-1 D-2 D-3 2 2
Smuggling Hold
6a
Cheppa Nok 3 Gain card 050 OR +1. 3 +2 OR +1.
SPINDRIFTER: 3 SPINDRIFTER: 3
E-1 E-2 E-3
New Paint Job: Erase a check in the Wanted By section of this Ship Log. Mama Fang
FREESPACER: 4 4 Science Project +1. FREESPACER: 4 4 Gain card 050 OR +1.
F-1 F-2 F-3 Eskir Valek
ENDINGS: Your last completed rank determines your ending. ENDINGS: Your last completed rank determines your ending.
The Galactic Authority
Rank 1 = 125 • Rank 2 = 126 • Rank 3 = 127 • Rank 4 = 128 Rank 1 = 129 • Rank 2 = 130 • Rank 3 = 131 • Rank 4 = 132
G-1 G-2 G-3 SHIP SERVICES
Forex SCARS SCARS
Repair: Supplies -X: Remove X tokens from among ANY ship stations.
H-1 H-2 H-3 Dweezle Grift : At the start of each game, gain card 015.
Reload: Supplies -2: Retrieve an Unarmed Torpedo card (067) from the card catalog TECHNICAL = CREW SERVICES COMMUNICATE = CREW SERVICES
and add it to the special devices stack. The Void Syndicate : At the start of each game, gain card 012. : At the start of each game, gain card 012.
When instructed, choose one of the following options: When instructed, choose one of the following options:
I-1 I-2 I-3
Hold Upgrade: Supplies -2: Check the Smuggling Hold ship upgrade above and slot its The Ba’z Gang Donate Bio Matter: +2. Train: -1: . : At the start of each game, gain card 012. Donate Bio Matter: +2. Train: -1: . : At the start of each game, gain card 012.
token face up into the logistics board. CERTIFIED CERTIFIED
Treat Wounds: -1: Remove ALL status cards from Treat Wounds: -1:Remove ALL status cards from
J-1 J-2 J-3 Dragonwing BOUNTY HUNTER your draw and discard piles, then reshuffle. : Forced Retirement: Ending 345. BOUNTY HUNTER your draw and discard piles, then reshuffle. : Forced Retirement: Ending 343.
Ship Upgrade: Supplies -3: Check one of the ship upgrades above (excluding
Smuggling Hold) and add its token to the draw bag. Orecorp
Weapon Upgrade: Supplies -3: Upgrade an undamaged level 1 ship weapon.
ITEM ITEM / SIDEKICK ITEM / SIDEKICK ITEM ITEM / SIDEKICK ITEM / SIDEKICK
G G G G H
launch the app by going to WanderingGalaxy.com and allow the app to walk you through setup.
NOTE: If you are setting up the game now, instead of reading through the instructions on the next page, we suggest you
GAME SETUP //
To set up a game of Wandering Galaxy, do the following: c. Retrieve the card catalog and set it within your reach.
A. Place the location book in the center of the table within reach of d. Retrieve the plot course marker and place it on the navigation board
everyone. Leave room to the left of the book, so that it can later be on its “Plot Course” side.
opened and laid flat. e. Retrieve the waypoint rings and place them on the navigation board.
B. Place the galactic star map to the right of the location book. If this is your f. If this is the first game of a campaign, you will start the game with no
first game, place the ship standee on the Riva Station location (324). job cards in play. If this is NOT the first game of a campaign, you will
Otherwise, the starting instructions in the app will indicate which location likely have unfinished job cards from a previous game in the Zephyr
the ship starts at. section of the card catalog. If you do, retrieve those cards and, by
consulting with the other players, choose up to 3 of those jobs to slot
C. If this is your first game and you have not yet assembled the card catalog, into the red, yellow and green active job slots along the bottom of
do so by following the instructions on page 2 of this rulebook. the navigation board. Return any other job cards back to the Zephyr
section of the card catalog.
D. Retrieve all of the improvement skill cards (all numbered 007) from
the card catalog, shuffle them, and form a face-down deck. Create an g. If you have any job cards slotted into the navigation board, for each
improvement row by revealing the top 4 cards of this deck and placing job, place the matching color waypoint ring on the galactic star map
them face up in a row. at the destination indicated on that job card. If more than one active
job has the same destination, stack their rings at that location.
E. Create separate piles of perk tokens , lock tokens, and required tokens.
3. LOGISTICS: Manages the ship’s log, as well as its supplies and cargo.
F. If this is the first game of a campaign, or if a new player is joining a Do the following to set up Logistics:
campaign in progress, each player that doesn’t already have a character a. Retrieve the supplies marker and place it on the ship hold space that
creates one by doing the following: is marked with a star.
a. Choose a character sheet. Each player’s character must be of a
b. Collect all of the cargo tokens and place them nearby.
different species from one another. Some species have both a feminine
and masculine version to choose from. Both versions of the same c. If this is the first game of a campaign, retrieve a new ship log sheet.
species cannot be in play at the same time. Otherwise, retrieve the ship log the players have been using for this
campaign. Place the ship log nearby.
b. Name your character and write their name on your character sheet.
Use pencils when writing on sheets. d. Retrieve the smuggling hold token and place it face down nearby,
unless you have already acquired the smuggling hold this campaign. If
c. Answer the 5 questions about your character on the back of your
you have, then slot it face up into the right side of the logistics board.
character sheet. Your answers will determine your background. Read
your background story aloud and follow the instructions at the end. 4. ENGINEERING: Manages the draw bag, the ship’s power, and its hull. Do
the following to set up Engineering:
G. Each player collects their character sheet and matching standee, as well
as their matching skill deck from the card catalog. Each player shuffles a. Retrieve the hull marker and place it on the top (5) space of the hull
their skill deck and forms a draw pile. track.
b. Set the power dial to 6.
H. Assign each of the following ship stations to the players. Each station has
a corresponding station board that the player assigned that station should c. Retrieve the draw bag and place it within your reach. If this is the
retrieve and place in front of themselves. Each station has additional first game of a campaign, collect the 6 general damage and the 8
setup listed below and on the back of those stations. Players may use the special damage tokens and put them in the bag.
instructions on the back of their ship station boards to complete setup d. Collect all other bag tokens (risk, shield, all clear, and ship upgrades)
simultaneously, if they wish. If playing with fewer than 6 players, some and place them nearby.
players will need to take on multiple stations.
5. SCIENCE: Manages the life support system, science projects, and
1. OPERATIONS: Controls the app, consults on rules, and generally research. Do the following to set up Science:
manages the flow of the game. We suggest assigning Operations to the
a. Retrieve the life support marker and place it on the top (green) space
player reading these rules. Do the following to set up Operations:
of the life support track.
a. Set both the profit and threat dials to 0.
b. Collect the science project tokens, place them face down nearby, and
b. Choose a first player token (fuzzy dice, 8-ball, puzzle cube, or air randomize them.
freshener) and place it in front of you. You will start as the first player.
6. SECURITY: Manages ship combat. Do the following to set up Security:
c. If you haven’t already launched the app, do it now by going to
WanderingGalaxy.com. a. Set all of the enemy dials to 0.
b. Collect the enemy blip tokens and place them nearby.
2. NAVIGATION: Manages the card catalog and the crew’s jobs (objectives).
Do the following to set up Navigation: c. Collect the asteroid tokens, place them face down nearby, and
randomize them.
a. Make sure you are seated in a position where you can see and reach
the galactic star map. d. Have Navigation retrieve all of the ship weapon and device cards from
the Zephyr section of the card catalog for you and place them in their
b. If this is the first game of a campaign, set the galactic struggle dial to
matching slots along the top of the security board.
the middle ‘unease’ space.
7
STARTING A CAMPAIGN TYPES OF ACTIONS
Limited Action: Once 1 player chooses this action, it is no longer
Wandering Galaxy is played as a campaign that takes place over 4 game available to other players during that round.
sessions. When you launch the app, it will prompt you to choose whether
you want to Start a New Campaign or Continue a Campaign. Unlimited Action: Any number of players may choose this action.
When you choose Start a New Campaign, the app will give you 3 different
campaign start options. If this is your very first time playing, choose Riva Required Action: When the game directs players to make an action
Station. The app will then ask you if you want help setting up. Once the required, place a required token over that action panel. Required
game is set up, the story will begin. Throughout play, the app will be your actions MUST be chosen by at least 1 player. If 1 or more required
game master and guide. actions are still available before the last player(s) have chosen an
action for the round, those players must choose a required action.
At the start of a campaign, you won’t have a ship. Acquiring a ship will be
your first task, and doing so is going to put you into debt. The goal of each Locked Action: When the game directs players to lock an action,
campaign is to earn enough profit to pay off your ship in time and become place a lock token over that action panel. Locked actions cannot be
Freespacers–masters of your own cosmic destiny! chosen.
Note: When starting a new campaign, the app will ask if there is already O1: VI
VISSIT OC
OCTTOFF
a campaign in progress. If you select yes, you will be warned that you will 2. ACTION PHASE Enter 133.
have to abandon the current campaign in order to start a new one. O1: VIS
VI SITphase,
OCT
OCTOFF
During this each
player will resolve their o2: ENFORCEMENT O1:
BUREAU
VIS
VI SIT OC
OCTTOFF
B
A LOCATION BOOK ROUND
Choose 1 option: Enter 133.
D
Choose 1 option:
Post Bail: Supplies -1: Gain card 050.
Job Postings: Enter 134.
resolved in numerical
Post Bail: Supplies -1: Gain card 050.
Hunt Bounties: Enter 135. Hunt Bounties: Enter 135.
After some introductory story, the app will direct players to turn to a page O2: ENFORCEMEN
ENFORC EMENT T BUR
BUREEAU C
O2: ENFORC
ENFORCEMEN
EMENT
T BUR
BURE
EAU
will take place over a round (or series of rounds). Each round consists of 3
Grift: Enter 137. Sell Cargo: Enter 139.
1. PLANNING PHASE
O4: SHOP THE MARK
MARKET
ETS
S Buy an Item: Supplies -1: Gain card 020.
O3: EXP
EXPLwho
ORE
OR E chose
RUSTPORPORTT
Get a Tattoo: Supplies -1: Improve +1.
:
5-6: Enter 141. 7+: Enter 142.
O4: SHOPeffect
action’s THE MARK
Job Postings: Enter 134.
Post Bail: Supplies M(D)
ARKET
inETS
-1: Gain card 050. S
turn Buy an Item: Supplies -1: Gain card 020.
yet resolve) their actions for the round. Hunt Bounties: Enter 135.
+1.
order, and so on until all Get a Tattoo: Supplies
ROUND END
O2: ENFORC
ENFORCEMEN
EMENT
T BUR
BURE
EAU -1: Improve ENTER:
in the app. Then, starting with the first Gather Info: Perk Token +1.
O4: SHOP THE MARK
MARKET
ETS
S Buy an Item: Supplies
page. -1: Gain card 020.
8
TRAVELING ON THE MAP COMPLETING A GAME
When directed to travel on the map, do the following in order: There are 2 ways that each game in a campaign can end:
1. Choose a Course: Consult the galactic star map and collectively decide 1. Successful Run: If at any time during the
where you will go next by selecting a space lane that connects your game, you reach 7 profit (K), the game
current location to another location. ends in success. Enter the ending code
under the profit dial and listen to the story
2. Spend Resources: of your celebrations. Then, in turn order,
Spend 3 power by each player with a rank of 1 or higher enters
having Engineering lower
G
the ending code on their character sheet
the power dial by 3 (F). and follows the instructions in the app. The
higher the rank a character has attained,
When traveling, if the ship
F the more of their exploits will be revealed.
does not have enough H K
power, you may have
Logistics spend 1 supplies 2. Uncertain Fate: If at any time during the
and/or have Science spend 1 life support for each power you could game, you reach 7 threat (L), the game
not spend. ends in uncertainty. Enter the ending
code under the threat dial and follow the
Important: If life support on the Science station reaches 0 (G),
instructions. The app may tell you that
immediately enter the code below the life support track (H) into the app.
you’ve ‘gone belly up’ and your campaign
(Your ship is headed for a crash landing!)
has ended in failure. Otherwise you will
3. Move the Ship: Move the ship to the new location ( I ) on the map and suffer some penalty and then, in turn order,
enter the code for that location (J) into the app or press the button in the each player with a rank of 1 or higher enters
app that matches that location’s icon. the ending code found on their character sheet and follows the
instructions in the app.
L
SAVING PROGRESS
At the end of games 1, 2, and 3 in a campaign, if you haven’t gone belly up,
the app will walk you through the steps to save your progress for the next
I game.
J
COMPLETING A CAMPAIGN
ARRIVING AT A NEW LOCATION At the end of game 4 in a campaign, the app will tell you the story of how
Once you’ve entered the new location into the app, it will provide you with your campaign ends. Depending on whether or not you’ve paid your debt,
story and instructions. Sometimes those instructions will direct players to you may achieve success, or you may go belly up.
turn to a page in the location book. When turning to a page in the location
book, do NOT pause to review all of the action resolution text on the new
page. Instead, go immediately into a new round by starting the planning RESETTING THE GAME
phase (starting the timer and selecting actions in turn order). At the end of a campaign, the app will walk you through some steps to
reset the game so that you are ready to start a new campaign the next
TRAVELING ON A PAGE BEROS SYSTEM
HOLLOW
time you play.
PORT
AVULUN
Enter 338
BEROS
8 its eart hy
9
o3: EXPLORE RUSTPORT PERK TOKENS
MAKING SKILL
Choose 1 option:
CHECKS
When a player gains perk tokens (e.g. Perk Token +1), they
Each player’s character will face
Hologames: Entermany
136. different challenges
Buy Cargo: Enter 138.through the collect that many perk tokens from the supply.
course of the game. Players use their unique skill decks to determine how
Grift: Enter 137. Sell Cargo: Enter 139.
well or how poorly their character resolves these challenges. When a player is making a skill check, after revealing cards, they may
discard any number of their perk tokens back into the supply to add +1 to
their skill check result for each.
O4: SHOP THE MARKETS
A Make a COMMUNICATE skill check : HELP FROM A FRIEND
0-4 = Choose 1 option / 5-6 = Choose 2 options / 7+ = Choose 3 options:
I When a player is making a skill check, after revealing cards, any other player
Trade Junk: Supplies +1. may ‘stress out’ to roll the chance die and add its result to the skill check.
Gather Info: Perk Token +1. Any number of players may do this any number of times during a single skill
When a player is directed to make a skill check (A), follow these steps in check.
order: Buy an Item: Supplies -1: Gain card 020.
Get a Tattoo: Supplies -1: Improve +1. When a player chooses to stress out, they gain 1 Stress card (012) from the
1. Draw and reveal the top 3 cards of your draw pile (B) and play them face card catalog and add it to their discard pile.
up in front of you (C). Resolve any ‘Play’ effects (D) on those cards. (This B33P5
may result in you drawing more cards (E). Reveal and play those cards and Sidekick Robot
O5: THE
resolve their Play effects TORBAT'S NEST
as well.) ITEMS AND SIDEKICKS Slag Pistol
050
Item Weapon
020
0-4: Enter 140. 5-6: Enter 141. 7+: Enter 142. played and discarded just like other skill cards.
007
007
003
003
Fight =
PHRASE:
Resolve a Ship Service option from the ship log.
Play: Draw +1. Acquire: Banish a skill card from
To ready a card, a player must place it in one of the available readied slots
Enter 143.
your draw or discard pile. If from
Group Check = your draw pile, shuffle it.
at the bottom of their character sheet. If there are no available slots, the
REPUTATION TRACKS
player may dismiss one of their RANK
readiedBONUS
cards to make room for it.
D Play: Draw +1. In descending order, complete each reputation track before Upon completion of a reputation track, resolve the
moving on to the next. corresponding rank bonus below.
Group
Note: If your draw pile runs out, Check
shuffle = discard pile and form a new
your DISMISSING AN ITEM OR1 SIDEKICK
GREENHORN: 1 +2 OR +1.
draw pile.
A readied card stays in play until it is dismissed. A player may dismiss a
SCRUBDUSTER: 2 2 another
Gain card 020 OR banish a skill card.
2. Total up all icons on the played cards that match Hthe UMAN readied card when readying card (to make a slot available) or when
NAME:
NAME: NICKNAME:
NICKNAME:
In this Communicate skill check (A) example, a player would total all and
SPINDRIFTER: 3 3 +2 OR +1.
REPUTATION TRACKS
REPUTATION TRACKS RANK BONUS
RANK BONUS
icons. Also include any perk icons on those cards. Perks add +1 to order, complete
In descending order, completeeach
eachreputation
reputationtrack
trackbefore
before Uponcompletion
Upon completionofofaareputation
reputationtrack,
track,resolve
resolvethe
the
adds
SCRUBDUSTER: its Dismiss effect to that 22
skill check,
22 but not any of its other skill icons,
Gaincard
Gain 020OR
card020 ORbanish
banishaaskill
skillcard.
card.
would be 4 (2 +1 +1 ).
144
Item Gear
perks, rankor prompts.
SPINDRIFTER: 33 33 OR
+2+2OR +1.
+1.
ENDINGS: Your last completed determines your ending.
3. Take this total and add any perk
3 Rank 1 = 129 • Rank 2 = 130 • Rank 3 = 131 • Rank 4 = 132
FREESPACER:
ENDINGS: Your
ENDINGS: Your last
last completed
completedrank
rankdetermines
determinesyour
yourending.
ending.
44 44 Gaincard
Gain 050OR
card050 OR +1.
+1.
129 •• Rank
Rank 1 = 129
SCARS
SCARS
Rank22==130
130 •• Rank
Rank33==131
131 •• Rank
: :AtAtthe
thestart
startofofeach
eachgame,
game,gain card012.
gaincard 012.
CREWanother SERVICES
Donate Bio
Bio Matter:
Matter: +2. +2. Train:
Train: -1: -1: . . : :AtAtthe card012.
BOUNTY HUNTER=
thestart
startofofeach
eachgame,
game,gain
gaincard 012.
COMMUNICATE player’s discard pile. If they add it to another player’s discard pile,
CERTIFIED
Treat Wounds:
Wounds: -1: RemoveALL
-1:Remove ALLstatus
statuscards
cardsfrom
from
: At theafter
start of each game, 012.
gain carddrawn
When instructed, choosethat player
one of the cannot ready it until
following options: they have and played it into a
(F). All skill checks have a single- ITEM ITEM
ITEM // SIDEKICK
SIDEKICK ITEM
ITEM//SIDEKICK
SIDEKICK
G Donate Bio Matter: skill+2. check Train:. -1: . : At the start of each game, gain card 012.
word prompt that further defines CERTIFIED
Edge Cap
Item Gear
readied items (H) and sidekicks. In ITEM ITEM / SIDEKICK A group check will alwaysITEM
players. Swagger =
/ SIDEKICK
include instructions on which players are
Swagger = to participate in the check, a goal number, a success effect, and a fail effect.
this example, the icon count would
increase by 3 (1 +2 ), bringing the final total to 7.
When players are instructed to make a group check, each participating
4. Consult the text associated with the skill check (I) and resolve the option player must simultaneously make a skill check. Each player whose result is
corresponding to your total. With a total of 7, the player may ‘Choose 3 equal to or higher than the check’s goal number has passed. If at least half
options’ when resolving this challenge, as indicated in the example above. the participating players (rounded up) pass, resolve the check’s success
effect. Otherwise, resolve its fail effect.
5. Discard all played cards (except readied cards) into your discard pile.
Note: No player may stress out during a group check.
10
CHARACTER ADVANCEMENT STATUS CARDS
IMPROVING YOUR SKILL DECK When a player is directed to gain a status card, they must
have Navigation retrieve it from the card catalog for them
Injured
Status
007
and place it in their discard pile.
011
Each status card has an effect that allows a player to
remove it from their deck. When removing a status card,
007
007
007
+1. Shield +1.
Play: Draw
return it to its section of the card catalog. Play: Rep +1. Instead of discarding this
card, you may return it to the catalog. If you
do, fill in a scar on your character sheet.
some or all status cards from their deck. When removing status cards in
MUZE
NAME: NICKNAME:
this way, a player searches their draw and discard piles for status cards.
When a player is directed to improve (e.g. Improve +1), that player may After
N OT A RA COU N a player searches
CATCH
their draw pile, they must shuffle it.
PHRASE: AGILITY =
choose one of the 4 face-up cards in the improvement row and place it in
Important: When a player is instructed to remove all status cards, they must
their discard pile. After acquiring an improved skill card, replace the empty
remove even the beneficial ones.
007
space (K) in the improvement row with the top card of the improvement REPUTATION TRACKS RANK BONUS
deck (J).
STRESS LEADING TO INJURY
In descending order, complete each reputation track before Upon completion of a reputation track, resolve the
moving on to the next. corresponding rank bonus below.
Upon acquiring a card with an ‘Acquire’ effect (L), resolve
007
When directed toGREENHORN: 1 available,
gain a Stress card (012),1 if none are +1 and Perkgain
Token an +1.
that effect. Acquire effects are only ever resolved upon first
acquiring that card as the result of an improve effect. Injured card (011) instead. When directed to gain an Injured card, if none are
SCRUBDUSTER: 2 2 Gain card 020 OR banish a skill card.
Acquire: Perk Token +2. available, gain threat +3 instead. (To gain threat, have Operations increase
the threat dial.) SPINDRIFTER: 3 3 +2 and may banish a skill card.
L Acquire: Perk Token +2. FREESPACER: 4 4 Gain card 020 OR banish a skill card.
SCARS
REPUTATION
ENDINGS: Your last completed rank determines your ending.
Rank 1 = 109 • Rank 2 = 110 • Rank 3 = 111 • Rank 4 = 112
Injured status cards all have an effect that SCARS
MUZhas
E a series of reputation tracks on their character sheet. The
NAME: NICKNAME:
When making a skill check, a player may say their catch phrase aloud to gain
BREAKING TIES
the catch phrase effect listed on their character sheet. If two or more players are ever tied for the purposes of evaluating a game
effect, the first player determines how the tie is broken.
Nicknames have no effect until the game directs otherwise.
When the group has to make a joint decision (like where to go next on the
map), if the group can’t agree, the first player makes the decision.
11
SHIP STATIONS 2 : NAVIGATION 070 B
.
Any Uncharted Planet Location
CARD CATALOG
Marauding Krunk A
Profit +3
their corresponding station boards. Each station has unique ways it can
contribute, as well as responsibilities for resolving certain game effects. card catalog, Navigation is responsible for
retrieving that card and giving it to the
WORKING THE SHIP
Step 1
appropriate player. When directed to return a card to the card catalog,
Navigation is responsible for placing that card in the appropriate section (A)
Each ship station board has 3 ‘Work the Ship’ with the catalog number side facing up (B).
actions listed on it. When players are directed
to work the ship (usually right before traveling JOBS AND WAYPOINTS
on the map), each player may choose and When directed to retrieve a new job card, Navigation is responsible for
resolve 1 Work the Ship action from each retrieving that card from its current section of the card catalog. The group
station they control. must discuss its contents, and then choose to have Navigation either make
it an active job or move it to the Zephyr section of the card catalog.
The order in which these Work the Ship actions are resolved can be
important. The players do NOT need to resolve their Work the Ship actions
in turn order. The players may resolve each Work the Ship action in an order
of their collective choosing.
Marauding Krunk A
MINI-MAPS Any Uncharted Planet
E Location
When traveling on a mini-map on a location book page,
ADDITIONAL ACTIONS FOR
WORK THE SHIP
O1: STUDY THE NEBULA
D
+1.
You may choose a Work the Ship action below instead of choosing one 5-7: Curiosity: Science Project +1. Lock this action.
from your ship station. Place your standee on the chosen action panel.
Each action can only have 1 standee at it. Work the Ship actions in the
8+: Rare Life Form: Rare Cargo +1. Lock this action.
waypoint ring on any uncharted planet
shown here. When working the ship while traveling on a
location book are all resolved first, in numerical order, and then Work
the Ship actions from ship stations are resolved in any order. O2: PURGE GASMITES Marauding Krunk A
location onPlanet
Any Uncharted the Location
galactic star map.
070
Perk Token +1. Make a HUNT skill check :
070
C The Krunk are growing in number and
O3: REROUTE COOLANT
Perk Token +1. Make a TECHNICAL skill check : Step 1 TYBALT
The Krunk are growing in number and Enter 313
station. When a player chooses one of these actions, they
0-4: Gain a Stress card (012). Lock this action.
When directed to enter a code, Operations is responsible for entering that RA SYSTEM
location (F) indicated on that job card (G). Enter 321
code into the app, reading (or playing) the resulting story, and reading the
game instructions. When activating a job, if all of the job slots are full, Navigation may
deactivate an active job to make room. When deactivating
RIVA STATION
Enter 324
a job, add its ARJUN'
BELT
ROUND TIMER card to the Zephyr section of the card catalog. Important: If you deactivate
a multiple-step job that you’ve already completed 1 or more steps of, when
When directed to turn to a new page in the location book, or when starting MAP LEGEN
ENDD
reactivating that job, you will have to start back at step 1. GA L sj Y MA l pixel
a new round on the same location book page, Operations is responsible for : Anomaly
starting the round timer in the app. Note: When a job is removed from a job slot, also return its matchingSCION NEBULA
: Asteroids
waypoint ring to the navigation board.
Enter 326
ARJUN
PROFIT
: Deep Space
BELT
BEROS
THREAT TRAVEL
When directed to gain or lose threat (eg. Threat -1), When traveling on the map, Navigation is responsible for consulting with the
Operations is responsible for moving the threat dial up other players about their options for where to travel next, and for moving
or down accordingly. If threat reaches 7, immediately the ship standee to the new location on the map. Remember: Navigation
enter code 777 into the app. manages the job cards, and so should be aware of the destinations of those
jobs and make it part of the communication with the group when determining
where to travel next.
12
3 : LOGISTICS 4 : ENGINEERING
SHIP LOG HULL
When directed to mark something on the ship log, Logistics is responsible When directed to gain or lose hull (eg. Hull +1),
for following those instructions. Engineering is responsible for moving the hull marker
up or down accordingly. If hull reaches 0, immediately
Ship Upgrades: Sometimes players will have an opportunity to upgrade the enter code 101 into the app.
ship. The app will direct Logistics to mark that upgrade on the ship log and
will provide instructions on how to implement that upgrade. If the game
ever asks if the ship has a specific upgrade, it is Logistic’s responsibility to POWER
check the ship log and answer that question. When directed to gain or lose power (eg. Power +1),
Engineering is responsible for moving the power dial
Stickers: When directed to apply a sticker to the ship, Logistics is up or down accordingly. Some game effects require
responsible for placing the indicated sticker on the matching zone on the that 1 or more power be spent in order to resolve some
front of the ship log. beneficial effect. If there is not enough power available,
no power is spent and that effect cannot be resolved.
CARGO AND SUPPLIES
I H DRAW BAG
When directed to add a token to the draw bag, Engineering is responsible for
retrieving that token from its supply and adding it to the bag.
J
Gaining Risk and Shields: Risk and shield are the two kinds of token
that are most commonly added to the draw bag. When the game instructs
When directed to gain specific cargo , Logistics is responsible for adding Engineering to add these tokens, it will do so by simply stating “Risk +1” or
the specified cargo token to the ship hold. Cargo must be placed on the “Shield +1.”
rightmost empty space on the ship hold. In this example, the next cargo
token would be placed on space 7 (H). When directed to draw a token(s) from the bag, it is Engineering’s
responsibility to draw the token(s) and resolve their effects:
When directed to gain or lose supplies (eg. Supplies +1), Logistics is
responsible for moving the supplies marker (I) up or down the ship hold. General Ship Damage: When one of these tokens is drawn, unless
the game directs otherwise, the first player must choose a station
When gaining supplies, the supplies token is moved to the right, but cannot that they control to place that damage token on. The token remains
be moved onto a space that contains a cargo (J) token (the hold is full and on that station until it is repaired, at which point it is returned to the
more supplies cannot be gained). When gaining cargo, it cannot be placed draw bag. (The symbol is a reminder that it can be repaired with a Work
on or to the left of the supplies marker (I). Logistics can voluntarily lose the Ship action.) Note: Some stations have additional instructions listed on
supplies to make room for new cargo. their board that must be resolved when a damage token is placed on them.
Some game effects require that 1 or more supplies be spent in order to Ship Upgrade Damage: These tokens work just like general ship
resolve some beneficial effect. If there are not enough supplies available, no damage tokens, but additionally, some encounters will ask if the ship
supplies are spent and that effect cannot be resolved. has a particular upgrade. While an upgrade is damaged (its damage
token is on a station) the ship is considered not to have that upgrade.
Buying Cargo: Sometimes players will have an opportunity to buy cargo in
exchange for supplies. When buying cargo, supplies are spent first and then Special Effect: When one of these tokens is drawn, resolve the
the cargo is added to the ship hold. indicated effect and return the token to the bag. Effects that affect
a player are applied to the first player, unless the game directs
Selling Cargo: Sometimes players will have an opportunity to sell cargo
otherwise. (The symbol is a reminder that the damage is not
in exchange for profit . When selling cargo, return the appropriate cargo
placed on a station but has an immediate effect.)
token to the supply and gain the amount of profit indicated by the game.
Note: Some game conditions will change the value of certain cargo tokens Risk: When one of these tokens is drawn, increase threat by 1
based upon the game state and the capability of the player negotiating the sale. and remove the token from the bag, returning it to its supply.
Illegal Cargo and Smuggling: Sometimes players will have an opportunity to (The symbol is a reminder that it is removed from the bag after
acquire illegal cargo. This functions like regular cargo, except it is usually being drawn and resolved.)
acquired at no cost and the app will sometimes instruct players to gain risk All Clear, Shield, and Improved Shield: When one of
(add 1 or more risk tokens to the draw bag) if they are carrying illegal cargo. these tokens is revealed, there is no effect (the damage
Tip: Look for the ‘smuggle’ actions in the location book for opportunities to was prevented). Shield and all clear tokens have the
obtain and/or sell illegal cargo. symbol on them and so are removed from the bag and
Asteroids: Asteroid tokens show an asteroid on one side, and a returned to their supply after being drawn.
type of cargo on the other. When an asteroid is acquired (by using
Improved shield tokens do NOT have an symbol and so they are
the Magnabeam device at the security station), flip that asteroid
returned to the bag after being drawn.
token to its cargo side and add the listed cargo to the cargo hold.
Then, return the asteroid token face down to the supply and randomize it.
13
O1: ATTACK VE
VECCTOR
O1: ATTACK VE
VECCGASMORA
TOR
5 : SCIENCE SHIP COMBAT
Some pages of the location book depict a Make top-a PILOT skill check :
LIFE SUPPORT A down view of your ship with 6 numbered 0-4: sectors
1
When directed to gain or lose life support (eg. Life Support -1), around it. These are ship combat pages, 5-6: Move
andallwhen
tokens 1 or 2 sectors in a single direction.
Science is responsible for moving the life support marker (A) up or players arrive at one, they will usually be directed 7+: Enter 210.
down accordingly. If life support reaches the bottom ‘!!!’ space (B), O2: IMPRO
IMPROVI
VISSEto set enemy dials and put enemy blips and/or 5 3
immediately enter code 100 into the app. asteroids on the numbered sectors.
O2: IMPRO
IMPROVI
VIS
SE 4
When directed to gain a science project, a representation of how much damage needs to be inflicted on that blip to
349 Science is responsible for taking a random B destroy that enemy and remove its blip from the page.
349 face-down science project token from the O3: TARGET
TARG ET LOCK O3: TARG
TARGET
ET LOCK
D Target Locking: Blips are usually placed green
supply and, without looking at its back, placing it on If all enemyside upred, move to Action 05.
blips are
E the ‘Research Start’ space at the bottom of the research
track (C).
when they enter play. There are a variety of effects
Otherwise,
and actions that will allow a player to flip a green0-4: blip B
make a PLAN skill check
Nothing happens.
B
:
to its red side. A blip on its red side represents anto its red side. Perk Token
5-7: Flip 1 blip +1.
Each time Science performs a research action, they may enemy that has been ‘target locked’. Red blips are easier to hit with the
8+: Flip 2 blips to their red sides. Improve +1.
choose 1 science project token that is on the track and move ship’s weapons and are vulnerable to a variety of other effects in the game.
it up 1 space. When a science project reaches theO4: top FIRE
space SHIP WEAPON
WEA PON
C Firing Ship Weapons: The
of the research track (D), turn that science project token K
O4: FIRE SHIP WEAPON WEAPON
GASMORA
face up to reveal it (E), enter its code in the app, and return security station starts play with
it face down to the supply. a ship weapon card (I) in each Choose a ship weapon and target a blip in its firing arc.
ship weapon slot (J). Some M Make a TARGET skill check :
GASMORA
pages of the location book 0-5: Lower the target's dial by 2. P
6 : SECURITY O5: WORK THE
have an action called Fire Ship
SHIP
6-7: Lower the target's dial by 4. Perk Token +1.
Weapon (K). When ANY player 8+: Enter 212.
SPECIAL DEVICES Magnabeam resolves a Fire Ship Weapon
Special devices (F) are kept in a stack in the
F Special Device
action, they
1 will be directed to choose a ship weapon (I) and target a blip (L).
special devices slot of the security board (G). Then they will be directed to make a skill check (M).
O5: WORK THE SHIP
000
000
000
000
000
000
000
000
000
000
000
When a new special device is acquired, it is added Resolve 1 Work the Ship (L),action
I To target a blip it must be
to this stack. There is no limit to the number of 6
Starboard Cannon
from each the
station you control.
B within chosen weapon’s
1
Ship Weapon Level 2
2
special devices that can be in this stack.
firing arc. A weapon’s firing arc
065
Special devices always say when and how they can is a diagram on the weapon
H The game will instruct when and
how this card is used.
N L showing which sectors of the
be used (H). Any player can use them as directed.
However, it is the responsibility of Security to keep combat page a blip has to be in
the other players aware of the devices the ship has to be targeted by that weapon.
G In this example, the Starboard
and when their use might be relevant. O
Cannon targets sectors 2 and 3
6 DAMAGE
SECURITY STATION 5 3 (N) and the targeted blip (L) is in
14
SKILL CHECKS
SOLO AND 2-PLAYER Apprentices do not have their own skill decks. Each player has only 1 skill
deck, and uses that deck to make skill checks with both their primary
Wandering Galaxy can be played as a solo or 2-player game. When playing
character and their apprentice(s).
solo or with 2 players, in addition to your character, you will also play with 1
or 2 apprentices. Apprentices make skill checks normally, but only their own skill icons,
prompts, readied cards, and perk tokens are applied to the check (this
APPRENTICE SETUP includes icons, etc. on the apprentice card itself).
When setting up for a solo or 2-player game, follow these additional setup Help from a Friend: An apprentice can stress out to help another apprentice
steps after the end of the regular setup steps: or character that is making a skill check. Likewise, a character can stress
out to help an apprentice that is making a skill check. The Stress cards
1. Retrieve the 2 sidekicks cards (050) that have the ‘Apprentice’ trait gained when an apprentice chooses to stress out go into its controlling
(Tress and Bugs) from the catalog, as well as the standees for those player’s discard pile.
apprentices.
Group Checks: Apprentices can participate in group checks. A player must
2. If playing with 2 players, randomly assign 1 apprentice to each player. perform the checks separately for each participant they control, in an order
In a solo game, you control both apprentices. Each player places their of their choosing. Remember: Players and apprentices cannot stress out
apprentice(s) and their standees in their play area apart from their during a group check.
character sheet.
3. Players assign at least 1 ship station they control to each of their READIED CARDS
apprentices, and place those station boards near the card of the Whenever a player would ready an item or sidekick, they may ready it to
apprentice they are assigned to. Any stations a player controls that either their character or to an apprentice they control. They may do this
are not assigned to an apprentice are assigned to their character. Each regardless of which character/apprentice acquired that card or played it into
character must have at least 1 station assigned to it. a skill check.
In a 2-player game, each player places 1 of their standees (either their Other Status Cards: All other status card that an apprentice would receive
character or their apprentice) in turn order and then places their remaining are placed in its controlling player’s discard pile.
standee in turn order.
NICKNAMES AND CATCH PHRASES
WORKING THE SHIP Apprentices do not gain nicknames or catch phrases.
When instructed to work the ship, each player may resolve 1 Work the Ship
action from each station they control (i.e. 3 stations in 2-player, 6 stations in
solo). These Work the Ship actions may be resolved in any order, using the SOLO STATUS DISCARDING
character or apprentice that station is assigned to. Some status cards instruct you to discard them into another player’s
discard pile. When playing solo, these cards are discarded into your own
REPUTATION AND IMPROVEMENT discard pile.
Apprentices do not gain reputation . When an apprentice would gain
reputation, they gain a perk token instead.
If an apprentice would improve , that card goes into the deck of the
player controlling that apprentice.
15
Scar.............................................................................................................11
INDEX Science........................................................................................................14
1- and 2-Player Rules...................................................................................15 Science Project .......................................................................................14
All Clear........................................................................................................13 Security.......................................................................................................14
Asteroids .................................................................................................13 Setup...........................................................................................................7
Banish..........................................................................................................11 Shield ......................................................................................................13
Blip...............................................................................................................14 Ship Log.......................................................................................................13
Campaign.....................................................................................................8, 9 Ship Upgrade................................................................................................13
Card Number................................................................................................2, 12 Ship Weapon................................................................................................14
Cargo ......................................................................................................13 Sidekick ..................................................................................................10
Catch Phrase................................................................................................11 Skill Check...................................................................................................10
Damage........................................................................................................13, 14 Special Device..............................................................................................14
Dismiss........................................................................................................10 Status .......................................................................................................11
Draw Bag......................................................................................................13 Sticker.........................................................................................................13
Ending a Game.............................................................................................9 Stress...........................................................................................................10, 11
Engineering..................................................................................................13 Stress Out....................................................................................................10
Group Checks...............................................................................................10 Supplies ..................................................................................................13
Hull .........................................................................................................13 Threat ......................................................................................................12
Improve ..................................................................................................11 Ties..............................................................................................................11
Injured.........................................................................................................11 Travel on the Map.........................................................................................9, 12
Item ..................................................................................................10 Work the Ship Action....................................................................................12
Job...............................................................................................................12
Life Support ............................................................................................14
CREDITS
Locked Action..............................................................................................8
Logistics......................................................................................................13 Game Designer Graphic Designers Writer
Jerry Hawthorne Kendall Elmen Mr. Bistro
Navigation....................................................................................................12
Producer David Richards Editor
Nickname.....................................................................................................11
Colby Dauch Illustrators Ray Clark
Operations....................................................................................................12 Bea Castillo Rojas
Developers Legacy Designer
Perk Token ..............................................................................................10 J. Arthur Ellis Elias Stern Isaac Vega
Planning Phase.............................................................................................8 Playtesters
Power .....................................................................................................13 Owen Hawthorne, Chad Hoverter, William Brown, Nathan Stephens,
Spencer Williams, Steven “Skippy” Brown, Simon Stephens,
Profit ........................................................................................................12 Parker Brown, Joseph Cosme, Dr. Brian McDonald, Don Gilstrap
Reputation (Rep) ......................................................................................11
Required Action............................................................................................11
Risk .........................................................................................................13
WWW.PLAIDHATGAMES.COM
Round Timer.................................................................................................8, 12 © 2024 Plaid Hat Games. Wandering Galaxy, A Crossroads Game, Plaid Hat Games, and the Plaid
Hat Games logo are trademarks of Plaid Hat Games. 1172 St. Rt. 96, Ashland, OH 44805. Actual
Saving a Game.............................................................................................9 components may vary from those shown. Made in China. THIS PRODUCT IS NOT A TOY. NOT
INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER.
16