You’re the captain of a starship, cruising through the galaxy in search of power, progress, and maybe just a little prestige. In Transgalactica, you’ll spend five rounds building outposts, managing your crew, exploring the stars, and trying to stay one step ahead of your rivals. The galaxy is wide open, full of opportunities and competition. The challenge is finding your own way to stand out before the stars settle and the final scores are counted.
👥 2-5 players, ages 14+
⌛ Playing time: 100 minutes
📝 Designer: Daniele Tascini
🎨 Artwork: Edu Valls
🏢 Publisher: Devir Games (review copy provided)



Gameplay Overview
In Transgalactica, each player takes control of a starship and its crew, with the goal of expanding influence across a galaxy that gets busier and more competitive with every round. The game plays over five rounds, each one following the same cycle: income, actions, and maintenance.
The round begins with income. You’ll earn credits and resources based on what you’ve built and unlocked so far. This includes planets where you’ve placed outposts, mining tiles on your control panel, fleet bonuses you’ve activated, and your current level of political influence. In the early rounds, even your idle crew members give you a small boost. But as the game progresses and you wake more of them up, you’ll become more reliant on your actual network in space.
The action phase is where most of the game happens. In turn order, players send their captains to one of the eight main areas on the central operations panel. These include exploration, mining, trading, technology, military, production, politics, and the omni space, which is a bit of a wildcard. Each of these spaces connects to one of the development tracks or resource systems in the game. Once a captain takes a main action, it’s locked for the rest of the round. Other players can still take a less powerful version of that same action by sending a crew member to “follow”, but they usually miss out on the bonus the captain would get.
At the same time, the galaxy map is there to explore. If you’ve built an outpost on an action planet, you can send a worker there to use that planet’s special ability. Some planets give you resources, others move you up on tracks or reward you with points. Over time, your presence on the map becomes more important, especially if you want to keep your engine running smoothly.
Once everyone has taken their actions or passed, the round ends with maintenance. First, military strength is compared. The player with the highest strength scores points depending on their lead. The weakest player might even lose points if they fall too far behind. After that, you reset things, and the priority track is updated to decide turn order for the next round. Then the next round begins.
After the fifth and final round, it’s time to see how it all adds up. Each player chooses one secret objective to score, then adds points for leftover credits and resources. Endgame bonuses from technologies, missions, and other achievements are also counted. The player with the highest total influence becomes the dominant force in the galaxy.


Game Info
Transgalactica is a sci-fi strategy game designed by Daniele Tascini and published by Devir, a Barcelona-based publisher that’s been making a name for itself with a growing catalogue of original euro-style games. You might know them from Bitoku, The White Castle, or 3 Ring Circus. Tascini, of course, is best known for Tzolk’in, The Voyages of Marco Polo, and more recently Tiletum. With Transgalactica, he brings his signature mix of structure and flexibility to a galaxy full of options.
The game plays with two to five players and usually takes around 90 to 100 minutes once everyone knows what they’re doing. It’s officially marked 14+, which makes sense given the level of planning involved, but nothing here is wildly complex. It sits comfortably in the medium-weight euro space, with enough crunch to keep gamers engaged but without the rules-heavy overhead that some heavier titles bring.

Artwork and Components
There’s no gentle way to say it: the box is full. Transgalactica comes packed with components, and you’ll want to set aside a bit of time before your first game to sort everything out. And yes, you’ll be sticking stickers. Lots of them. Each wooden piece, from captains to crew to fleets, comes with its own sticker, and yes, while they look great once they’re on, it can be a bit of a fiddly job. Some don’t stick very well on their own, so keeping a glue stick nearby might save you a headache.
Visually, the game makes a strong first impression. The art by Edu Valls is bold, colourful, and doesn’t take itself too seriously. It’s a playful take on science fiction, with alien factions that range from space-faring rodents to laid-back engineers with very questionable work ethics. Each player board feels like a postcard from a weirdo alien sitcom, but somehow it all stays clear enough to actually play the game.
The galaxy map, made up of modular planet tiles, sits at the centre of the board and shifts its layout each game. While the board can look quite busy at first glance, the colour coding and iconography do a solid job of keeping things clear once you know what’s what. Surrounding action areas and development tracks all follow the same colour cues, helping you spot what connects to where.
The dual-layered player boards are a nice touch, keeping tiles, pods, and tokens neatly in place. The custom wooden pieces have some lovely detail, and each captain even has a unique shape. That said, the visual style isn’t for everyone. It’s bright, a little loud, and doesn’t shy away from cramming a lot onto the table. But under all that colour, there’s a clear design sensibility that puts usability first.


The Rulebook Situation
Let’s talk about the rulebook. On the surface, it looks clean and nicely laid out, with headings, icons, and an order that makes sense. But once you actually start using it during a game, things get a bit murky. Some rules are barely explained, a few feel incomplete, and there are moments, especially around endgame scoring and specific card effects, where you’re left guessing. For a game that builds towards a big scoring finale, that vagueness is frustrating.
The rulebook also doesn’t do enough to clarify iconography. Some symbols on cards and board don’t match what’s in the rulebook, and you’ll likely run into inconsistencies that slow things down. In fact, some players have resorted to making their own corrections or adding stickers to fix symbol mismatches.
There is a revised digital rulebook available, but even that hasn’t ironed out all the issues. If you’re planning a first play, it’s worth watching a tutorial beforehand. The one from Meeple University is especially helpful, it’s clear, concise, and honestly makes the rulebook feel optional.

How It Plays
Underneath the bright visuals and alien crews, Transgalactica is a medium-weight eurogame built around worker placement, resource management, and track progression. Each player controls a captain and a growing crew, using them to take actions across the board. Captains get the full version of an action and lock that space out for others. Crew members can follow those actions, gaining a slightly less powerful effect. It introduces real strategic tension through timing and initiative, but avoids the confrontational edge that can turn some players off.
The game flows across five rounds, and a lot of your progress comes from managing your economy. Early income is tight, so you’ll want to focus on expanding to planets, unlocking mining tiles, and progressing on development tracks that boost your income. Most of your crew starts the game asleep in cryopods, and waking them up gives you more actions, but it also reduces your passive income. Timing that balance is surprisingly important. If you wake everyone too soon, you’ll feel the pinch. Wait too long, and you might miss your window.
Each of the game’s development tracks offers its own rewards. Technology, military, politics, trade, production, each one unlocks specific bonuses, boosts income, or gives you access to new cards. These tracks don’t exist in isolation, though. Often, the real payoff comes from combining them cleverly. For example, increasing your military influence not only earns you points, but also makes it possible to claim better technology cards.
The senate and technology card markets give each game a slightly different flavour. Depending on what shows up, you might be encouraged to ignore the military race or lean heavily into trading. These shifting bonuses aren’t game-breaking, but they do nudge your strategy from one game to the next.
Another smart piece of the puzzle is the priority track. It decides turn order, and the more outposts you’ve built, the later you go. So expanding your presence comes at the cost of losing initiative. Acting first in a round lets you grab high-impact actions before anyone else, but going later gives you more room to follow. Sometimes it’s better to hang back, especially if you know others are going to open up actions you’d rather follow than lead. It’s a subtle part of the game, but it really matters.
There’s a bit of randomness in the objective and decree cards. Some goals require real effort and coordination, while others fall neatly into your lap. Occasionally, it feels like someone scores big without really pushing for it. It’s not a major problem, but it can lead to a raised eyebrow or two.
Missions and resource planning bring in extra things to chew on, nudging you to think ahead and make the most of what you’ve got. Completing missions can give you big rewards, but gathering the right tokens and fitting the timing into your strategy takes some planning. The different tracks also have more to offer. Investing in them can unlock fleet tiles with permanent bonuses, like improved income or extra actions. And if you push far enough, some tracks even reward you with ongoing points each round.
And then there’s the omni space. It’s the wildcard of the game, letting you take any action that hasn’t already been used. This can be a good safety net, especially when you’re stuck late in turn order.


Player Interaction
There’s no combat or direct conflict in Transgalactica, but the interaction is definitely there. Actions are limited, and once someone takes a main action, it’s gone. You’ll find yourself racing for planets, competing for technologies, and occasionally blocking others simply by getting there first. Military strength is also compared at the end of each round. The strongest player earns points, while the weakest risks losing them, which brings pressure even if you’re not chasing the military track yourself.
It’s the kind of interaction that rewards awareness and timing, rather than confrontation. If you’re the type of player who enjoys friendly competition with a bit of edge, this hits a nice middle ground.


Final Thoughts
Transgalactica brings together a lot of good ideas. It’s structured, colourful, and full of small decisions that add up across its five rounds. Once you understand the iconography, the game settles into a natural flow of building your engine, watching your rivals, and pulling off clever timing plays. Visually, it stands out, not something you can say about every eurogame.
Of course, no game is without its flaws. The rulebook is definitely a weak spot, especially for first-time players. Expect to do some clarifying, and maybe even pause mid-game to look things up or double-check a symbol. The sticker situation is also a bit much, charming in the end, but time-consuming up front.
Mechanically, the game hits that medium-weight sweet spot. It’s not going to overwhelm experienced players, but it does offer enough depth to stay interesting. If you’re looking for razor-sharp combos and maximum brain burn, this might feel a bit lighter than you’d expect from Tascini. But if you enjoy planning, adapting, and getting the most out of a small engine, there’s plenty here to explore.
In our group, it played best with three or four, enough to create competition, but still fast and smooth. And once the iconography clicks, it really does run well.
If you like eurogames that mix planning with a touch of unpredictability, and don’t mind a few bumpy edges along the way, Transgalactica has a lot to offer. It’s charming, clever, and once you’re past that early rulebook struggle, it opens up nicely.
📝 We received a review copy from Devir.





