Play Cargo Connect

Cargo Connect — Official Rulebook

L5 Logistics Cargo Engineer Employee Manual · v0.89

1. Introduction

Cargo Connect is a two-player, turn-based strategy game played on a square vertical grid, from 5×5 up to 8×8 (8×8 is the standard shift). Players take turns dropping pieces into the grid, where they fall under gravity and stack. Players score points by arranging four of their pieces into tetromino patterns and unloading them, and they play single-use action cards to rotate or manipulate the grid and slow their opponent down.

2. The setting: Luna Station

Luna Station is a space station parked at the Earth-Moon L5 Lagrange point, run by the megacorp L5 Logistics to receive and process cargo from mining and manufacturing projects on the Moon and in near-Earth orbit.

You are a Cargo Logistics Engineer ("Clunker") employed by L5 Logistics, and your job is to place and unload Cargo Modules as efficiently as possible to ensure maximum profit for the company.

Supervisor: The grit in the seals is, you've got competition. To keep lowly "Clunkers" from getting slow and lazy, L5 Logistics always schedules two Cargo Engineers competing head-to-head on every shift.

Once the Cargo Bay is full, the shift is over, and the Clunker who unloaded the highest cargo value wins — earning bragging rights, better station privileges, and even promotions. That means you don't just have to do your job, you have to do it better than the other Clunker on your shift.

3. Game components and terms

4. Setting up the shift

5. Approved configurations (AppCons) and unloading cargo (scoring)

An AppCon is exactly 4 of your own Cores connected edge to edge, horizontally or vertically, in one of the seven tetromino shapes. Diagonal connections don't count. Rotations of a shape count as that shape, but mirror images do not: J and L are different shapes, as are S and Z, and each has its own Gold, Steel, and Rust Chit.

AppCon shapeCargo Unload Value
O Pattern3 points
T Pattern4 points
J and L Patterns4 points
S and Z Patterns5 points
I Pattern6 points

Supervisor: The Cargo Bay used to allow diagonal connects to unload cans. Notice how I say "used to".

Years ago, we found out the hard way that diagonal connections between cargo cans are unstable and prone to what the eggheads call "catastrophic overpressure" (everyone else just calls it "blowing up the can and the Clunker unloading it").

So they disabled diagonal link-ups, and now cans have Security Interlocks that only allow horizontal and vertical linkups between cans in approved configurations. They say it's to "protect workers", but we know it's about protecting their bottom line.

Why should you care? Because if you don't arrange your Cans in AppCon patterns, there's no way for you to crack those seals and unload that cargo. Now get to work!

6. Turn structure

On your turn, you must take exactly one Phase 1 action, then you may unload in Phase 2, then you end your turn. If you have no legal Phase 1 action, you skip it (see Passing below) and may still unload.

Phase 1 — PLACE or PLAY (required)

Phase 2 — UNLOAD CARGO (optional)

If 4 of your Cores form an AppCon, you may unload it:

  1. Select the 4 Cores. They must be exactly 4 connected Cores of your color in an approved shape.
  2. Remove their Cores. The 4 modules become Empty Cans and stay where they are.
  3. Score the shape's Cargo Unload Value.
  4. Claim the shape's chit: if neither Clunker has completed this shape yet, take its Gold Chit (+2 points, added immediately). If your opponent already holds its Gold Chit and you haven't completed it, take its Steel Chit (+0). Either way, that shape's Rust Chit is cleared for you.

You may unload only one AppCon per turn, even if several are available. You may complete the same shape again later in the shift; it scores its Cargo Unload Value each time, but you earn its chit only once.

Note: You may also choose to wait before unloading an available pattern, in case you are able to build it into a higher scoring pattern in later turns — but the longer you wait, the greater the risk that an opponent might use their Actions to break your AppCon before you unload it!

End of turn

End your turn and play passes to your opponent.

Passing

You must take a Phase 1 action if you have any legal move: a column you can drop into, or any Shipping Protocol you can play (Cargo Damage counts only while two side-by-side modules sit outside the MagLocked corridor, and Re-Routing Order only while your opponent has a Core on the board). You may Pass only when you have no legal move and your opponent still has one. Before you Pass, you may still unload one AppCon (Phase 2). If neither Clunker has a legal move, the shift ends (see section 8).

Supervisor: What do you mean 'Why four?' Why do you ask so many dumb questions? I'll tell you this time, but it's a bad habit always wanting to know 'Why' about everything...

Admin figured out that space pirates favor Corvette-class ships for better speed and maneuverability or something. Since corvettes are too small to haul four cans at once (and pirates aren't stupid enough to risk multiple trips to steal cargo from the same location) they programmed four to be the magic number for our cargo security interlocks. Happy now?

7. Shipping Protocols

Each Clunker holds one of each protocol, and each can be played once per shift as your Phase 1 action.

8. End of shift and Final Audit

The shift ends in either of two ways:

Either way, the Clunker who ended it finishes their turn, including one last chance to unload cargo, and then the Final Audit begins.

The Penalty Clause: Admin expects a balanced manifest. During Final Audit, each Clunker counts the Rust Chits still in front of them — the shapes they never completed this shift — and loses 2 points for each one. All 7 shapes are audited for both Clunkers independently, so leaving all seven uncompleted costs 14 points.

Winner: The Clunker with the highest score after Final Audit wins the shift.

Tiebreaker Regulation: If the final scores are exactly tied, the Clunker who earned more Gold Chits during the shift wins. If they are still tied, the Clunker with fewer Rust Chit penalties wins. If they are still tied, the Clunker who did not move first (Orange, Player 2) wins the final tiebreaker, so every Final Audit has a winner.

Games started before v0.92.0 keep the older rule: a tie goes to more Gold Chits, and equal Gold Chits is a draw.

Example: At the end of the shift, Player 1 has 21 points and Player 2 has 19 points. Then comes Final Audit. During the shift, Player 1 never completed an L-shaped AppCon, while Player 2 completed all seven shapes. Player 1 loses 2 points for the L-Pattern Rust Chit:

The scores are tied, so the Tiebreaker Regulation decides it: the Clunker with more Gold Chits wins the shift. If both earned the same number of Gold Chits, Player 2 wins: one Rust Chit penalty for Player 1, none for Player 2. Had both also had the same number of Rust Chits, Player 2 (Orange) would win the final tiebreaker.

Resigning: A Clunker may resign at any time; their opponent wins the shift.

Supervisor: Plan your drops well, don't skip any AppCons, and don't block yourself into dead-ends. Grab every Chit you can, hit your targets, and maybe you'll earn a bunk with a real mattress. Now get to work, Clunker!

9. Daily Challenge

Every day brings a new Daily Challenge: a shift against CargoBot that starts the same way for every Clunker. Choose Puzzles on Home to play it.

Weekly Puzzles

Seven solo puzzles a week, the same for every Clunker. Choose Puzzles on Home to play them. There is no opponent taking turns: only you move.