Glossary
The most important terms from planning, delivery and run development - with the English names that you can encounter in the game.
In this article
Terms A to Z
Use the wiki search to go from a term directly to the detailed rule.
| Definition | Significance |
|---|---|
| Order: Order | A delivery with destination, volume, transport requirements, deadline and payout. |
| Payout · Payout | The actual billing also depends on the delivery result. |
| Credits · CR | Money from the current run. Revenue, travel costs, decisions and playing cards change the balance. |
| Critical · Critical | Red advertisement for a once transferred standard order, which must be delivered the following day by 17:00. |
| Daily Situation · Daily Situation | A change in the starting position of a day, which you should consider before planning. |
| Deadline · Deadline | Date by which a delivery for the corresponding result must be completed. |
| Depository | Starting point and return destination of the delivery fleet. |
| Due · due | New standard orders do not have their own deadline on the date of creation; transferred orders become due on the following day. |
| Epic · Epic | Special card category; check effect and required target selection before purchase. |
| Express | A fast vehicle alone does not guarantee a punctual tour. |
| Fleet · Fleet | Your vehicles and their individual abilities in the current run. |
| Forecast · demand forecast | Information on future demand conditions. |
| Incident · Disruption | Event during delivery to which you respond with an offered decision. |
| Capacity · Capacity | Package volume is crucial, not just the number of orders. |
| Card · Card | Offer for further development or a special promotion. type, price, effect and purchase conditions. |
| Refrigerated transport · Cold | Transportation requirement for which a vehicle needs the appropriate equipment. |
| Late · Delayed | Delivery after the relevant deadline. May change payment and evaluation. |
| Reroll | Paid exchange of current card offers according to the rules of card selection. |
| Directive · Strategy / Policy | Run-wide strategy with bonuses and possible disadvantages. |
| Route · Tour | Ordered stop list of a vehicle including the required routes. |
| Run | Connected run of several days with own development and final evaluation. |
| Seed | Identifier of the repeatable starting position; no resumable memory status. |
| Service Time · Service Time | Time at the delivery stop in addition to the journey. |
| Start Set · Start Set | Choice at the start of the run, which sets the starting fleet, orientation and goals. |
| Stop · Stop | A planned delivery stop in the order of a vehicle tour. |
| Upgrade | A change to a particular vehicle, such as additional space or transportability. |
| Fragile · Fragile | Transportation requirement, presupposes the appropriate vehicle equipment. |
Game version: October 6, 2026. Content and balance may change during development.