How a run works
Choose a start set, plan your fleet with the clock stopped and accompany 10 days of delivery.
In this article
The start sets your order
A starting set is more than a vehicle choice: it gives you the starting fleet, a guideline and a concrete main goal.
At the beginning, you get three different offers from ten starting sets, each offer contains two vehicles and a matching, already selected starting policy, you choose the whole offer; you do not buy the policy additionally.
The regular run lasts 10 days. You start with 150 CR operating credits. The main goal of your starting set determines whether you win the run. Three bonus goals improve the final rating.
- Before selecting main goal, three bonus goals, both vehicles and policy read together.
- For fixed fleet targets, note the required day: fleet builder checks the fleet at the beginning of the day.
- Consciously weigh every card issue with a profit target: it reduces the overall profit for this goal.
Can I select all ten start sets at the same time?
No. Three different offers are drawn per run. You choose one from that.
Do I start with only one vehicle?
No. All the current start sets give you two vehicles. Some sets have the same type of vehicle.
From the morning to the next card choice
Every day combines quiet planning, ongoing delivery and a brief look at the following day.
| Phase | What happens? | Your task |
|---|---|---|
| morning | New orders are added, transferable orders from the previous day are available again, vehicles and day conditions are prepared. | Oversee new demand, arrears, deadlines and special loads. |
| Planning | You distribute orders and arrange the stops of each route. | Check compatibility, capacity, arrival times, costs and return journey. |
| Delivery | Incidents can interrupt the journey and demand a decision. | Compare consequences for money, time and remaining orders. |
| Daily result | Proceeds, travel and vehicle costs, incidents and penalties are charged. | Recognize why a tour was profitable, late or incomplete. |
| Preview of tomorrow | The situation of the next day is shown. | Include locks, time windows and affected vehicles in the card decision. |
| Card choice | You can buy a offered card or continue without a purchase. | Improve for the next day and leave a reserve for incidents. |
| Next morning | The selected card is effective; new orders are generated. | Plan the new day with updated fleet and strategy. |
Check each route before starting
A short route is only good if the vehicle can transport the cargo and reach the important stops in time.
- Plan early and critical orders first; then refine the order based on the arrival forecast.
- Check standard and express orders, small and large cargo, and refrigeration and fragility requirements separately.
- A vehicle in the depot can serve as a breakdown reserve, but still incurs ownership costs.
- Consider the situation of the day according to the time and vehicle type; a route allowed in the morning may be affected in the afternoon.
- Apply a saved epic route action only after checking its preview. The shortest route is not automatically the most punctual.
The normal day of operation starts at 08:00 and ends at 18:00. New standard orders do not initially have their own delivery period; after a carryover they are due on the following day until 17:00. Express orders have their individual deadline already on the day of creation. Early shift changes the start of the day, not the end of the day or the deadlines of the orders.
Can I change the order during planning?
Yes. Distribute the orders and change their stop order before the start. Planning runs with the clock stopped.
Is an undelivered order automatically lost?
Not always. New normal standard orders can be accepted the following day. Express and older or critical orders have stricter closing rules.
Ten days of growing responsibility
The run phases organize the progress; your decisions on fleet and playing cards run throughout the day.
| Days | Phase | What you should pay attention to |
|---|---|---|
| 1–2 | Introduction | Get to know the starting fleet and guideline, meet deadlines and weigh the first ticket purchase. |
| 3–5 | Extension | Fleet and strategy expand. Refrigeration unit and Fragile backup become relevant in the map selection. |
| 6–8 | Specialisation | Use the chosen strategy consistently and pursue bonus goals specifically. |
| 9–10 | Final | Fixed fleet destinations, closing credits and securing the last clean day. |
The demand increases over the course of time, special orders require suitable capabilities of the fleet, and a choice of tickets can therefore also influence which orders are possible on the following days.
Daily profit, remaining balance and total profit after card spending are different values, and a good daily profit does not guarantee a fulfilled profit goal if you have spent a lot of money on playing cards.
Understanding Victory and Evaluation
The main goal decides the run. Bonus goals increase the level without replacing the main goal.
| Compliance | Assessment |
|---|---|
| Main objective not met | Run lost |
| Main goal met, no bonus goal | Bronze |
| Main goal and 1 bonus goal | Silver |
| Main goal and 2 bonus goals | Gold |
| Main goal and all 3 bonus goals | Platinum |
Goal fulfillment doesn't give you an extra credits reward, your reward is the successful run and the better final rating, and final conditions, such as remaining credits or two vehicles at most, must still be right at the end.
Do I win with a positive result alone?
In the current start set run, the main goal of the selected set counts; for example, a positive profit does not replace the requested on-time deliveries.
After a main goal won, can I ignore the last days?
No. Closing goals are only assessed at the end, and bonus goals can also require a specific day or final balance.
Game version: October 6, 2026. Content and balance may change during development.