How to play Long Haul
You are the captain of the Marigold, a battered hauler with a big debt and a failing reactor. Fly her lane by lane across four chapters, keep the reactor running by matching parts, and trade cargo at the ports along the way.
The star chart
The chart shows the lanes of the current chapter. Tap Jump to fly the next lane. Each chapter has 15 jumps; the last one is a Lane Lord's gate, a boss jump you must win to reach the next chapter. There are four chapters and 60 jumps in all.
A jump: the reactor
- Swap two neighbouring parts to line up three or more of the same kind. Matched parts clear and new ones fall in.
- Each jump has goals (shown at the top) and a number of moves. Meet every goal before the moves run out to win the jump.
- Score higher for more stars, up to three per jump. Moves you have left when you win set off a victory run for extra points.
- Out of moves? You can use a Coolant flush from your rack for 5 more moves, or end the jump and try again.
Power-ups
Bigger matches leave power-ups on the board:
- Line purge: four stacked in a column. Clears its whole row.
- Column purge: four side by side. Clears its whole column.
- Blast charge: an L or T shape. Clears everything around it.
- Rivet: a 2x2 square. Punches a plus shape through the board.
- Overload: five in a row. Swap it with any part to clear every part of that kind.
- Meltdown and Supernova: crossed fives. The biggest bangs aboard.
Swap two power-ups together for a bigger effect. In the game, tap ? at the top to see each one in action.
Trouble in the reactor
Later jumps bring slag, armor plates, coolant leaks, cannon fire, rust plates, portals, drift rows and darkness. Each one is explained the first time you meet it, and Help (?) shows them all again.
Fuel
- A jump burns 3 fuel. Win it and you get the 3 back.
- Fuel refills by itself: 1 every 10 minutes, up to 30.
- Out of fuel? Take a break: the tank shows when the next fuel arrives.
Boosters
After jump 4 you get three of each booster. Pick them from the rack during a jump:
- Spanner: knock any one part out of the reactor, without using a move.
- Coolant flush: 5 more moves when you run out, on the same jump.
- Pre-heat: start a jump with a power-up already on the board (before your first move).
Ports and cargo
Some jumps end at a port. Dock to buy goods where they are cheap and sell them where they are dear. The Lanes Ledger on the chart shows today's prices at every port you know. Credits you earn pay for Hangar upgrades and more boosters.
The Hangar
Spend credits on a bigger cargo hold, a reactor tune (extra moves on every jump), boosters, and paying down the Marigold's debt.
Your progress
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