The Great Heartland Hauling Company
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The Great Heartland Hauling Company

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In The Great Heartland Hauling Co. (originally announced as Over the Road), players take on the role of medium haul Midwest truck drivers doing their best to make a living by hauling goods for big suppliers. Players truck to various locations around America’s Heartland, picking up and dropping off goods using matching cards from their hands. Most locations have native goods th…
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Value For Money

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • Small box footprint so easily portable.
  • Extra game modes and built in expansion included.
  • Player count can be increased to 5.
  • Simple enough to grasp nut with higher level strategy available.

Might Not Like

  • Some components could have been blinged up some more.
  • The game works better with higher player counts.
  • Card based gameplay so some luck can be involved.
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Description

In The Great Heartland Hauling Co. (originally announced as Over the Road), players take on the role of medium haul Midwest truck drivers doing their best to make a living by hauling goods for big suppliers. Players truck to various locations around America's Heartland, picking up and dropping off goods using matching cards from their hands. Most locations have native goods that require fewer cards to load; other locations may pay a premium for those goods but may also require more fuel – and time – to get there with the cargo. With limited space in each trailer and only five cards in hand at a time, players will have to expertly manage their resources, as well as play the odds and press their luck to be the best trucker on the road.

The Great Heartland Hauling Co. offers a lot of replay value through the use of cards to create a variable board set-up each game. The game includes 60 goods cubes, four thick cardboard trucks, and 46 resource cards – required for pick-up and delivery – that are drawn from a shared draft board, as well as 20 fuel cards, which are used to move about the Heartland.

Originally Heartland Hauling Co was released through Kickstarter, but if you tell anyone that these days I don’t think they would believe you. However, it came out a decade ago, back before everyone started making everything bigger, deluxified and coupled with multiple extra boxes for an All-In pledge. So this was just small, sleek and simple, and exactly what was promised on the tin going in, with one or two small extras. Let’s see exactly what that was.

Distribution Centre

On the front of the box we’re promised ‘A Cards and Cubes Game’ and that’s exactly what you get. The box is small in size, contained within you’ll get two stacks of cards and a bag full of wooden cubes in several colours, as well as getting some nice wooden truck meeples that you’ll use to move around the map during the game. The cards feature enough art to look thematic and convey all their game uses easily without being cluttered, but they do leave some empty space here and there, although all the cards do their job well regardless. That’s all the components you need to play the game, along with the included rulebook too for teaching you. All together the box just fits everything nicely and is easily portable to take on the go.

Loading Up

Once you sort out the cards it makes the set up simple for The Great Heartland Hauling Co. All the location cards are used to form the map for the play area. This has a nice scaling element where the size of the board is limited by the amount of cards that can be played, which is set by the number of players who are taking part in the game. Each player gets their own 18 wheeler truck meeple and matching cards to display their money and storage. The rest of the cards will be used for gameplay, including some extra cards for extra game modes that were unlocked during the crowdfunding campaign, supplied in the box though an included ‘inspansion’.

Before the game begins it has one of the funniest and thematic choose the start players methods: the player with either the longest hair or the best moustache will be the first player, and in the case of a tie between the two, they must arm wrestle to decide!

The game is very simply just pick up and deliver. Each turn players move their trucks around the map, any location card they move to has a type of good that the area produces, and several types of goods that they want to purchase. Cards available in the market will show you two types of pictures. Fuel, which can be used to move your truck around the map, or one of the 4 types of goods, used to both buy and sell the good depicted on the card. Through the action of selling goods the truckers earn money, and once a player has hit the monetary threshold based on the amount of players in the game, all the truckers return to base and score up. Any unsold goods cost you money and then the richest player is declared the winner.

Supply And Demand

The Great Heartland Hauling Co sounds simple enough to play, but there are some other rules to know that affect the strategies you might employ. Each location offers a different value for the goods they buy, so it makes sense to sell your wares to the highest bidder. The catch is only one truck can be in each location at any one time, so if you want to sell Cows for their maximum value and someone else is already there, then you need to wait for them to clear out before you can get in to unload. Skilful manoeuvring of your truck can block off fellow truckers from their intended destinations, delaying them and making them wait around or having to take a lower offer elsewhere. There is also a limit to how many goods can be at any location, so you’ll tend to find the pricier ones can get full up quickly if nobody purchases the other goods available there, and again this can be used as a strategy to fill up an area where your opponents are itching to sell to.

The goods themselves come in two different varieties, common wheat and peas or slightly rarer cows and pigs. They’re still readily available on the map regardless of how rare they are, but this sets the amount of cards belonging to that type of good and in turn how often you’ll be able to buy or sell them. So knowing that, make sure to pick up a stock of the goods card that you want, or else just horde all the ones your opponents need to prevent them from unloading goods for cash. There is also the option on your turn to discard cards if you decide not to buy or sell any goods on the turn, so you could plan to take everything they need then just trash it where they care unable to reach (until the deck goes through an eventual reshuffle).

However, these tactics don’t have to be employed, some younger or more casual players may opt to just move around the board doing their thing and ignoring the other players too, and this can also work out to be a valid strategy for gameplay, just work around what options are available. The gameplay also uses a supply of face-up cards or the face-down deck where you can draw cards from, similar to how you might draw train cards in the popular gateway game Ticket To Ride. This does introduce an element of the luck of the draw on the cards you can pick up, and sometimes can lead to moments of the face-up supply cards being full of all the cards no-one wants while waiting for the clutter to clear..

Pit Stops

The base game already provides some good gameplay possibilities, but inside the box is even more extra possibilities. There are set up cards which allow you to change the shape of the map at set up, so instead of having a big square grid with most places in easy reach you might pick a more thinner stretched out map, making some supply routes take longer than just to one turn to earn you the cash.

Every map card also comes double sided, the regular game on the front side and the advanced variant on the back, which adds features like road closures and toll roads into the mix that can cause you to have to change up your strategies, as sometimes you may need to spend more to take a longer route in order to still try to make a profit.

The game also includes the already mentioned ‘inspansion’, adding truck stops to the map, a selection of these cards are added on the outskirts of the map at the start of the game. These locations don’t buy or sell goods, instead they will sell a one off power that you can use during the game, allowing bonuses such as the ability to move diagonally or land on the same space as your opponents, but the more useful the benefit the more you need to pay to acquire them.

The ‘inspansion’ was a bonus raised during the crowdfunding, but for those looking for the new norm of crowdfunding bling there is none of that here. The wooden truck meeples could have easily been larger sized to hold the cargo on them, rather than storing it on a player map in front of you. All the goods are identical coloured wooden cubes which could have just as easily been designed as unique shapes to more resemble their type. But don’t let that detract you from the game, the aesthetics are nice, and if you fancy blinging it up there’s nothing to stop you from doing that, apart from maybe having to also obtain a slightly bigger box to store everything.

Fancy playing the game with 5 players? The box only says up to 4 but a mini expansion was released to allow a 5th trucker to join you, The Badlands, with a wonderful purple vehicle. Originally a Kickstarter backer benefit, this has been presented online as a free download in recent years. As none of the cards are mixed in with the rest it doesn’t matter if the printing quality doesn’t match the other cards, just worry about sourcing a purple truck meeple!

Refuelling

The Great Heartland Hauling Co is a really good game where with some good timing and a splash of luck you can pull off carefully planned strategies, or just wing it on the fly and take advantage of anything you can grab available to you. Games can be played in under an hour, with the box giving an estimate time of 30 to 45 minutes, although you’ll find this depends on the experience of the players involved and teaching time. The short gameplay time is ideal for the size of this pick up and deliver experience, and with the amount of different game modes and variants available it allows you to replay several times in an evening just to get a taste of them all.

Now, while the game can play with as little as 2 players, you’ll fins it works better with 4, or even 5 if you can get everything needed for that. So for anyone who regularly plays games as a couple you’ll still enjoy the game, I would just recommend to see if you can add a couple of extra people later on to get the full experience.

Finally, the designer has talked about organising a reprint this year, which should include the 5 player expansion, and add some plastic trucks which can hold the cubes, so that’s one bling option available already. So if any of these seemed like a potential problem for picking up the game then you might not have to worry about it, and if they weren’t then you should pick it up and give it a go.

Breaker breaker. Over.

Let down those mullets, rub your moustaches and grease up as you get ready to haul as…. haul cubes across the Heartland in order to fulfil all your trucking needs while stocking up on hard-earned cash. Simply manage your truck stops across the land as you load and drop cargo, blocking off your rivals from key distribution lines and snatching the best fuel cards and freight bills from under their noses. Earn the most profit while leaving the other truckers in the dust and declare yourself the King Of The Road!

Fuel Up
Place the Distribution Centre in the middle of the playing area (this card contains West Morgan if you are unsure), then take the 12 Location cards which will be randomly set around this. The number used and pattern will be determined by the number of players, setting them all with the white circle location face up:
Two – Remove 1 of each location Good type (Corn, Soy Beans, Cattle, Pigs) and lay the remaining 8 around the middle card to create a 3×3 grid with the distribution centre at the centre.
Three – Same as above, but at the end of set-up and before the first turn the 3rd player picks one of the removed cards and places it adjacent to any current location, then the 2nd player does the same, so 10 cards will be used. (These cards will still get filled with Goods)
Four – Use all 12 cards, 8 surrounding the distribution centre and the other 4 in the midpoints of each edge to create a diamond like shape. Once the cards have been laid out each will populate with the location’s Native good they produce, the large symbol on the top half of the card. Place 5 Cargo Crate cubes onto the location that match the colour of the Native good. Any remaining cubes are not used and returned to the box.
Each player takes a coloured Semi-Truck wooden piece and parks it on the distribution centre to start, taking the matching pair of Score/Cargo cards in front of them and a brown wooden score tracker which starts on $5. Everyone can take a reference card and any remaining player cards or wooden pieces can be returned to the box.

Finally, shuffle together all the remaining cards to create the play deck consisting of Fuel cards and Freight Bills. Deal 5 to each player then turn over the top 3 cards and leave face-up next to the draw deck. The starting player is decided by either the player with the longest hair or the player with the best moustache, if these criteria don’t belong to the same person, then the two settle the winner with an arm wrestling match. Alternatively, decide randomly.

Hit the open road
Your turns will be broken down into 3 phases:
1) Move your truck
2) Take an action
3) Refuel Move
Your truck moves 1,2 or 3 spaces by either paying fuel cards from your hand or by spending cash from your pocket, then parks at the new location card.
Fuel Cards – Play a fuel card from your hand and move the exact amount of spaces shown on the card. You may play multiple cards to add together (e.g. two 1 Fuel Cards to move 2 spaces) and move the total but note you cannot move more than 3 spaces and the cards played cannot add up to more than 3.
Spending Cash – Pay 1$ for each space moved, up to 3$ for 3 spaces.
When moving your truck you cannot move diagonally, only into an adjacent space to the North, South, East or West. Your truck is unable to backtrack over a space your have used that turn. You may pass over a space where another player’s truck is parked, but you cannot park on the same space as another truck, nor can you stop at the distribution centre, although you may still move through that space. The two movement methods cannot be mixed, you must only pay either fuel cards or cash to move.
You must move every turn, but there may be occasions where you cannot, such as if you have no Fuel Cards and have 0$, or if the spaces you are able to reach you would be unable to stop on. If this happens then you cannot move this turn, instead your truck is towed and placed on the distribution centre and during the action phase you are forced to take the discard action. Action
During this phase you must do one of the three available actions:
1) Load
2) Unload
3) Discard Load
To Load Goods you discard any number of Freight Bills from your hand that match a type of Cargo Crate at your location to place the Crates into your truck, following these rules:
You can only hold a maximum of 8 Cargo Crates on your truck card.
You can only Load one type of good per turn.
If the Cargo is a Native Good then it costs one Freight Bill per Cargo Crate loaded.
If the Cargo is not a Native Good then it costs you two Freight Bills per Cargo Crate loaded. Unload
To unload Cargo Crates at a location there must be demand for the Cargo, this will be shown on the card by the smaller Goods icons on the lower half, each will have a number next to it which shows how much cash will be paid for that Good. To Unload Goods you discard any number of Freight Bills from your hand that match the type of Cargo Crates you are Unloading at your location, then place those Crates onto your location card, following these rules:
Each location card can only hold a maximum of 8 Cargo Crates, if there are 8 Crates then you are unable to Unload any more to the location.
You can only Unload one type of good per turn.
Each Cargo Crate requires one Freight Bill to Unload.
Each Cargo Crate Unloaded increases your cash by the number shown next to the Good Icon on the Location card. Discard
Instead of Loading or Unloading you may discard as you action, simply discard as many cards from your hand as you want. This action costs 1$ no matter how many cards you discard (even none). However, if you are being forced to take the discard action and have no cash then you discard for free this turn.

If you are unable to either Load or Unload at your current location and cannot afford to pay the cost for Discard, then your truck will be towed to the distribution centre and you are forced to take the discard action (for free).

Refuel
In the final phase of the turn you refill your hand to 5 cards, either drawing cards from the top of the face-down deck, or from the three face-up cards, replacing them instantly as you draw them. Destination Reached
The number of players in the game sets the cash limit for how long the game will last, 30$ in a four-player, 40$ in a three-player and 50$ in a two-player. If you reach this cash amount on your turn then this starts the end of the game, once you finish your turn every other player gets one more turn and then it finishes.
Once the game ends each player takes a penalty for any Cargo Crates remaining on their truck, these values are listed on the Distribution Centre, but it will be 1$ for any Corn or Soy Beans and 2$ for any Cattle or Pigs. The trucker with the most money remaining is declared the winner, in the event of a tie then the least amount of Cargo Crates left on the truck is the tie-breaker, otherwise the victory is shared. Pit Stops
The game comes with multiple variants included in the box which gives changes to set up, gameplay or just adds new components into the game. Alternate Board Layouts – On the back of the rules reference card are several alternate layouts that can be used when setting up the starting map, three for each player count.
Fresh Start – The Distribution Centre is shuffled in with the rest of the location cards during set up, so could be anywhere on the map.
Warehouse Mix-Up – When setting out each location’s starting Goods at the beginning of the game they each get 3 Cargo Crates for their Native Good, then 1 of each Good they have in demand.
Short Haul – Players can only hold 6 Cargo Crates in their truck at any time.
Alternate Routes – Every location card has a reverse side with some advanced features on it, this side has the white triangle location. If you choose to play with the alternate route side of the locations then it cannot be placed orthogonally next to another alternate route, but otherwise you may use as many as you wish that fit with this rule. There are three different features found on these cards which will be shown by a symbol on any card edge:
1) Roads Closed – A white and red striped box indicates that trucks cannot enter or leave the space from this direction.
2) Weigh Station – A blue box with a Cargo Crate inside indicates that any truck leaving or entering from this direction must pay 1$ for every cube held above four on the truck.
3) Toll Road – The dollar sign clearly indicates that any trucker leaving or entering from this direction must pay 1$. Truck Stop Inspansion
The final set of rules to cover are using the expansion included in the box.
After set-up the player in last place randomly deals a number of cards from the Truck Stop deck equal to the numbers of players +2. Then they place them around the board in any position as long as they are adjacent to at least one location and no truck stop cards are adjacent to each other.
During the game a player can purchase an upgrade from a truck stop after finishing their move on it, provided they are able to afford the cost. A player can only purchase one upgrade per game, and each upgrade can only be owned by one player. Once purchased the upgrade gives a once per turn ability, when you move off the card on the following turn take it and place it next to your score cards as a reminder. All 12 upgrade cards are unique and their effects are listed on the rules reference card.

That’s it, all the rules covered and you’re ready to play. Just stay load up on snacks, stay away from the Badlands and get on truckin.

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Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • Small box footprint so easily portable.
  • Extra game modes and built in expansion included.
  • Player count can be increased to 5.
  • Simple enough to grasp nut with higher level strategy available.

Might not like

  • Some components could have been blinged up some more.
  • The game works better with higher player counts.
  • Card based gameplay so some luck can be involved.