
- BGG rank
- BGG #15,273
- BGG rating
- 7.4
Space Kraken
- 1–4 players
- 45–300 min
- Complexity 3.5/5
- 2023

2021
Rules assistance for Get to da Checkpoint
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 1 player

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Answers come from the official rulebook, with the page to check.
Get to da Checkpoint is a board game released in 2021 for 1 player, 30–60 minutes per game, and ages 8 and up. It was designed by Sean Young and its main mechanics are Push Your Luck, Dice Rolling, and Re-rolling and Locking.
The Story so Far… Your squad of Special Ops soldiers has been sent on a Top Secret mission to a remote part of South America. Before you can reach your Landing Zone, your chopper crashes, many kilometers away from your destination. Salvaging what you can from the wreckage, armed with a GPS uplink, your wits and weapons, you must fight your way through an unknown and hostile jungle. Your only possibility for survival: Get to da Choppa! About the Game- Get to da Choppa! is a solo dice game that’s free to print and play. Your goal is to get your Squad through several areas (called Zones) of the wild jungles of South America. However, this area of the jungle has fallen victim to a number of hostile forces. Drug Lords, UFOs, invisible alien hunters, Nazis, zombies, headhunters, dinosaurs; any jungle action movie trope you can think of you’ll have to face and try to survive. You will need to balance moving, stealth, foraging for supplies and combat to survive. The only way to win is to Get to da Choppa before your squad is wiped out. Each turn, you roll nine dice and can re-roll and keep any dice you like up three total rolls. You place the dice on your Squad sheet to follow the turn's order and show how many dice you have placed to a certain activity that turn. Here’s a breakdown of where all the dice rolled are placed, and what they mean. Enemy Contact- Your Squad encounters an obstacle or enemy that needs to be dealt with. Salvage- Some of your Squad forages for supplies and ammo. March- Your Squad moves along your path towards the next Check Point. Stealth- Your Squad attempts to move slowly and avoid detection from an Enemy Contact. Engage- Your Squad readies for combat! Lock and Load! Command- Can be used as an additional die during each of the Salvage, March, Stealth and Combat phases. They can also be used to re-roll any single die on the Salvage, Combat, Injury, Recovery or Supply Shortage tables. The drama of the story unfolds by balancing the lives of your squad with the risks and combat you are willing to get into, as well as ensuring enough resources. Each turn brings you closer to the next checkpoint, where you will need to rest, restock, and heal up. The game ends by reaching the fourth Zone's Checkpoint where the extraction Chopper is waiting to take what's left of your squad back to safety. Victory conditions are calculated by a simple number of Squad members survived, or a slightly more involved scoring system. —description from the designer Results of the 2020 Solo PnP Design Contest for Get to da Choppa! Best Overall Game: 19th Best Easy to Build Game: 9th Best Original Artwork: 10th Best Game Designed in Contest Timeframe: 5th Best New Solitaire Designer: 8th Best Push Your Luck/Survival: 3rd
Get to da Checkpoint supports 1 player according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Get to da Checkpoint is 30–60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Get to da Checkpoint for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Get to da Checkpoint has a complexity rating of 1.7 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Get to da Checkpoint belongs to these categories: Fighting, Humor, and Dice. Its main mechanics are Push Your Luck, Dice Rolling, and Re-rolling and Locking. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Get to da Checkpoint are: Sean Young. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Get to da Checkpoint as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.