| Star Trader, which People's Computer Company printed in January 1974, has each player captain trading ships between star systems, buying and selling merchandise. | p. 4 | Publisher |
| Star Trader's ships carry up to 30 tons of cargo and travel about 2 light-years a week, and banks, found only in Class I and Class II systems, pay 5% interest. | p. 4 | Publisher |
| Star Trader's systems grow over the years and their needs change, and the newsletter's advice is to buy raw materials, such as uranium or metals, in less developed, newer systems. | p. 4p. 4 | Publisher |
| In Star Trader the player trades with the merchants and haggles over prices. | p. 4 | Publisher |
| In January 1974 the People's Computer Company newsletter described Star Trader over two pages, sent readers to Dave Kaufman for more information, and sold the program on two paper tapes with instructions for $10, written for the HP 2000F. | p. 4p. 4 | Publisher |
| Every Star Trader ship starts at Sol with 5,000 in cash and 15 units of heavy equipment, 10 of medicine, and 10 of software, a net weight of 25 tons because software is weightless. | p. 5 | Publisher |
| Star Trader has six goods, each with a fixed price: uranium 5,000, metals 3,500, heavy equipment 4,000, medicine 4,500, computer software 3,000, and star gems 3,000. | p. 5 | Publisher |
| When a Star Trader player offers merchants more of a good than they need, they bid on at most twice their need. | p. 5 | Publisher |
Star Trader's merchants haggle over each good for at most K9 rounds, 3 by default; when K9 is 2 or more, they announce the last round as their final offer. | p. 5 | Publisher |
A Star Trader voyage takes the straight-line distance divided by the ship's speed, R9 light-years a day (2/7 by default, 2 a week), rounded down to whole days, on a map 100 light-years square. | p. 4 | Publisher |
| Star Trader's banks are only in Class I and II systems, and each player has one account that every one of their ships can use. | p. 4 | Publisher |
After a ship's visit, Star Trader raises the system's development level by G9 (1.25 by default) if no need left there exceeds one month's consumption and at most one good is still needed; it announces a new class at each multiple of 5, and once the average level reaches 10, a new Class IV system appears, up to 15 systems. | p. 4 | Publisher |