Showing posts with label Aether Captains. Show all posts
Showing posts with label Aether Captains. Show all posts

Tuesday, June 17, 2014

Aether Captains Week [ENDED]

So it turned out to be more of a "Aether Captains Week...end" but it was super fun for me to put up games all in the same series back to back - How did you guys like it? I have another few series I was thinking about doing this with... Thoughts?

Hope you enjoy the blog and all the games posted - Let me know what some of your favorite Print and Plays, single games or series.

Aether Captains: Triad 2


TRIAD 2 contains 3 new Aether Captains games -

BorderStrike - a mini war game on 6 hex map cards. Players take on the roll of the Aether Navy or the Federation of Air Pirates, each commanding 2 ships. On a turn players may either navigate, attack or repair their ships. Dice are used to resolve battle skirmishes and damage taken. 2 players 10-20 minutes

Black Raiders - Air Pirates have gathered to decide who shall lead them next, in trial by combat! Build the strongest airship, stock it with weapons, a fearless crew, and a fast engine. Then engage in a do or die dogfight to see who will have supremacy over the Federation of Air Pirates. Players take turns stocking their air ship sections based on combination dice rolls then battle each other. Last one standing wins 2-3 players, 10-20 minutes
 
Aether Shaman - Shamen of the two most powerful Northern Tribes meet once a year in a contest of wills and talent, shaping aetheric energy in a day long duel. Only one, however, can become an AetherShaman. Players use 6 cards as a game board adding markers based on die rolls to 5 different areas. Strategy involves using your dice wisely to control the game and victory points gained. 2 players, 10-15 minutes

Triad 2 also contains the following card expansions to the first Aether Captains: Triad game -

Celinian Trader:
2 Income cards: to keep track of gold earned during the game. Each player begins with nine gold pieces.
6 Trade Market cards: replace the original Trade Market card with these. Shuffle the six cards each round and turn one card face up to set Market Buy/Sell prices.

Intrigue:
1 Victory Point Track card for scorekeeping.
10 City State cards: shuffle cards at the beginning of the game. Each player should draw one card to determine their Ruling House and keep it hidden. Set the remaining City State cards aside.

Zeppelin Derby:
2 Derby Course cards: for a longer game replace
the original Finish Line card with these new cards.
The expansion features a new Aether Mine icon for the derby course.
7 Race Cards: shuffle these with the original cards for the extended game. Each player will be dealt 6 cards instead of 4. Set the remaining cards aside.

Click here for the BGG page
Click here for Files

Post a comment to let me know what you think of this one

Aether Captains: Triad




3 games innovatively using 1 deck of 54 custom cards, all set in the steampunk-themed Aether Captains game world.

Players supply 5d6 to share and 24 eurocube sized markers per player. All the games are designed to share components and be able to be played quickly by 2 players in a compact space. Deck includes all cards to play each game, cards which are the game boards, and rules. Designed for print and play fans of Aether Captains (printable on standard 8.5" x 11' paper), also available as an Artscow order.

The Games:
Intrigue (27 cards including rules): a 2 player game of area control across the city states of Arkady, using 24 eurocube style markers per player. Players take on the role of Grand Council members, vying for influence in the city states. Players use groups of matching cards to place 1-3 markers in each city state during their turns, trying for a majority, or can use cards to remove an opponent's influence. The game is played in 2 rounds, scoring each round, and takes 10-20 minutes.


Zeppelin Derby (12 cards including rules): a simple 2 player race game in the skies over Thoia. Players roll 5d6 and use cards as roll modifiers to race across a 3 card course. Cards include Dirty Tricks and Engineering bonuses. 5-10 minutes.


Celinian Trader (14 cards including rules): a pick up and deliver style game of trade on the Celinian Sea for 1 or 2 players. Needed are 14 eurocube style markers per player and 5d6. Players fill their holds with different types of goods - copper, glass, coal and linen - as they sail from port to port buying and selling goods, amassing their fortunes. The game is played over 4 rounds whose length is determined by a series of events both players are subject to. Different values for buying and selling are set by a Trade Market that changes prices from round to round. Competing for victory points, players may also purchase upgrades to their ships.


This game is also suitable for solitaire play and takes 20-30 minutes.
All three games are designed to be quickly learned, easy to play and fun.

Click here for the BGG page
Click here for files



Post a comment to let me know what you think of this one. 

Sunday, June 15, 2014

Aether Captains: The Search


 The Search is a game of evade and capture for two players taking place in the Aether Captains world of Arkady. One player, the criminal, must visit three marked map cards committing a heinous crime at each location. The other player takes on the role of the Watch & Ward, the court police force of Val Justinia, and must surround the criminal with their police officers and barricades.

Needed to Play:
The game deck consisting of 20 map cards, 17 blue game cards for the police and 17 gray for the criminal.
1 criminal pawn and 3 crime scene markers (suggested color: black), 4 police pawns and 3 barricade markers (suggested color: blue), and 2 closed sewer markers (suggested color: yellow).

Play:
A player’s turn consists of 3 possible actions. Players may do any one action or all of them during their turn, and may do the first two actions in any order. The third action, drawing cards, is always done last:
• Move a pawn one card orthogonally in distance (the police player will move only 1 pawn on a turn). tThe criminal player cannot move onto any map card occupied by a police pawn or on to any map card with a barricade marker on it.
• Play a card, discarding it beside the player’s draw deck. When the draw deck is exhausted, shuffle the discard deck and create a new draw deck.
• Draw back to 3 cards in your hand at the end of a turn.

Win:
The criminal wins by either placing a marker at each of the three crime scenes or by wounding all 4 police officers.
The police win by surrounding the criminal on all orthogonal sides with police pawns, barricades or the edges of the 5x4 map. (example if the criminal pawn is on one corner of the map the police can surround the criminal with pawns, or barricades, on the 2 adjacent orthogonal cards).

Click here for the BGG page
Click here for Files



Post a comment to let me know what you think of this one.

Saturday, June 14, 2014

Aether Captains: Pirates and Traders


Aether Captains: Pirates and Traders, a solitaire game (20-30 min) in which you play the captain of the freeship Swiftwind. As a trader and mercenary, you will buy and sell goods, brave the natural elements, and skirmish with dread air pirates over the skies of Arkady’s Grand Compact, the city-states of the Empire.
To win you must manage your zeppelin resources: engine components, your loyal crew, your weapons,and your cache of gold while completing 3 game Scenarios involving buying and selling trade goods, fighting Air Pirates and visiting cities and waystations. If ever 2 kinds of your resources stored in the sections of your zeppelin (Gold, Weapons, Crew, and Engine) fall to zero you have lost the game.
 
During the setup you will create a 4 tile Zeppelin to carry your resources and provide defense against attack. Various captains may be chosen from as well to give you some bonuses during the game.
 
Scenarios are then turned over followed by cards from the action deck. Each action is resolved with a set of numbers contained on the cards. Some cards allow you to visit cities and buy and sell trade goods plus other resources, other cards involve storms which may damage your ship and its cargo, pirates who will attack you in battle and various helpful cards like trading posts and waystations.

In this Print and Play game, 4 pages of rules include a player reference sheet to the cards need to be printed along with 56 full color cards. Additional materials required: 1d12, 40 markers in 4 colors (10 markers to a color) and some way to keep track of gold.

Click here for BGG page 

Click here for Files


Post a comment let me know what you think of this one. 

Aether Captains: Dread Supremacy




Air Pirates have gathered at the mysterious Black Canyon to decide who shall lead them next. It is trial by combat! Build the strongest ship, stock it with ammunition, a fearless crew, and a fast engine. Then engage in a do or die dogfight to see who will have supremacy over the Federation of Air Pirates.
An Aether Captains Pirate Skirmish Game
for 2 to 4 players

What's Needed to Play
the set of components in the downloadable PDF (ship tiles, 3 ship building dice)
10d6 per player
1 damage marker per player
1d12 (optional)

There are 2 phases: Build and Battle

1. Build Phase
Players take turns throwing the 3 ship building dice trying to make combinations of 2 and 3 colors. You are allowed up to 2 rolls for each throw and may re-roll 0, 1, 2, or 3 dice, as you choose, on your second roll. Each player will make 10 throws to build and stock their ships. Make your throw and pass the dice to the next player until everyone has had their 10 throws.
Different color dice combinations will allow you to activate a section of your ship (you only activate a ship section once) and then stock it with resources for the battle phase. Each activated ship section is also worth one damage rating point towards your total ship so it is advised that during the build phase to try and activate as many sections of your ship as possible. The black die icon counts as a wildcard and can be applied to any ship section or resource.
Rules include a players aid chart for resource combination.


2. Battle Phase
Once everyone has built their ships it is time to battle in a set of skirmishes between players. Each player should roll the 1d12 once at the start of the battle. Reroll any ties. Whoever rolls highest has initiative to begin the battle skirmishes and goes first.
This person is the Attacker. They must pick one person to attack who will be the Defender. Both then roll their 3d6 battle dice simultaneously, hiding one and revealing the other two.
Players may use as many resources (from the resource dice on your ship sections) as they like to get the highest possible total for the two dice showing (be strategic however, there are many battles to come and you may not want to use all of your resources at one time). If you use a resource, rotate the resource die face down one number (i.e. 3 to 2) on that ship section. If you use the last resource, remove the die from the ship section.

Then the hidden dice of both players are revealed. Whoever has the highest total is the winner of that skirmish. The loser should move their damage rating marker down one skull icon to the left on their ship. The loser then becomes the next Attacker. In the event of a tie, neither player loses any damage rating points and the Defender becomes the next Attacker.

If your damage rating marker ever is moved to the Tail Section, your ship has been disabled and you are out of the battle.

Play until one person is victorious.

Click here for the BGG page
Click here for Files



Post a comment to let me know what you think of this one. 

Friday, June 13, 2014

Aether Captains: Capek Golem



Capek Golems is a card game for two players who take on the roles of competing engineer-alchemists trying to create Capek Golems, creatures who are an amalgam of steampunk technology and biological raw materials. Players will be using cards to buy scientific inquiry and field research resources racing to activate their golems before the tide of public outrage turns against them. A Public Outrage Track is used for this. If this track reaches (25) both players will lose, so they must work cooperatively to keep the public at ease about their experiments while still competing against each other.

Requirements:
For this game you’ll need the deck of 54 cards consisting of:
• 12 Capek Golem body part cards, 6 per player
• 39 game cards showing areas of scientific inquiry, gold coins and field research journal entries
• 3 cards which make up the Auction House and Public Outrage Track
• 40 markers for the Capek Golem cards (eurocubes work well) [Alternately you can use 6d6 per player, placing one die on each Golem card and rotating the die up each time a resource is gained towards the specified total.] and one additional marker for the Public Outrage Track
To win a player must activate all six parts of their Capek Golem. Activating a single card includes having all Field Research resources as well as playing one set of Scientific Inquiry cards matching the number total on one of the two colored circular icons. If the Public Outrage Track ever reaches (25) both players lose the game.

Play:
A player may do any of the following actions but may do each action only once during that turn:
1. Buy cards from the Auction Area and play them immediately or place it in your hand.
Purchase a single card at its Auction value by discarding cards with an equal or greater number of gold coins. Then discard it immediately and take Field Research resources as indicated, and move the token up or down the Public Outrage Track, or place the card in your hand and use it later on for its gold value or to complete a Scientific Inquiry set. Repeat buying a card as desired.
2. Discard a set of Scientific Inquiry cards and mark gained resources on your Capek Golem Cards.
Discarding a completed set, matching both a color and number as indicated on a Capek Golem card, allows you to place a marker in that resource area, helping to activate that card. You can choose either of the two color types to collect for a set, but you cannot make a set with a mix of both colors. There are 3 special wild cards in the game which may be used in any set and can take the place of one or two cards (as marked). If you use one of these cards in a Scientific Inquiry set, you must move the token on the Public Outrage Track as indicated.
3. Discard one card to draw two new cards from the Draw Pile.
A player may discard any one card from his hand to draw two new cards from the Draw Pile.


Additional Rules of Play:
If at the start of a player’s turn the player has fewer than two cards in hand, they should draw two cards from the Draw Pile before completing any of the three actions.
If the Draw Pile is ever exhausted, shuffle the Discard Pile and create a new Draw Pile.
If at any time the marker is moved to the (25) space on the Public Outrage Track the game ends immediately and both players lose.

Click here for BGG page
Click here for Files
 

Post a comment to let me know what you think of this one

Aether Captains





"As commander of the the HMS Dauntless, you have been tasked by the Emperor to find and destroy merciless air pirates threatening the skies of the world. With your staunch crew of steam welders, engineers you fly with honor into battle"


Aether Captains is a solo, steampunk themed, dice game. You take on the role of a commander of a worthy, air-going, zeppelin, battling a wave of attacking air pirates.
This is a Print & Play game and you will have to construct 13 dice, as well as have a regular d12 for attack and defense rolls.


Your zeppelin consists of 6 dice positioned in a row making up various sections of the ship: gun emplacements, command deck and the engine. The dice rotate down or up in die faces as you take on damage or try to repair the ship. Damage can mean loss of maneuverability, as well as reduction in attack and defensive strength.
6 dice represent the air pirates, randomly rolled at the beginning of the game. The air pirates attack during the rounds and you must successfully defend against the attack and return fire, damaging and hopefully destroying them.
One last die makes up your able-bodied crew, re-rolled at the end of each round and allows for bonus modifiers during the game.
The round consists of 5 phases

  1. Air Pirate attack and your defense
  2. Air Pirate movement
  3. Your movement or attack
  4. Your repairs
  5. Crew re-roll
 (Click here for more games in this series)
Click here for BGG 
Click here for Files 


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Wednesday, June 11, 2014

Aether Captains Week



An entire week focusing on the Aether Captains series!!!!

Join us as we present all the games in the Aether Captains series!

The Aether Captains Series is a collection of games that take place in the steampunk world of Arkady, created by Todd Sanders.

Starting June 13th...