Sky Pirates and the Quest for Helium

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1 Sky Pirates and the Quest for Helium for 2 6 players (1 inch or larger hexes) Each player controls 3 port cities where they may resupply (fill or exchange all slots) by collecting tribute. At other ports a ship may only trade carried units for different units on a 1 for 1 basis. The headquarter cities around the central snowy peaks are the only places new ships may be created and launched. New ships appear at surface (water) level and move after your wind drift and existing ship movements. Each player may have one seagoing surface ship, one low altitude (hot air) balloon ship, and one high altitude capable (hydrogen) dirigible ship. Your headuarters city can make one of these on your turn if you do not currently have all 3 on the map. Only ships in flight can enter Dune (low altitude required) and Mountain (high altitude required) hexes. City interaction requires being on the surface level.

2 Terrain: (Port Cities are Water hexes) Water Surface travel for ships, balloons, and dirigibles as well as low and high altitude flight Dunes Low Altitude Flight required to enter these hexes Airships may land in Dune hexes. If grounded, drag to nearest water (1 hex) is a full move for that ship. Mountains High Altitude Flight required to enter these hexes Airships cannot land and must exit if unable to fly high. Snowy Peaks these hexes cannot be entered Cities and Water hexes Surface (water) only Move: 3 Does not drift with the wind. can be entered. Surface Ship Balloon Ship Dirigible Ship Water Move: 2 no drift Low Altitude Move: 4 plus drift Low Altitude Flight Water Move: 2 no drift Low Altitude Move: 4 plus drift High Altitude Move: 5 plus drift Low & High Altitude Flight Low Altitude can enter Dune hexes also. High Altitude can enter Mountain hexes also. Dirigibles unable to maintain high altitude must exit the mountains. You cannot land in the mountains. 2 Lift must be deployed for high altitude. 1 lift for low altitude. Dirigibles and Balloon ships must land in the dunes if unable to maintain low altitude. You land on the dunes in your current hex. Drag to nearest water (1 hex) takes one turn. The Wind Each turn the moving player determines wind direction and drift for low and high altitudes (each determined individually) as needed for their ships in flight. For number of hexes drifted, shake & dump 4 coins in a cup and count heads for 0-4. High altitude adds +1 for 1-5. Then roll a die for wind direction. That player's ship(s) at each altitude drift with the wind if terrain allows at their current altitude. After wind drift a ship may move up one level (if type and lift allow) or down one level either before its horizontal movements, or afterwards, but not both.

3 Combat may happen whenever an enemy ship enters the same or an adjacent hex at the same or adjacent altitude. The moving player first declares fight or parlay and the stationary player replies. Unless both choose parlay they fight. A ship may continue its regular movement after regular combat. If multiple combats are possible the moving player chooses who to fight first. Exception: when enemies collide (same hex & altitude) they will always fight (by boarding) if either has any crew. You must have crew to initiate boarding. Collision ends regular movement for that ship. Boarding involves all crew on each ship. The larger crew wins. If same size (including both with 0 crew) roll for high number to get a winner. If a tie is rolled both sides lose 1 crew and roll again. Losing side loses all crew and winning side loses half that number rounded up. Winner can now loot losing ship for all they can carry including exchanging items to make room. If losing ship has nothing left it is destroyed. Any boarding ends movement, even if boarding is during drift. A rappel boarding can only done when directly above another ship, is optional not automatic, and requires rope. A rappel boarding happens after any bombs or cloudbusters are used. Attack Directions: above, below, angle up, angle down, sideways Above: cloudbusters Angle Up: rockets, cannons Sideways: cannons, flamers, rockets Angle Down: cannons, flamers Below: bombs, rappel board Dirigibles may not use flamers or rockets. Flamers do +1 deployed liftcloth damage to dirigibles. Balloons may not use cannons or cloudbusters. Surface ships do not use flamers or bombs. Cannon: consumes 1 ammo to fire Cloudbuster: consumes 1 ammo to fire Flamer: consumes 1 fuel to fire Rockets and Bombs consume themselves when used. Surface Ships: cannons, cloudbusters, ammo, rockets, crew, cargo capacity 12 Balloon Ships: flamers, fuel, rockets, crew, rope, cargo, liftcloth capacity 10 may deploy 1 lift Dirigible Ships: cannons, cloudbusters, ammo, cargo, crew, rope, liftcloth capacity 10 may deploy 2 lift All attacks will destroy 2 random units on the target ship. Any rocket, bomb, ammo, or fuel that is damaged will damage an additional unit and this may be a chain reaction. Multiple cannons, rockets, and flamers may be fired at the same time. Flamers each damage 1 lift on dirigibles (if any lift is deployed) before also damaging 2 random units. Loss of deployed lift causes a drop in altitude unless lift is maintained using spare liftcloth. Drop in altitude in the mountains forces you to move to an adjacent hex that allows the new altitude. Entering a new hex or altitude because of combat does not count against your regular movement but may trigger another combat action unless both sides want parlay. Altitude drop from combat ends drift for that ship. All combat is considered to be simultaneous (shots in flight at same time) except for boarding actions which are always last. Any ship with no remaining units after a combat is destroyed.

4 6 player game (192 ship equipment cards) 5 player game (160 ship equipment cards) 4 player game (128 ship equipment cards) 6 Dirigibles (1 each player) 6 Balloons (1 each player) 6 Ships (1 each player) 18 Deployments (3 each player) 6 sequence cards (1 each player) 36 agents (1 per player per item) 36 buyers (1 per player per item) 5 Dirigibles (1 each player) 5 Balloons (1 each player) 5 Ships (1 each player) 15 Deployments (3 each player) 5 sequence cards (1 each player) 30 agents (1 per player per item) 30 buyers (1 per player per item) 4 Dirigibles (1 each player) 4 Balloons (1 each player) 4 Ships (1 each player) 12 Deployments (3 each player) 4 sequence cards (1 each player) 24 agents (1 per player per item) 24 buyers (1 per player per item) 24 cargo (4 each 6 quest items) 24 cargo (4 each 6 quest items) 18 cargo (3 each 6 quest items) 14 cannon 8 cloudbusters 48 ammo 8 flamers 16 fuel 18 rockets 12 bombs 6 rope 40 crew 22 liftcloth 12 cannon 7 cloudbusters 40 ammo 6 flamers 12 fuel 14 rockets 12 bombs 5 rope 34 crew 18 liftcloth 10 cannon 5 cloudbusters 34 ammo 5 flamers 10 fuel 11 rockets 10 bombs 4 rope 25 crew 14 liftcloth For a 3 player game use the 6 player set but each player has 2 colors and a win is having either color complete the mission. For a 2 player game use either the 4 player set with 2 colors each or the 6 player set with 3 colors each. Additional equipment: 1 six sided die, a dirigible and a balloon and a ship (meeple or chit) for each player color. Purchasing Agent and Buyer Contact cards should be color coded on the back for which player color they belong to so you can select your own card at a city without looking at other players' cards. Game setup set Quest Item cards and Ship Item cards aside as 2 piles (1) Shuffle each player's agent & buyer cards together and deal one face down for each nonheadquarters city. (When you arrive at a city you look at your card for that city it is either an agent who will trade with you for one type of quest item as available in the deck or a buyer who will trade with you the knowledge of their piece of the Secret of Helium in exchange for a particular quest item. You can trade multiple ship items with an agent for multiples of that quest item as available in the deck.) (2) Shuffle the player sequence cards. Draw a card for who moves. When all have moved, reshuffle the player sequence cards. Winning: the first player to learn all six parts of the Secret of Helium is the winner. New ships begin at the headquarters hex and surface level with a full load of ship equipment units (even if the ship fills slots with items it cannot use).

5

6 Quest Item Buyer Contact Purchasing Agent Shrubbery of Great Renown The Knights Who Smite Knees Ike's Landscape & Snake Supply Mythical Shiny Sparkly Thing The Order of the Easily Amused Carl Buffalo's Things & Thingies Invisible Paper The Scribes of Clarity Teething Ring of Cthulhu The Mostly Impressive Old Ones Dagon's Dampish Souvenirs The Legendary Comfy Chair Ye Crotchety Retirement Estates Duf's Ironmongery & Upholstery Box of Sacred Air The Priesthood of the Holy Scam If You Say So Manufacturing Emporer's Paper Works & Dyes Players may only examine their own quest (buyer or agent card) in a city where they currently have a ship. Trading/collecting tribute at a city is done instead of horizontal movement by that ship (vertical up or down may still be done either before trade to reach surface or after trade to reach low altitude). You may wish to make a note of which agent or buyer you found and where... you can only get quest items from your agents (or boarding) and only get parts of the secret from your own contacts.

7 Combat example: Red player to move high altitude windspeed is 3 going in direction 6 The wind blows the red dirigible from the star in the water to the mountains as the first space of drift. The blue balloon is at low altitude on an adjacent hex so there will be combat unless both choose parlay. On the table the red player has his dirigible card on top of its items cards and since at high altitude has 2 lift deployed cards each with a liftcloth card on top. This dirigible is fully loaded so it has a total of 10 item cards (8 + the 2 deployed liftcloth). The blue balloon is also fully loaded and flying at low altitude. 10 cards (9 + 1 deployed liftcloth). They fight. Red fires angled down at blue and blue fires angled up at red. Each player looks at their cards and selects firing options. Red

8 Blue Red fires 1 cannon which uses 1 ammumition so red plays a cannon and an ammo face down. Blue fires a rocket and so plays a rocket face down. Each side is going to take damage. The played rocket and ammo cards are consumed and discarded. Each player shuffles their ship unit cards including deployed liftcloth so the other player can blindly select 2 of them as damage. Red The bomb takes another unit with it

9 Red can no longer deploy 2 lift, so one deployment card is removed from the table. (under the dirigible card) Blue The fuel takes another unit with it. Blue can still keep its 1 lift deployed. (under the balloon card)

10 If the dirigible had not dropped to low altitude it would have continued its drift to the other mountain hex adjacent to the balloon and another combat would happen unless both hollered parlay. Since it did drop the drift has ended, but the slide to lower altitude could cause immediate combat before red begins regular after drift movement. With only 1 lift deployed, red is at low altitude (same as the blue balloon) and must slide to an adjacent hex that allows low altitude. Red has a choice of 3 water hexes and the city hex. The city hex would result in a collision and boarding action with the balloon. Boarding would end all movement for the dirigible. The water hex next to the city hex could have both dirigible and balloon firing at each other sideways. The other water hex options would not result in immediate combat. Red does not know what 5 cards blue has and blue does not know what cards red has. Rather than trade shots again, red goes for a boarding and slides to the city hex. That was a mistake. The blue balloon has 2 crew and wins the boarding red loses its 1 crew and since ½ rounds up to 1 the blue balloon also loses 1 crew. The balloon can now loot the dirigible. Red (being looted) Blue currently has The blue balloon has room for everything from the red dirigible and empties it (which destroys it).

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