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Memory Log: Day @
The darkness and dust of the
tinker's overcrowded laboratory
clouds your vision. Your memory unit
only recalls the last 57 hours and
28 minutes, the entirety of which
you've been meticulously calculating
your escape. Prior to your First
awakening two days aga, little is
clear -- but you sense your reboot
cycle has been overused.
As you observe the lab Further, you
recognize the gnarled remains of
your rabotkind littering the
makeshift surgical tables and
avercrawding the cervices near the
sole entrance to the raom. A single
cil lamp Flickers on a table nearby,
illuminating the mangled iron walls
encircling you. They tell the story oF
2 war long past, some sort of
defensive bunker repurposed For
experimentation and resale by a
maniacal engineer.Your audio sensors pick up the
consistent rat-a-tat of metallic
shavings pummeling the outer walls.
It appears your captor has
relinquished his watch For the
evening and has retired to his
chambers to wait out the nightly
rust storm. Lucky For you, his
programmed sleep settings were
not properly saved hours earlier.
You have now awoken midway
through your evening charge with
the prospect end probability oF
Freedom Flooding your processors.
You immediately approach the
bolted metallic door, ignoring the
elemental commotion on the other
side, and unlatch the security bolt.
Specs of rust begin pluming
through the crack in the door. You
pause, recagnizing the critical risk
warning that your internal
computations are spitting out.Not only will you have to confront
the unknown dangers of raiders
outside the walls, but you will be
Faced with the elements that will
surely corrode your joints in a short
time. Your only chance is to Flee this
corroded wasteland For good, and
search out a land more
accommodating to your existence.
To stay in this Facility would prove
worse than braving beyond.
Berreling through the door, your
ocular sensors are quickly
overcome with abrasive crimson
clouds. You charge ahead, sensing a
sloping decline that leads to what
you calculate as an 18% chance of 2
natural crevasse to hide out in.
After exactly 23 minutes and 8
seconds of walking, you sense that
your gait has lessened to 50%
effectiveness, due to compounded
rust jamming your joints and
iting you From continuing
with maximum ef ficienctWithout cover, you compute that
you will not last another 23 minutes:
and 8 seconds and your memory
unit will Face irreparable corrosion.
The gentle slope you began with
has quickly increased to a sharp
descent -- with your Footing, and
your survival rate, becoming less
stable with each stride.
Suddenly, your Foot gives way and
you begin tumbling down a hill of
Fust, gaining momentum Further into’
the cloud of chaos. AFter a violent
barrage of impacts, you Find
yourself buried shoulder deep ina
pile oF rust Far From your initial loss
OF equilibrium. Embracing your
demise, your critical Failure rate has
neared the high 3@th percentile.
With your power level sensors
nearing empty, your internal system
begins to suggest a power-down
cycle to conserve energy. To
embrace this sleep cycle would
ean utter demise. There seems
to be no other optiIn your Final, desperate internal
system sweep, you recognize the
critical Failure rate has quickly
descended into the 7th percentile.
Seeking the cause, you notice
alerts tied to your audio sensors.
Pressing Further, you begin to
recognize the Familiar rat-a-tat oF
metallic shavings on a tinny surface.
Is it possible you've come across
enother bunker?
Crawling through the rust debris in
pursuit of the origin, you come
across what you perceive as a large
metallic chamber. With your battery
nearing empty, as a last hope you
press your Full weight against the
side door, tumbling into the safety
of a cargo bay with a muffled crash.
At last, refuge From the storm.Recognizing your surroundings as a
near-destroyed aircraft, you
immediately approach the cockpit
stumbling over a crumpled Flight log
book. Pausing to scan the single
page remaining...
Flight Log:
February 23, 3542 AD - Corporal
Rosso
Takeoff procedure initiated 82O
hours.
Military cargo en route to Base
Camp Kiln. Anticipated Fight route
Northeast .....
enemy airspace ... low altitude
security protocol ...
(crumbled charred page end)As you transition your gaze From
the crumbled remains of the Flight
log to the cockpit dashboard, you
recognize the demise of Corporal
Rosso is summed up clearly through
the mangled corpse of the aircraft
you hide in.
With en empty Fuel gauge and
gaping holes in the cabin, you
calculate your best chance is
before you. Repair and Fly this iron
contraption away From the
Rustlands...How to Pack the Tin
Chits
Mini Cards,
Cubes, D6,
and Plane
Mint-Tin
Cards
Mint-Tin1
Objective
You are a robot on the run, recently
escaped from a remote laboratory and
seeking to repair an unearthed plane, the
Ironflight. You must hunt for valuable
scrap, construct oil rigs to harvest fuel
from the land, repair the antiquated
aircraft, and attempt to take flight to
flee this corroded wasteland for good. If
you are unable to gather the necessary
plane parts and reach max speed as you
careen off the runway cliff edge, you will
plummet to your demise..hoping another
lonely robot can scavenge from your
wreckage and reach a better outcome.
Components
10 Rule and Reference Cards
2 Runway Cards
4 HUD Tracker Cards
13 Terrain Cards
10 Plane Part Cards
2 Pilot Cards
5 Adv. Action/Equipment Cards
1 Red DB Die
9 Black Oil Cubes
8 Grey Scrap Cubes
2 White Tracker Cubes
7 Runway Hazard Chits
3 Dil Rig Chits
18 Old World Coins
1 Airplane Meeplea
Setup
() Power Up Your HUD. Along the
bottom of the playfield, place your
dashboard cards in any order you prefer:
the Wanted Meter, the Rust Storm
Barometer, the Speedometer, and the
Bounty Paster. Place a white cube on
Day 0 of the Rust Storm Barameter.
(2) Choose your Pilot and apply any
special abilities. Place their card within
your dashboard. Additionally, add any
coins to the Bounty Poster,
corresponding to their starting bounty.
(3) To the side of the playfield, place the
6 Capacity Cargo Tail plane part, leaving
space for future plane part additions.
(4) Prepare the Runway. Along the
opposite side of the playfield, place the
two runway cards in a line with the cliff
edge facing away from you. Randomly
place the Runway Hazard Chits face
down in the designated runway circles.Setup
[5] Prepare the Rustlands Terrain.
Place the Downed Ironflight Terrain
card face up in the center of the play
area. Remove 2 Raider Patrol cards and
the Part Found card from the terrain
deck and set them out of play. Shuffle
the remaining Terrain cards face down
and discard one random Terrain card
out of play. Then shuffle back in the
Part Found Terrain card back into the
deck. Shuffle the Plane Part cards and
the Advanced Action cards in separate
piles and place them face down out of
play. Keep all resource cubes, bits,
and chits within reach.
Gameplay Overview
Phase 1- Gather & Repair
Manage your resources, explore the
surrounding terrain, scavenge for scrap
and oil, and repair the Ironflight all while
avoiding raider patrols and digging your
plane out of the intensifying rust
storms. Follow the Day, Dusk, and Dark
Cycles until you are ready for take
off...or forced to attempt it as a last
resort.
Phase 2 - Takeoff
Escape on the Ironflight by avoiding
raider threats on the runway to reach
max speed and fly to safer lands
beyond.=
Phase | Overview
Phase | will follow a 6 day cycle of Day,
Dusk, and Dark.
To begin, place the red d& on the
Ironflight Terrain Card with the value “2”
facing [Link] die represents the rust
that is burying the Ironflight and
clogging the engines from firing
properly. In order to take off, pilots
must remove all rust from the aircraft
and repair the plane with at least one of
each available plane part attached to the
Cargo card: 1 Cabin, 1 Right Wing, and 1
Left Wing.
Day Cycle
During the Day, your pilot will scavenge
the surrounding area, revealing the
underside of rusty Terrain Cards to
celebrate the victories or suffer the
consequences.
(1) To begin the Day Cycle, populate
established il Rigs with their
corresponding amount of ail (your first
day will have no Gil Rigs established).
Level 1 produces 2 Qil, Level 2 produces
x:6
(2) One by one, reveal terrain cards in a
3x3 formation surrounding the downed
Ironflight, and satisfy the results
immediately. Pilots must explore at least
1 terrain card per Day, but can stop at
any point after their first card
exploration.
Terrain Card Types and Results
crap Pile - Immediately
place 1 or 2 gray cubes on the revealed
scrap card as indicated on each card.
Oil Field- Dil Rigs can be built
on Gil Field Terrain Cards during the
Dusk Cycle (more on this later). Oil Rigs
will generate oil at the start of each day.
Part Discovery-
Choose between revealing a single Plane
Part or a single Advanced Action
Cartridge and immediately attach it to
your plane or HUD. If a Part or Cart is
already occupied by another card
(maximum 1 Adv. Action can be equipped
at a time), the pilot must choose which
to discard from play.
= Raider Patrol-
Increase the Wanted Meter by 1, add a
value 1 or 2 coin to your Bounty Poster
{as dictated on the Wanted Meter), and
continue play.Phase | Overview
Raider Patrol Effects
Seneca)
Once the Bounty Poster reaches or
exceeds the value of $5, shuffle 1
additional Raider Patrol card into the
Terrain deck immediately. Once the
Bounty Poster reaches or exceeds the
value of $10, incorporate all remaining
Raider Patrol cards into the Terrain deck
immediately.
Wanted Meter
Q) If a pilot ever reaches & on the
Wanted Meter, immediately cease
exploration and clear all populated Gil
and Scrap cubes from the playfield.8
Phase | Overview
Wanted Meter Continued
@) if pilots have any oil rigs built, reduce
them by 1 level. iF an oil rig is already level 1,
destroy the oil rig by removing it From the
playfield.
(3) Reset the Wanted Meter back down
to level 3 and proceed immediately to the
Dusk Cycle.
g
End of Day Cycle
Upon the decision to stop exploring
further, the forced decision to stop by
reaching 6 on the Wanted Meter, or the
completion of the 3x3 grid limitation,
collect the desired resources (discarding
any undesired currently in your cargo)
and return to your plane, depositing
them into your Cargo hold. Be mindful of
storage limits noted on the Cargo card.
Discard all non-collected resources.2
Phase | Overview
Dusk Cycle
Utilize your collected resources to
construct Oil Rigs or Fire Your Engines!
A Construct an Oil Rig
on a face up Oil Slick Terrain Card for 3
scrap. Place a Lvl 1 Gil Rig chit on top of
that Terrain Card.
Upgrade an Gil Rig
to Lvl 2 for 3 scrap. Lvl 2 Oil Rigs
produce mare ail than Lvl 1s.
Fire Your Engines! Clear
1 Rust from your plane engines per 1 Gil
spent. Reduce the red d6 Rust die by 1
for each time you Fire Your Engines!10
Phase | Overview
Dark Cycle
The nightly rust storm forces you to
batten down the hatches and enter sleep
mode for the night.
Rust Barometer
(1) Increase the Rust Storm Barometer
by 1, as the Rust storms intensify each
night.
(2) Move the red dB on your plane up the
amount corresponding to the new
position on the Rust Storm Barometer.
The Ironflight can have no more than 6
rust on it at any time. If the rust die
ever reaches 6, pilots must immediately
discard any equipped Advanced Action
Cartridges as they have short circuited.
Once 6 has been reached, all remaining
rust that round can be negated.
(3) Reset the play field by removing all
Terrain Cards from the play area except
for those with Oil Rigs built on them.
Shuffle the collected Terrain Cards with
any unused Terrain Cards. Begin a new
Day Cycle.Nl
Phase | Overview
If at any point the pilot enters into the
Dark cycle with 6 rust already on their
plane, the IronFlight is buried indefinitely
that evening and the pilot has lost the
game.
Additionally, once pilots reach the Day 6
of the Rust Storm Barometer, they must
attempt to take off the following day or
accept their fate and be buried in the
rust forever.
Phase | Conclusion
Run this Day, Dusk, Dark cycle until you
are ready for takeoff, forced to attempt
a takeoff due to the Rust Storm
Barometer maxing out, or buried
indefinitely.
An attempted takeoff can only be done
during the Dawn Phase when there is no
rust on the Ironflight and when you have
at least 1 of each plane part attached.
When a pilot is ready for takeoff, safely
store the Oil Rig chits off ta the side for
scoring purposes, and prepare for your
escape!12
Phase Il Overview
You must reach the max speed of 150
mph to take off to lands beyond. But
beware, once you are off the cliff edge
of the runway, you must succeed in
every attempt to accelerate or plummet
to your doom. You must reach max speed
to officially ‘take off’. Any failures once
past the runway’s edge, in ‘mid-air’, will
cause an immediate lass and game aver.
Set Up
(1) When you are ready to take off, place
a white cube at position 1 (25 mph) on
the Speedometer.
(2) Place the Plane Meeple at the
beginning of the runway and fasten your
seatbelt.
(3) Consult the Bounty Poster. The total
value of your bounty corresponds to the
number of hazards the raiders have put
in your runway path. Consult the runway
cards to determine how many chits to
flip over, rounding down. For example, if
you have a total Bounty of 9, flip over 3
chits. If you have a bounty of 14, round
down to 12 and flip over 3 chits.Phase Il Overview
Take Off Rules
(0) The Speedometer has 6 positions and
is scaled from 25 - 150 mph. Pilots have
to pick up enough speed (ISO mph) in
order to take aff and escape the
Rustlands for good.
(2) Pilots start at position 1, or 25 mph.
If they succeed on a roll, by rolling a
number higher than their current
position on the Speedometer, they move
up one notch in speed. If they fail on a
roll, by rolling less than the number that
they are currently on, they lose speed
and decrease one notch on the
Speedometer. If they roll the same
number as the position they are on (i.e.
rolling a 4 on position 4), they stall and
neither gain or lose speed. After every
roll, pilots must still progress the plane 1
space forward on the runway, regardless
of success, failure, or stall.1
Phase Il Overview
(3) If the plane moves onto a revealed
Runway Hazard chit, pilots must take
into account any negative effects and
apply them to their roll.
(4) If the pilot has not reached max
speed by the end of the runway, they
plummet off the cliff. But not all is lost!
They can still attempt to reach max
speed mid-air but must roll a success on
every rall until they reach 150 mph or
crash immediately. A ‘stall’ roll is not a
success.
Inventory Uses
Punch It! Before an
attempted roll, spend 1 oil from your
inventory to add +1 to your roll. You can
spend as many ails per roll as you have
available.
vP
Excess Scrap has no
use during take off but counts toward
your victory point total at the end.17
Scoring And Rules Reference
For pilots that succeed, they can
calculate their score to compare against
future escapes and ther pilot's
attempts.
Victory Point Scoring
Plane Part Points. Add up the total
victory points of all 3 airplane parts as
noted on their cards.
Number of Gil Rigs at Takeoff. Gain 1
point for each Ivi 1 Rig, and 3 points for
Iv2 Rig
Remaining Resources. Gain 1 point for
each oil and 2 points for each scrap
remaining in your plane’s Cargo at the
end of the game.
Runway. Gain 1 point for each unflipped
runway chit remaining on the runway.
Bounty Poster. Reduce your score by the
value of coins on the poster.
Number of Attempts. Reduce your scare
by 3 for each unsuccessful pilot that
crashed the Ironflight.18
Gameplay Reference
PHASE |
Day Cycle
Generate Oil & explore surrounding
terrain
Raider Card Results
Increase Wanted Meter, add
corresponding bounty to poster
Dusk Cycle
Construct Oil Rig (3 scrap) / Upgrade Gil
Rig (3 Scrap)
Fire Your Engines! (1 Oil)
Attempt to take off?
Dark Cycle
Increase Rust Storm Barometer
Increase Rust on Ironflight
Reset terrain
PHASE II
Flip aver runway hazards corresponding
to bounty
Punch It! Spend 1 oil fram your inventory
to add +1 to your roll.1s
Win Conditions
Win. If a pilot reached 150 mph at any
point on the runway or in midair, they
successfully fly away and escape the
Rustlands for good.
Lose. If a pilot is unable to reach max
speed by the time they have left the
cliff and are not successful in reaching
max speed mid-air, they plummet off the
cliff, crashing the plane into the nearest
ravine.
Try Again! But luckily, for those future
rogue robots who also find themselves in
need of an escape, the Ironflight is still
intact and can fly another day. Reshuffle
any basic plane parts into the plane
parts deck, keeping any “non-basic”
plane parts and Advanced Actions
attached to your plane and HUD, choose
a new pilot, and restart the game with
your newly discovered plane wreckage!
You will find detailed video tutorials and
play-through videos on the Rustlands
Youtube Page.
Ironflight is Copyright 2023 by The
Rustlands Partnership, Mark Thomas,
and Eric Streed
All Rights Reserved.16
Thank You @
oO SZ