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Ironflight Rules 2024

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0% encontró este documento útil (0 votos)
68 vistas27 páginas

Ironflight Rules 2024

Reglas juego de mesa

Cargado por

Grau 3
Derechos de autor
© © All Rights Reserved
Nos tomamos en serio los derechos de los contenidos. Si sospechas que se trata de tu contenido, reclámalo aquí.
Formatos disponibles
Descarga como PDF o lee en línea desde Scribd
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 ficienct Without 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 opti In 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-Tin 1 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 Meeple a 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

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