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Game Overview
Zeppelin Attack is a deck building game,
in which you play one of the evil masterminds
from the Spirit of The Century universe. Your
deck represents your armada of specialized
Zeppelins, armaments, defensive measures,
and operatives. Your Armada is a group of
Zeppelin cards face-up on the table in front
of you, and these give you the ability to play
Attack, Defense, and Operative cards. You
begin the game with a small, weakly armed
force. Running operations brings you the
resources (Fate cards) to hire mercenaries to
expand your armada, and successfully attack
enemy Zeppelinsboth of which give you
Victory points. The player with the most
Victory points at the end of the game wins.
Players: 24
Game Length: 4560 minutes
Ages: 12 and up
Game Materials:
1 card deck of 112 cards:
4 Start decks of 13 cards each
6 Mercenary Operations Zeppelins
6 Mercenary Attack Zeppelins
8 Mercenary Attack cards
6 Mercenary Defense cards
8 Mercenary Operative cards
26 Fate cards
1 rule book
Rules, cards, and art are all 2014 Evil Hat Productions, LLC. Spirit of the Century, Evil Hat Productions, and the
Evil Hat and Spirit of the Century logos are trademarks owned by Evil Hat Productions, LLC. All rights reserved.
GAME SETUP 3
Game Setup
Sort the Mercenary cards into their 5
decks: Each deck is made up of all of the
Mercenary cards of a type (1 deck of Attack
cards, 1 of Defense cards, 1 of Operative
cards, 1 of Attack Zeppelins, and 1 of Oper-
ations Zeppelins). Shuffle each of these decks
separately and place each deck face-up in a
row on the middle of the table.
Give each player a 13-card Start deck
at random: (Der Blitzmann, Gorilla Khan,
Jacqueline Frost, or Walking Mind) Every
card belonging to one of the Start decks
is marked with the name and image of the
evil mastermind they belong to. Each player
places takes their Flagship card out of their
deck and places it face-up on the table in front
of them to form the start of their Armada (the
Flagship and Zeppelin cards face-up in the
play area of each player). Each player takes
the special Experimental Zeppelin card out of
their Start decks and places it face-up beside
the Mercenary decks.
Give each player starting Fate cards:
One Minor Mission (3-point) Fate card and
one Major Plot (4-point) Fate card. Each
player shuffles together their start cards and
Fate cards, places this as their draw deck on
the table in front of them, and draws a hand
of 5 cards. Shuffle the rest of the Fate cards
and place the deck face-down on the table,
next to the Mercenary decks.
Randomly determine a start player.
4 GAME SETUP
GAME SETUP
Fate Deck Attack Zeppelins
5FP RASPUTINS VENGEANCE 4 7FP TREASURE HUNTER
ATTACK ZEPPELIN MERCENARY OPERATIVE
MERCENARY
2 Operative
3
Cards
4FP
4FP
4
Players Hand FP FREEZE RA
ATTACK Y
JAQUEL COLD
INE FR
4MIDSHIPMA
2
OPER
OST FP N
2 Target mu
JAQU ATIVE
ELIN
1 you may
card, an st discard 1 Ps FROST
d Yo
E
u mionic ICE
DE FIE
Pay 1 Fat thdrae wlo 1aycardrd.aw J FEN LD
2
your first e point less for west to yo Fate card AQUEL SE P
MAJOR PLOT 2
Y
NAR
buy this ur disc s and IN SIO
turn. ard pi Aadd E FRO NIC E
RCE
Return this le. ttack ST XP
card er m LO
ME
PITE
discard pile to the Fate You
may ust dis
SIV
E
when spent.
THE S
draw card
IN
1C
PEL
1 ca old
rd.
ZEP
card
.
CK
ATTA
FP
4
FP
4
5 FP
1
1
Player Discard Pile
Flagship
Experimental Zeppelins
2 5FP FLURRY OF ACTIVITY 1 8FP INSANITY RAY 3 10* THE CHIMPANZEE 5
DEFENSE EXPLOSIVE PSIONIC ATTACK PSIONIC FP EXPERIMENTAL ZEPPELIN GORILLA KHAN
MERCENARY MERCENARY
Special:
Special:
WhenWhen
you play
you play
an Operative
an Operative
card card
on this
on Zeppelin,
this
d add Attacker must discard 1 Defense Target must discard 1 Operative Zeppelin,
immediately
immediately
acquire acquire
1 Fate Card
1 Fate
to your
Card hand.
to your
r deck. 1 card. You may draw 1 card. 2 card; you immediately gain the hand.
*CAN
*CAN
ONLYONLY
BE BOUGHT
BE BOUGHT
BY BY
GORILLA
GORILLA
KHAN.
KHAN.
Defense Attack 3
Cards Cards
1
6 TURN SEQUENCE Phase 1: Actions
FLAGSHIP
Zeppelin Type Mercenary or Start Deck
MERCENARY ZEPPELIN
Cost Zeppelin Type Mercenary or Start Deck
6FP LA FIORETTO 3
OPERATIONS ZEPPELIN MERCENARY
2
1
Turn Sequence
Phase 1: Actions
The active player may take as many of each
of the following types of actions as she can,
or wishes to, in any order during this phase:
ICE FIELD
DEFENSE PSIONIC EXPLOSIVE
JAQUELINE FROST
4FP 4FP
FATE CARD
Phase 1: Actions TURN SEQUENCE 15
Game End
The game end is triggered when 3 Merce-
nary decks have been exhausted (buying the
Experimental Zeppelins has no impact on
game end). Play continues around to the start
player, so that the player to the start players
right takes the final turn of the game.
During these final turns, if all the Merce-
nary decks are exhausted, then players can no
longer buy cards, but can continue to take
Battle points, representing these by placing
Fate cards from the Fate deck underneath
their Flagships.
Scoring
Players now tally their scores. Cards with
a star icon are worth the number of victory
points indicated in the icon.
Battle points (face-down cards tucked
underneath the Flagship card) are worth 1
Victory point each.
Players check to see who has the most
unspent Fate points left in their decks. The
player with the most Fate points gets a bonus
of 3 Victory points. If two or more players tie
for most Fate, then all the tied players receive
1 VP.
The player with the most Victory point
wins. If there is a tie for most Victory points,
then the tied player with the most Battle
points wins. If there is still a tie, then the tied
player with the most Zeppelin cards in her
deck wins.
CREDITS 21
Credits
Salvage Man (Game Design): Eric B. Vogel
Savage Mentalist (Artwork):
Christian St.Pierre
Manic Mechanic (Layout & Graphic Design):
Daniel Solis
Commandant (Editing): Karen Twelves
Silverback (Creative Director & Rules Layout):
Fred Hicks
Treasure Hunters (Business Development &
Marketing): Chris Hanrahan, Carrie Harris
Hellbent Navigator (Project Manager):
Sean Nittner
Deep Cover Agent (Conceptual Development):
Jeff Tidball
Resourceful No. 2s (Special Contributions):
Chris Ruggiero, P.K. Hanrahan.
Thanks to Jet-Pack Goons (Playtesters):
Shannon Appelcline, Douglas Boshears-Rob-
bins, Heather Boshears-Robbins, David Boyd,
Hey Cheng, Nanu Clark, Michael Economy,
Tim Espasandin, Dan Fernandez, Alex Fran-
cisco, Anna Gee, Terrence Gee, Tesla Gregory,
Bradcock Goodson, Chris Hanrahan, Ian
Hanrahan, Joshua Harrington, Carmen Ho,
Laurel James, Eric Lytle, Mak (Daddy) Mak,
Sam Owens, Ilay Raz, Julien Sobel, Julie
Southworth, Jon Spinner, MacKenzie Stuart,
Sarah Taylor, Travis Worthington, David
Wright.
22 ZEPPELIN ATTACK RULES SUMMARY
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