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EPISODE1:THERISEOFTHEMASTERMINDS1

Episode 1: The Rise of the Masterminds


Gorilla Khan sat in in the control room of his
Flagship, the Silverback, his fingers drumming
ominously on the sturdy arm of his command chair.
His subordinates stood rigidly at their posts, trying
to hide their anxious awareness of their commanders
mood. When angered, Gorilla Khan had been known
to throw some hapless midshipman out of the bomb
bay. Give me the bearing on the enemy fleet!
50 kilometers dead ahead, oh Great Khan! The
navigator replied. Running at fleet speed. We shall be
in firing range in 10 minutes.
Khan stood up and went to the glass. He knew
his vision was superior to that of his human subordi-
nates, so he rarely trusted their observations. Through
his oversized binoculars, he stared at the mass of Der
Blitzmanns Zeppelins in the distance. Their two
armadas were well-matched in number and arma-
ments. Khan knew this battle would come down
to the cunning and initiative of the commanders.
That prospect did not bother him, for the cunning
of humans was no match for his own. Suddenly, he
caught a glint in his peripheral vision; he turned his
shoulders and saw the sleek, golden form of one of Der
Blitzmanns Attack Zeppelins emerge from the cloud
bank in which it had been hiding, fire spewing from
its forward tubes.
You fools! he bellowed, Boarding torpedoes
inbound, twelve oclock hard starboard! Deploy
concussive counter measures! Prepare to repel
boarders! Khan braced for the impact, and bared
his teeth. When the battle was over he would throw
his No. 2 out of the bomb bay for this oversight
assuming they both survived.
2 GAME OVERVIEW

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

INDIVIDUAL PLAYER STARTING SETUP

Space for Zeppelins

GAME SETUP
Fate Deck Attack Zeppelins
5FP RASPUTINS VENGEANCE 4 7FP TREASURE HUNTER
ATTACK ZEPPELIN MERCENARY OPERATIVE
MERCENARY

3 You may draw 2 Fate cards and


2 the highest 1 to the top of your

9FP THE COLUMBIA 5


4FP
4FP

OPERATIONS ZEPPELIN MERCENARY


Return this card to the Fate
discard pile when spent.
MAJOR PLOT

2 Operative
3
Cards
4FP
4FP

Fate Discard Pile Operations Zeppelins

Mercenary Cards (5 types)


GAME SETUP 5

4
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Flagship

Player Discard Pile Player Deck

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.

You may draw 1 card effect of the discarded Operative.


and discard 1 card. You may draw 2 cards. 3
3

10* THE LEVIATHAN 5


FP EXPERIMENTAL ZEPPELIN JAQUELINE FROST
Special:
Special:When
Whenyouyouplay
playananAttack
Attackcard
cardononthis
3 this Zeppelin,
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BOUGHT BY BY
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draw 22 cards.
JAQUELINE FROST.
JAQUELINE
cards.*CAN
FROST.

Defense Attack 3

Cards Cards

10* THE PINEAL 5


FP EXPERIMENTAL ZEPPELIN WALKING MIND
Special: This Zeppelin cannot be attacked.
1 *CAN ONLY BE BOUGHT BY WALKING MIND.

1
6 TURN SEQUENCE Phase 1: Actions

FLAGSHIP
Zeppelin Type Mercenary or Start Deck

Attack Payload Capacity Special Text Effect


Defense Payload Capacity
Operative Payload Capacity

MERCENARY ZEPPELIN
Cost Zeppelin Type Mercenary or Start Deck

6FP LA FIORETTO 3
OPERATIONS ZEPPELIN MERCENARY

2
1

Defense Payload Capacity Victory Point Value


Operative Payload Capacity
Phase 1: Actions TURN SEQUENCE 7

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:

Launch a Zeppelin: If the player has one or


more Zeppelin cards in her hand, she may
add them to her Armada, face-up beside her
Flagship, at any point during this phase. The
Zeppelin cards are played face-up on the table
beside the players Flagship card. The newly
launched Zeppelins immediately become
available to play Action cards on (see Play an
Action card on a Zeppelin). Launched Zeppe-
lins will remain in a players Armada until a
card effect makes them Retreat (be moved to
that players discard pile).

Play an Action card on a Zeppelin or Flagship:


A player may use an Action cards effects by
playing it, face-up, onto her Flagship card, or
one of her Zeppelins cards.
Each Zeppelin or Flagship may be used to
play only 1 Action card per turn. The active
player places the Action card on top of one
of her Zeppelin cards or Flagship, and leaves
it there until the Discard and Draw Up phase
of the turn.
Each Action card has a type (Attack,
Defense, or Operative) and a payload size
number, each of which may limit where it can
be played.
8 TURN SEQUENCE Phase 1: Actions

Action cards can only be played on a


Zeppelin or Flagship which has the capacity
for that specific type of card. (That is, Opera-
tive cards can only be played on a Zeppelin or
Flagship with an Operative capacity, Defense
cards only on a Zeppelin or Flagship with
a Defense capacity, and Attack cards only
on a Zeppelin or Flagship with an Attack
capacity).
Zeppelins can be used to play an Action
card whose payload size number exceeds the
Zeppelins relevant capacity number, but
Zeppelins which are overloaded in this way
will retreat (be moved to the players discard
pile) during the Discard and Draw Up phase
of the turn.
A Flagship cannot be used to play an Action
card whose payload size number exceeds the
Flagships relevant capacity number (e.g. a
Flagship with an Attack capacity of 2 could
not be used to play an Attack card with a
payload size of 3).
Each of the 3 Action card types is enacted
differently.
Phase 1: Actions TURN SEQUENCE 9

Attack Cards: When an Attack card is played,


the active player must choose to attack a
specific Zeppelin or Flagship belonging to
another player. When a player attacks a rival
player, that rival player is referred to as the
target.
The attacker places her Attack card face-up
on her own attacking Zeppelin, announces
what type of attack it is (Cold, Psionic, Elec-
tric, or Explosive), and indicates the Zeppelin
or Flagship she is attacking in the targets
Armada, e.g. Der Dynamo is launching an
Explosive attack against The Winter Light.
If a Flagship is targeted: The target player
immediately draws 1 card to her hand.
The target player then has an opportu-
nity to play a Defense card on the defending
Zeppelin or Flagship to block the attack, if
she has a Defense card in her hand which
blocks the specific type of attack being made
(Cold, Psionic, Electric, or Explosive). If the
target player plays a Defense card matching
the type of the attack, the attack is blocked
automatically. If the target player does not
play a Defense card, the attack succeeds.
The capacity numbers of the Attack and
Defense cards do not influence the success
or failure of the attack. Defense cards that
do not match the suit of the attack cannot be
played in defense.
10 TURN SEQUENCE Phase 1: Actions

Action Card Type (Attack/Defense/Operative);


Attack/Defense Suit (Cold/Psionic/Electric/Explosive);
Start Deck/Mercenary Indication

Purchase CRYO SUSPENSOR 4


Cost 9FP ATTACK COLD
MERCENARY

Target must discard 1 Mercenary Victory


Payload 3 card. You may add the lowest-
Points
cost Mercenary card available
Value to your discard pile.
You may draw 3 cards.
Attack
Attack Effect
Type
Icon(s) General
Effect

MERCENARY ATTACK CARD

Action Card Type; Attack/Defense Suits;


Start Deck/Mercenary Indication

ICE FIELD
DEFENSE PSIONIC EXPLOSIVE
JAQUELINE FROST

Attacker must discard 1 Cold card. Start


Payload 2 You may draw 1 card. Deck Icon
Value
Defense
Defense Effect
Type
Icon(s) General
Effect

START DECK DEFENSE CARD


Phase 1: Actions TURN SEQUENCE 11

If the attack is blocked by a Defense card:


The target player first enacts the Defense
effects of the Defense card (indicated by the
symbol); any effects which impact the
attacker or all players must occur. She may
then enact the General effects (indicated by
the ) of the Defense card.
The played Defense card is then discarded.
If the played Defense cards payload size
number exceeded the Defense capacity
number of the targeted Zeppelin, then the
targeted Zeppelin immediately retreats, and
is placed in the target players discard pile.
The attacker then enacts the General
effects ( ) of her Attack card, ignoring the
Attack effects ( ).
Example: It is Der Blitzmanns turn. He
plays an Attack card (Lightning Projector) on
his Attack Zeppelin (Den Kondensator). He
chooses to attack one of Jacqueline Frosts Zeppe-
lins. Der Blitzmann announces, Den Konden-
sator is launching an Electric Attack against The
Winter Light. Jacqueline Frost has an Electric
Defense card (Ghost Projector) in her hand, and
plays it on The Winter Light, so the attack has
been blocked. The Defense effect on this card
dictates that Der Blitzmann must discard 1 Fate
card from his hand, but he informs Jacqueline
Frost that he has no Fate cards to discard. Then,
the General effect on Jaqueline Frosts Defense
card lets her draw 2 cards from her deck and
discard any 1 card from her hand. Jacqueline
Frost discards the played Defense card. Because
12 TURN SEQUENCE Phase 1: Actions

Der Blitzmanns attack was blocked, the Attack


effect on his Attack card is not enacted; he enacts
the General effect on his Attack card.

If the attack succeeds: the targeted Zeppelin


retreats, and is placed in the target players
discard pile (Flagships do not retreat when
they are successfully attacked).
The attacker then collects 1 Battle point;
she takes the top card from any Mercenary
deck and tucks it face-down underneath her
Flagship card. Each card tucked under the
Flagship is considered a Battle point, and
counts as 1 victory point each at the end of
the game.
The attacker enacts the Attack effects ( )
of her Attack card; any effects that impact the
target or other players must occur. She then
enacts the General effects ( ).
Example: Der Blitzmann plays a new Attack
card (Maxim Cannon) onto another of his
Attack Zeppelins. He opts to attack The Winter
Light again, announcing, Der Dynamo makes
an Explosive Attack against The Winter Light.
Jacqueline Frost does not have an Explosive
Defense card in her hand, so the attack succeeds.
The Winter Light retreats, and is moved to
Jacqueline Frosts discard pile. Der Blitzmann
chooses a Mercenary card from the top of one of
the Mercenary decks and tucks it under his Flag-
ship card as a Battle point. Der Blitzmann then
enacts the Attack effect on the Maxim Cannon,
draws 1 card, and discards 1 card. The Maxim
Cannon card has no General effect.
Phase 1: Actions TURN SEQUENCE 13

Defense Cards: Defense cards are usually


played on other players turns, in response
to an attack (see If the Attack is Blocked for a
description of how Defense cards are played
during combat). However, they can also be
played by the active player during her own
turn. When played this way, the active player
only enacts the General effects (indicated
by the ) of the card, ignoring all Defense
effects (indicated by the ). Defense cards
played during the active players turn remain
on the Zeppelin or Flagship until the Discard
and Draw Up phase.
Example: During his turn, Der Blitzmann
plays a Defense card (Conductive Counter
Measures) onto his Flagship. Because he is
playing the Defense card on his own turn, rather
than in defense, the Defense effect is not enacted;
however he still enacts the General effect and
draws 1 card.
14 TURN SEQUENCE Phase 1: Actions

Action Card Type (Attack/Defense/Operative);


Start Deck/Mercenary Indication

Purchase TREASURE HUNTER 2


Cost 7FP OPERATIVE
MERCENARY

You may draw 2 Fate cards and add Victory


Payload 2 the highest 1 to the top of your deck.
Points
Value
General
Effect

MERCENARY OPERATIVE CARD

Fate Point 4FP 4FP


Value

SALLY SLICK SABOTAGES


THE ARMADA
When this card is acquired, all players
must discard 1 Defense card from
Fate their hands. Return this card to the
Effect Fate discard pile when spent.

4FP 4FP

FATE CARD
Phase 1: Actions TURN SEQUENCE 15

Operative Cards: Operative cards only have


General effects (indicated by the icon).
Operative card effects allow the active player
to acquire Fate cards.
Some Operative cards cause players to
draw several Fate cards and acquire only the
highest or lowest of the drawn cards.
Fate card drawing is always public; all
players can see all Fate cards revealed and
drawn.
Operative cards may cause players to add
acquired Fate cards to their hand, to the top
of their draw deck, or to their discard pile, as
specified in the effect text.
Example: Der Blitzmann plays an Operative
card (Resourceful No. 2) on one of his Operative
Zeppelins (The Helios), and the General effect
on the card causes him to draw 3 Fate cards and
add the lowest to his hand. He draws a 5, a 4,
and a 3 Fate cardso he takes
the 3 and discards the others.
The 3-point Fate card
(Mack Silver Discovers
the Hollow Earth) has a
Fate effect, which is enacted
immediatelycausing all
players to draw a card. The
Operative cards payload
size number was 2, which
exceeded the Helios Operative
capacity of 1, so The Helios will
have to retreat during the Discard
and Draw Up phase.
16 TURN SEQUENCE Phase 1: Actions

Fate Cards: These are the currency of the


game, which are used to purchase new cards
during the Buying Cards phase.
Fate cards may be acquired as a result of
effects during the turn, primarily the play
of Operative cards. All Fate cards provide a
number of Fate points ranging from 25, as
indicated by the value in the upper left of the
card.
Some Fate cards also have Fate effects;
these text effects are detailed on the cards.
Fate effects are enacted immediately when-
ever that Fate card is acquired by a player.
Sometimes a player has a choice between
2 or more Fate cards of equal point value,
which may have different text effects; in these
cases the player may choose whichever card
she prefers.
Sometimes a player may draw more than
1 card with a Fate effect at the same time; in
these cases she may choose the order in which
the Fate effects occur.
If a Fate effect causes player(s) to acquire
additional Fate card(s) with Fate effects, then
the Fate effects on the newly acquired cards
are not enacted.
If the Fate card deck is exhausted, shuffle
the Fate card discard pile and turn it face-
down to become the new Fate deck. The Fate
discard pile is kept face-up beside the Fate
deck.
Phase 2: Buying Cards TURN SEQUENCE 17

Phase 2: Buying Cards


In the Buying Cards phase, the active
player may spend Fate cards to buy cards
from the Mercenary decks, or her Experi-
mental Zeppelin card; each of the Experi-
mental Zeppelin cards may only be bought
by the player named on them.
New Action cards may not be played
during the Buying Cards phase, but Action
cards played during the Action phase may
have ongoing effects which get enacted in
the Buying Cards phase (e.g., discounts on
buying cards).
The active player may buy as many cards
as she can afford. The active player may divide
her total pool of Fate points from all spent
Fate cards and discounts to be spent among
multiple card purchases, but cannot get
change back for unspent Fate points.
The player returns spent Fate cards from
her hand to the Fate discard pile; thus Fate
cards are not acquired permanently, but
are kept only until they are spent. Spent Fate
cards are always returned to the supply.
Bought Airship and Action cards are
placed in the active players hand, unless an
active card effect specifies otherwise (Action
and Zeppelin cards cannot be played during
the Buying Cards phase, and so cannot be
played on the turn in which they are bought).
18 TURN SEQUENCE Phase 2: Buying Cards

Purging Cards: Whenever an Action card


(Attack, Defense, or Operative) is bought,
the active player may choose to purge an
Action card from their hand or discard pile
by placing that card underneath her Flag-
ship card. Zeppelins cannot be purged, and
buying a Zeppelin does not allow a player
to purge a card. Each purged card will count
as 1 Battle point at game end. Purging cards
reduces the size of your deck, and makes it
easier to draw high-value mercenary cards.
However, be careful not to totally remove a
vital ability from your deck (e.g. dont purge
all your Operative cards so that you have no
way to get Fate cards).
Example: Der Blitzmanns turn is now in the
Buying Cards phase. He has a 3-point Fate card
and a 4-point Fate card in his hand. He had
also played his Lighting Projector during the
Action phase of his turn, giving him a discount
of 1 on the first card he buys this turn. The
Mercenary Attack card Insanity Ray is avail-
able for purchase at a cost of 8 Fate points, and
Der Blitzmann uses both his Fate cards and his
discount to buy it. He adds the Insanity Ray card
to his hand. Because he bought 1 Action card, he
may purge 1 card from his hand or discard pile.
His discard pile is empty, so he chooses to purge
an unused Defense card in his hand, placing it
face-down underneath his Flagship card.
Phase 3: Discard and Draw Up TURN SEQUENCE 19

Phase 3: Discard and Draw Up


The active player now discards all played
Action cards from the Zeppelins and Flagship
in her Armada. If any played Action cards
had payload size numbers that exceeded the
capacity numbers of the Zeppelins they were
played on, then those Zeppelins retreat, and
are also moved to the players discard pile.
The active player may choose to discard
or keep any cards left in her hand at the end
of the turn, completing the phase with a hand
of 5 cards total. She may initially discard to
below 5 cards, but she must draw her hand
back up to 5 cards.
The active players turn is now over, and
the next player to the left becomes the active
player.

Reshuffle (as needed)


At any point during the turn, if a player
needs to draw cards and her draw deck is
exhausted, she shuffles her discard pile and
places it face-down as a new draw deck.
Player discard piles are placed face-up next to
their respective draw decks.
20 GAME END & SCORING

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

Zeppelin Attack Rules Summary


Phase 1 Actions: You may take as many of
the following actions as you are able to.
Launch a Zeppelin: Add 1 Zeppelin to your
Armada (face-up display) from your hand.
Play an Action card onto a Zeppelin or
Flagship: Attack, Defense or Operative,
1 Action card per Zeppelin/Flagship each
turnstays on Zeppelin/Flagship till
Discard and Draw Up phase.
Attack Card: Active player declares Attack
type (Cold, Psionic, Electric, or Explosive)
and targets Zeppelin/Flagship. If Flagship
is targeted, target player draws card. Target
player has opportunity to play Defense
card matching Attack type.
If Attack is Blocked by Defense: Enact
target Defense cards Defense effect,
followed by General effect. Attacker
enacts just General effect from Attack
card. If Defense card payload size exceeds
target Zeppelin Defense capacity, target
Zeppelin retreats.
If Attack is not Blocked: Target Zeppelin
retreats. Attacker takes top card from 1
Mercenary stack, places it under Flagship
card (Battle point). Attacker enacts Attack
card Attack effect, followed by General
effect.
Operative Card: Enact General text effect to
collect Fate cards.
Defense Card: If played on active players
turn, enact General effect.
ZEPPELIN ATTACK RULES SUMMARY 23

Phase 2 Buying Cards: You may spend Fate


cards to buy the top cards from Mercenary
decks, or your Experimental Zeppelin. Spent
Fate cards are discarded. Bought cards go to
the players hand. If Action card is bought,
you may purge 1 Action card from hand or
discard (Place under Flagship).
Phase 3 Discard and Draw Up: Remove all
played Action cards from Zeppelins/Flagship
to your discard pile. If any played Action cards
payload sizes exceeded Zeppelins capacities,
those Zeppelins retreat and go to your discard
pile. You may discard or keep unplayed cards
in your hand, but must discard down to at
most 5 cards. If you discard below 5, draw
your hand up to 5 cards. Play passes left at the
end of this phase.
Anytime: If you need to draw cards, and the
draw deck is exhausted, reshuffle the discard
pile and place face-down to become the draw
deck (Player deck and Fate deck). Fate card
text effects are enacted whenever the card is
acquired by a player.
Game End & Winning: When three Mercenary
decks are exhausted, play back to the Start
Player. Player with most Fate points in deck
gains bonus 3VP. Battle points are 1VP each.
Bought cards worth VP as indicated.
Good guys deserve adventure too.
Join them, and take flight with the
Race to Adventure! board game!

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