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Aerodome: Rising Horizons

Aerodome: Rising Horizons Rulebook

Table of Contents

Table of Contents

  • Components
    • Maneuver Tools
    • Shot Tool
    • Fighter Cards
      • Archetypes
      • Colors
    • Battle Cards
      • Rules of the Skies
    • Auxiliary Cards
      • Battle Card Auxiliary Bar
      • Types of Auxiliary Cards
    • Stadium Cards
    • Other Tokens
    • Buffs and Debuffs
    • Hand Building
      • Maneuver Hand
      • Auxiliary Deck
  • Gameplay
    • Standard Format
    • Game Setup
    • Initiative Phase
    • Action Phase
    • Action Examples
    • End Phase
    • Victory
  • General Tips
    • Overlapping Fighters
    • Touching Fighters
    • Play Area
    • Timing Windows
    • Successful Hits
    • Meaning of X, Y, and Z
    • Multiple Keywords
    • Initiative
    • Dx (Dice)
    • Flat and Point
    • Attacker and Defender
    • Dazing Out
  • Actions
    • Immelmann X Maneuver
    • Roll X Maneuver
    • Straight X Maneuver
    • Shot X Attack
    • Rotate X Maneuver
    • Turn X Maneuver
  • Alternative Formats
    • Free For All
    • Squadron
  • Constructed Hands
    • Ace Pilots
    • Futuria Pilots
    • Martaga Pilots
    • Star Lancer Pilots
  • Keywords
  • Quick Reference

Components

Aerodome includes: 1 Rulebook; 14 six-sided dice (d6); 1 six-sided die (d3); 16 Fighter cards; 20 Auxiliary cards; 180 Battle cards; 2 Damage Dials; 8 Fighter Markers (double-sided); 1 set of Maneuver tools; 1 Shot tool; 2 Buff tokens (Elusive double-sided with Nitro); 10 Debuff tokens (5 Frozen, 5 Burn with Dazed); 4 Auxiliary tokens; 1 Play Mat poster; 10 Charge tokens.

Maneuver Tools

Fighter maneuvers are performed using Maneuver tools represented by numbers 1-5. When performing an action that calls for a Maneuver, players look at the keyword to determine the type and speed of the maneuver. The speed number indicates the Maneuver tool used for this action.

Example: A Roll 2 maneuver has a speed of 2 and uses the Maneuver tool marked with a 2.

Shot Tool

The Shot tool represents the arc and distance an attack may have from an attacker when using the Shot action.

Fighter Cards

Fighter cards represent the player and their abilities in battle. Each fighter fits one of four unique Archetypes: Daredevil, Gearhead, Sharpshooter, or Speedster. An Archetype reflects a fighter's strengths and weaknesses in the Aerodome.

  1. Fighter name/call sign: The fighter's name and reference for their Signature Battle cards, as well as their unique call sign. (Note: future expansions may include duplicate fighters flying under a different call sign.)
  2. Archetype icon/color: The fighter's Archetype. (See Archetypes below.)
  3. Fighter ability: Each fighter has a unique ability that complements their Archetype and play style. This may include a mix of fighter-specific abilities and universal keywords.
  4. Fighter type and world: The fighter form [type] and the world the fighter is from. Some Battle cards may be limited to certain types or worlds.
  5. Maneuver bar: Icons that indicate card type and number of that card type that may be included in the fighter's Maneuver Hand, to a maximum of 9 cards. (See Hand Building below.) Example: This fighter's Maneuver Hand may include up to 3 Straight, 3 Turn, 1 Roll, 1 Rotate, and 3 Immelmann cards.

Archetypes

  • Sharpshooters are quick on the trigger and able to predict and aim with ease when firing. They have abilities that trigger or affect attacks.
  • Speedsters know how to utilize altitude and retool their engines to maximize their speed. They have abilities to increase their Initiative and perform faster maneuvers.
  • Gearheads bring a spare tool or two to help them in battle and aren't afraid to alter their fighters. They have abilities that improve their modifications.
  • Daredevils are willing to risk it all by putting their vehicle through rigorous maneuvers. But high risk has higher rewards! Their abilities may limit opponents or modify the Initiative phase.

Colors

Colors are a quick way to indicate a card's Archetype. If a player selects a fighter with the Daredevil Archetype, then they may only include Daredevil (red) and Basic (grey) cards in their hand.

Battle Cards

Battle cards represent a fighter's Initiative, as well as maneuvers and actions performed during a round.

  1. Battle card name: Each Battle card has a unique name. Players cannot include copies of cards with the same name in their Maneuver Hand. (See Hand Building below.)
  2. Battle card type: The main Maneuver action that defines the card type. This is used to determine if it can be added to a fighter's Maneuver Hand during hand building.
  3. Action bar: Actions available for the Active Battle card. There are two different types of Action tabs: Maneuver and Attack.
    • Maneuver actions are the main way in which fighters move about the Stadium. The number defines the speed and which Maneuver tool to use. Maneuver types are Straight, Turn, Rotate, Roll, and Immelmann.
    • Attack actions are the main way to interact with and deal damage to an enemy fighter. The main type of Attack action is a Shot.
  4. Initiative: The player's Initiative for the round. A Maneuver hand of 9 cards can have no repeating Initiative numbers.
  5. Abilities and keywords: Some cards have unique abilities that offer additional actions or status effects. Many cards will utilize keywords as a quick reference to an ability. (See Keywords below.)
  6. Card ID number / Maneuver Hand restrictions: Along the bottom of each card includes information for Maneuver Hand building (such as Archetype or specific Fighter restrictions) and a unique number given to the card for referencing that specific card.

Rules of the Skies

If text on a card ever contradicts the game rules, the card instructions should be considered correct.

Auxiliary Cards

Auxiliary cards are used to enhance fighters to perform stronger abilities and attacks. After a player has drawn an Auxiliary card, they must reveal it to their opponent. When used, an Auxiliary card will replace all keywords and effects from a player's Active Battle card. Players may have any amount of Auxiliary cards in their hand.

  1. Auxiliary card name: Each Auxiliary card has a unique name. Players typically cannot include copies of cards with the same name.
  2. Auxiliary card type: See the types of Auxiliary cards below and how they interact.
  3. Action bar: Similar to Battle cards, this area denotes the actions for the card.
  4. Auxiliary action icon: Some Auxiliary cards will have an Action icon. If a player wants to use this card, they must replace an Action icon on their active Battle card with the actions on this card.
  5. Ability text: Some cards have unique abilities that offer additional actions or status effects. Many cards will utilize keywords as a quick reference to an ability. (See Keywords below.)

Battle Card Auxiliary Bar

Some Battle cards include a bar at the bottom of the card. The keywords found in this bar apply to any Auxiliary cards a player may use during their turn.

Types of Auxiliary Cards

  • Armament Auxiliary are powerful weapons that provide more punch than a typical Attack action. This Auxiliary is assigned to your fighter and can be used as instructed at any time. Players can only have ONE ARMAMENT ATTACHED TO THEIR FIGHTER at a time. At the start of an Attack action, you may check range for the attack. If you are within range, you may spend an Ammo token to perform the attack of the Armament in place of your Attack action so long as it also is within range. If a second Armament card would be drawn they may choose to keep one and discard the other. An Armament is not discarded if there are no Ammo tokens assigned to it.
  • Skill Auxiliary are crazier maneuvers to give your fighter the maneuverability you need. They are typically added to your hand and used when instructed.
  • Instant Auxiliary are immediate effects to add to your fighter. Instant Auxiliary are discarded after use.
  • Mod Auxiliary are effects that enhance your fighter momentarily. They are typically added to your hand and used when instructed.

Stadium Cards

Stadium cards represent unique scenarios and arenas for players to challenge one another in. Each Stadium card includes information on how Auxiliary tokens are utilized and any additional information a player may need. Each game should be played on a selected Stadium.

  1. Stadium card name: Each Stadium card has a unique name. This name is also represented on the Stadium-specific Auxiliary cards players must include during Auxiliary deck construction.
  2. Stadium ability: Stadium abilities will detail when an Auxiliary token is placed as well as any other rules that may apply to the particular game, such as unique effects and abilities.
  3. Stadium layout: Each Stadium card has a unique way to utilize Auxiliary tokens. When the condition has been met, players should use the corresponding Maneuver tools to place the Auxiliary tokens as indicated.

The bottom of each card displays a unique number that is used for reference. Cards with the same name will still have unique IDs.

Other Tokens

Auxiliary tokens are placed during a match. A player acquires an Auxiliary token when their fighter or Maneuver tool overlaps a token. If this happens, the token is removed and the player may draw the top Auxiliary card from their Auxiliary deck.

Charge tokens are versatile tokens used to denote a number assigned to a card. They are primarily used for the keywords Charge and Ammo.

Fighter Markers are hexagonal Fighter Marker tokens. These tokens have a clearly marked Front point. A player may use any of the official Fighter Markers so long as it is clear which fighter belongs to which player. The Fighter Marker is referenced by its points or flat edges:

  1. Front point
  2. (Left or Right) Front flat
  3. (Left or Right) Front point
  4. (Left or Right) Side flat
  5. (Left or Right) Back point
  6. (Left or Right) Back flat
  7. Back point

Buffs and Debuffs

Buffs are represented with hexagonal tokens. Players can only have 1 Buff token at a time. If you would gain another, you can choose which to keep.

  • Elusive: During the Modify Attack Dice stage of an Attack action, you may spend this token to roll X dice where X is equal to the amount of successful results from the Attack action. For each 5+ block 1 damage.
  • Nitro: During your Activation phase, you may spend this token to replace a Shot action: Perform a Speed 3 Maneuver of your choice.

Debuffs are represented with a token and d6. When you are first assigned X of a token, assign 1 token of the specific debuff and a d6 displaying the given value to your fighter. If you already have at least one of that token, increase the number by adjusting the d6. A debuff may never exceed 6. You may have MULTIPLE TYPES of debuff tokens at a time.

  • Burn: At the end of your turn, roll a d6 for each Burn token assigned to your fighter. Suffer 1 damage for each 5+ result. If you would suffer any damage from a Burn token, remove all Burn tokens from your fighter.
  • Dazed: If a Battle card has a Dazed token assigned to it, do not return it to your hand during the End phase. Once a Battle card has 0 Dazed tokens, you may return it to your hand. (The Recover keyword removes Dazed tokens.)
  • Frozen: During the Compare stage, players modify their revealed Initiative value by subtracting the amount of Frozen tokens assigned to their fighter. If this would ever bring the fighter to Initiative 0, they may remove all Frozen tokens assigned to their fighter.

Hand Building

Maneuver Hand

Each Fighter card has a Maneuver Bar that indicates which Battle card Maneuvers that Fighter may include in their hand. Players can include any amount so long as it is equal to or lower than the amount on the Maneuver Bar and there are no repeating Initiative numbers.

Hand building rules:

  • Fighters MUST include nine cards total and each card must have a unique Initiative number covering 1 through 9.
  • Fighters can only use Basic Battle cards or Battle cards that share their Archetype, found on their Fighter card.
  • Fighters may only include 1 card of the same name.
  • Fighters may only include cards whose restrictions match their type (including pilot name, world, and fighter type name).

Auxiliary Deck

Players choose and play with three Auxiliary cards to form a deck following the Archetype and World restrictions similar to the Maneuver Hand.

A standard game includes a Stadium card. When playing with a Stadium card, players add their three selected Auxiliary cards to a preconstructed Auxiliary Stadium deck of Auxiliary cards.

Gameplay

Standard Format

The following rules detail Aerodome's standard 2-player format. A typical game will last 20 to 30 minutes.

If this is your first game, we suggest using one of the preconstructed decks found under Constructed Hands below. Rules on Maneuver Hand building can be found under Hand Building.

Game Setup

Defining a battlefield: For the best experience, players should define a space to play that is at least 14" by 24" and clear of any objects. However, any size area may be used.

Preparing the area: Place all dice, tokens, Maneuver tools, and the Shot tool to the side of the defined battlefield and within reach of both players. Players may use their own versions of any tools or tokens, or agree to share a communal pool, so long as they match the size of those found in official Aerodome product.

Stadium setup: Players select a Stadium card to play in. Players use the Stadium card to determine what Auxiliary Stadium deck they add their three selected Auxiliary cards to, and how the Auxiliary tokens are added to the game. Additional abilities for the players to follow may also be found on the Stadium card.

Player setup: Each player rolls a d6. The player with the higher result chooses to be the first or second player for the first game round. Starting with the first player, each player places their Fighter Marker token so that at least 1 edge or point is touching 1 of the edges of a short side of the Stadium. The second player then places their Fighter Marker token anywhere on the opposite side of the Stadium following the same rules. (Note: The starting position of a Fighter's Front point cannot be moved once it has been placed.)

Players set their Damage Dials to 15. Players shuffle their Auxiliary decks.

Players should reveal their Maneuver Hand to their opponent prior to a game to ensure fairness in building the Maneuver Hands.

The game is now ready to begin.

Initiative Phase

Every game includes a number of rounds which are broken up into three phases: Initiative phase, Action phase, and End phase. The game ends when only one player has any Hit Points remaining.

1. Selection stage: Players begin each round by secretly selecting a Battle card from their Maneuver Hand. This will be the Active Battle card for that player during their Action phase. Once all players have selected their card, they continue to the Reveal stage.

  1. Start of Selection stage.
  2. Each player secretly selects their Battle card and places the card face down.
  3. End of Selection stage.

2. Reveal stage: All players simultaneously reveal their selected Battle card.

  1. Start of Reveal stage.
  2. Players reveal their Battle cards simultaneously.
  3. End of the Reveal stage.

3. Compare stage: The player with the higher Initiative (after any modifications) has the Initiative for the remainder of this game round. If two players have revealed the same Initiative, the player who had Initiative the previous round may modify their Initiative first. At the end of the Compare stage, move on to the Action phase starting with the player with Initiative.

  1. Start of Compare stage.
  2. The player with the highest revealed Initiative modifies their Initiative.
  3. The player with the lowest revealed Initiative modifies their Initiative.

Sync: At the end of the Compare stage, if both players' Initiatives are the same they are considered to be in "Sync." Whenever this happens, players each roll a d6 to determine who will have Initiative for that round. The player who rolled the higher result may choose if they want to have the Initiative for the remainder of the round.

Example: Player A has chosen and revealed Lucky Split (with an Initiative value of 4) as their card for the round. Player B has chosen Deke Sneak (with an Initiative value of 7). Assuming no players have any usable modifications, Player B will claim Initiative for this round.

Action Phase

Starting with the player who has the Initiative, players take turns completing their Active Battle card.

Resolving a Battle card: When a player resolves a Battle card, they complete any number of the actions on the left side of the card in order from top to bottom. (Detailed examples for these action tabs can be found under Actions below.)

  • A Locked Action tab is an action marked with the Locked symbol. Players MUST perform that action before moving to the next action.
  • A Reactive Action tab is any Maneuver action with a black background. Players may perform that action up to the number as indicated (minimum 1).
  • An Auxiliary Action tab is any action with the Auxiliary symbol. If the action is successfully completed, the player may draw an Auxiliary card.
  • A Recover Action tab is any action with the Recover symbol. If this action is successfully completed, the player may recover 1 Debuff token.
  • A Dazed Action tab is any action with the Dazed symbol. If this action is attempted, the player assigns a Dazed token to the active Battle card.

Action phase steps:

  1. Start of a player's turn.
  2. Activate top most action. a. Active player resolves an action. b. Opponent may resolve an action if able.
  3. Repeat Action phase steps 2a and 2b until the Active player has completed all of their chosen actions on their action card in order. a. End of the Active player's turn.
  4. Restart from Action phase step 1 with the player with the next highest Initiative. When all players have completed their Active Battle card, move on to the End phase.

Maneuver action: When performing a Maneuver action, players need to determine the type and speed of the maneuver.

Attack action: When performing an Attack action, players need to determine the type and tool of the attack and the amount of dice for the attack.

Suffering damage: When a fighter takes damage, either from another fighter or an effect, they should adjust their damage dial by the appropriate amount counting down.

Resolving abilities: Some cards may include an additional keyword or ability on the Battle card. The keyword or text details how it affects a player's actions and/or when it applies.

After the player with the Initiative has completed all of the actions they wanted on their Active Battle card, play passes to the next player. After all players have completed their Active Battle card, players return their cards to their hands and begin a new game round until one of the End phase conditions has been met.

If at any point a player has taken damage equal to their Hit Points, play immediately moves to the End phase.

Auxiliary tokens: If a Maneuver action would cause a Fighter Marker or Maneuver tool to overlap an Auxiliary token, they may draw the top card from their Auxiliary deck. If an Auxiliary deck is ever out of cards, shuffle the discard pile into a new deck.

Action Examples

Maneuver example: Player A has played a Battle card with a Straight 1 action. This means the player MUST perform a Straight maneuver and, based on the number, should use the 1 Maneuver tool. (The following Reactive Roll 3 Maneuver action is not locked, so the player may choose to perform or skip the Maneuver.)

Attack example: Player A is performing the Shot 4 action, where 4 is the number of d6 they will roll for their attack. First, Player A uses their Shot tool by placing it against their fighter's Front point to check if the defender is within range. The tool overlaps Player B's fighter, so they are within range and Player A can make an attack roll. Every 5+ result is considered a hit and will deal 1 damage per to Player B. This roll had one 5 result so Player B will receive 1 damage on their dial.

End Phase

Players check to see if their fighter has taken damage equal to their Hit Points. If any have, the game is over. If not, a new round begins with the Initiative phase. Play continues in this way until one player's fighter reaches 0 Hit Points.

  1. Start of the End phase.
  2. Players check to see if fighters have taken damage equal to their Hit Points.
  3. If YES, the game is over. The player with Hit Points remaining wins! If NO, a new round starts with a new Initiative phase.

Victory

If a fighter receives damage equal to their Hit Points, the game ends and the player whose fighter still has Hit Points is the victor.

(Note: In Tournament play, if the game ends due to time and a fighter has not been reduced to 0 Hit Points, then the winner is the fighter with the most remaining Hit Points. If both fighters have equal Hit Points, players both select a random Battle card from their hand (Dazed cards are not in your hand); the player with the highest Initiative card revealed this way is the winner.)

General Tips

Overlapping Fighters

If any position of a Maneuver action would cause a fighter to overlap another fighter, the maneuver cannot be completed and is considered unsuccessful and the players does not continue to move their fighter for that action. Instead the player must follow the maneuver steps as described under Actions until they perform the Straight Maneuver. The player then selects a long enough Maneuver tool, places it along the left or right flat side of the Fighter Marker and moves the Fighter until it is touching the opposing Fighter Marker and ends their action.

If this happens during a Rotate or Roll maneuver, players do not move the fighter at all. The active player then suffers 1 Collision damage.

Example: In performing their Turn 3 maneuver, Player A would overlap Player B during step 2. Instead, to avoid this, they will still complete step 1, but during step 2 they will instead move their fighter along the side of a long enough Maneuver tool until they are touching the opposing fighter. Player A then suffers 1 Collision damage. They do not continue with step 3 of the Turn maneuver.

Touching Fighters

Any Attack actions from a fighter whose marker is touching another fighter gains the keyword INEFFICIENT.

Play Area

Play Area is the defined battlefield for a game. Any tabletop can work for a game, but we recommend a space of at least 14" x 24" or a standard card game play mat.

Timing Windows

If there are ever multiple actions that would resolve at the same time, the player whose turn it currently is decides which triggers first. When resolving actions, they must be done in the order listed on the Battle card.

Successful Hits

A roll is considered successful any time it has at least one result over a predetermined success value. Most abilities will detail what the success value is by listing a number that the player must roll equal to or higher than.

Some keywords or abilities alter the success value of a roll. Changes to the success value of the chosen attack or ability apply until the end of the round. See Keywords for keyword definitions.

Example: A player making an Attack action with three dice and Proficient will succeed on a 4+. An Attack action with at least one 4+ is considered successful so this result would be a success.

Meaning of X, Y, and Z

Some cards or abilities have an X, Y, or Z value. These values will be defined by means detailed on the card.

Multiple Keywords

If a player would activate abilities with the same name, they should add their values. Example: If a player activates an ability to gain Lucky 1 and plays a Battle card with Lucky 3, they will have Lucky 4 for the round.

Initiative

Your Initiative Value may never increase passed 9 or decrease below 0.

Dx (Dice)

A d3 and d6 are common dice types found during a game. These correlate to the amount of sides or faces a die has or the numbers the dice will roll up to. If you don't have a d3, you can roll a d6 following these results:

  • Result of 1-2: 1
  • Result of 3-4: 2
  • Result of 5-6: 3

Flat and Point

The Fighter Marker will be referenced by points or flat edges.

Attacker and Defender

  • Attacker: The fighter performing an action. They may select any fighter within range of the attack.
  • Defender: The attacker's opposing fighter (as chosen by the attacker) and the player who controls the defending fighter.

Dazing Out

If at any point a player has all nine of their Battle cards with at least 1 Dazed token on them they immediately lose the game.

Signature Card

Each fighter has an unique Signature card. These cards represent powerful effects and maneuvers that only that pilot can perform. A Signature card's restriction is tied to a fighter's name and any fighter who shares that name may use their Signature cards. (Example: A card for Theodosia Only can be used for any fighter with the name Theodosia.)

Side A/B

Some cards have a Side A and a Side B. Cards with sides must be on Side A at the start of the game. (Example: Archie and Ely are a double-sided pilot with a Side A for Archie and a Side B for Ely. Players should begin the game on Side A.)

Clear Pass

A Clear Pass is when a fighter's Maneuver tool overlaps another fighter and the fighter's maneuver is completed successfully without Fighter Marker tokens overlapping.

In Play Cards

Cards currently not in your hand, or discard pile or deck are considered in play. This primarily includes "Dazed" cards.

Taking Damage

When a fighter takes damage, either from another fighter or an effect, they should lower the damage on their dial accordingly. Once a fighter has taken damage equal to their Hit Points, they are immediately destroyed and the game ends.

Example: Player A's fighter starts with 15 Hit Points. Player B's fighter hits them for a damage value of 3 so they lower their dial to 12. Once the dial hits 0 the fighter is considered destroyed and the game ends.

Rerolling Dice

A single die may not be rerolled more than once for any given effect during an action.

Checking Range

A card ability or keyword that asks a player to check for range always implies that it is from that players Fighter marker.

Within Range

If a card requires being within Range X, check each point and flat edge with a Maneuver tool equal to X. If the tool overlaps the predetermined target, it is considered to be within range.

Leaving the Play Area

At the end of a player's turn, if any part of a player's Fighter's Marker token is outside the play area at the end of their Action phase, the player rolls a d6 for each point that is not within the play area. For each result of a 5+ the player suffers 1 damage.

Example: The above fighter has three points outside of the play area at the end of their turn. The player will then roll 3 d6 to determine if they suffer any damage.

Actions

The speed of a maneuver action matches the number of the Maneuver tool. Each action is broken up in steps that players are instructed to follow. Each of these examples show a "3" action.

Immelmann X Maneuver

  1. Place the X Maneuver tool against the ship's Front point.
  2. From the Front point, move the fighter to the opposite end of the Maneuver tool.
  3. Rotate the fighter 180 degrees so its Front point is inside the Maneuver tool.

Roll X Maneuver

  1. Choose the left or right Flat Side of the Fighter Marker.
  2. Place the X Maneuver tool so the edge is flush along the Flat Side of the Fighter Marker and move the fighter to the opposite end of the Maneuver tool.

Note: If a Roll would cause the fighter to overlap another fighter, the rolling fighter does not move and suffers 1 Collision damage.

Straight X Maneuver

  1. Place the X Maneuver tool against the ship's Front point.
  2. Move the fighter to the opposite end of the Maneuver tool so the Back point is inside the Maneuver tool.

Shot X Attack

  1. Place the Shot tool against the Front point of the Fighter Marker and make a Shot roll against any Fighter Marker within range. They are now considered the defender.
  2. A Shot roll uses Xd6, where X is equal to the value after the Shot icon.
  3. Modify Attack Dice stage: a. Offensive Modification: The attacking player may modify their attack dice, if able. b. Defensive Modification: The defending player may modify their opponent's attack dice, if able.
  4. Any result of a 5+ is considered successful. Deal 1 damage to the defending fighter for each successful hit. If a Shot action doesn't deal at least 1 damage, it is considered unsuccessful.

Rotate X Maneuver

  1. Mark your fighter with a Maneuver tool (point or flat edge).
  2. Rotate the fighter left or right X times. For each X you must rotate the fighter 30 degrees alternating between a Flat edge and a point in the same direction.

Note: If a Rotate would cause the fighter to overlap another fighter, the rotating fighter does not move and suffers 1 Collision damage.

Note: A Rotate maneuver may never trigger a Clear Pass.

Turn X Maneuver

  1. Rotate the fighter left or right once following the rules for Rotate.
  2. Move the fighter to the opposite end of the Front point based on the speed of the Turn action.
  3. Rotate the fighter once more in the same direction as step 1.

Alternative Formats

Free For All

This format focuses on adding up to 8 players to a free for all format.

Setup:

  • Players use two 14" x 24" mats placed side by side along the long edge.
  • Place one Auxiliary token in the center. When a player's Fighter Marker ends a Maneuver action within Range 1 of the Auxiliary token, that player draws an Auxiliary card.

Clarifications:

  • "Opponent" refers to the player stationed to your left.
  • When performing an Attack action, a player may target any amount of fighters they wish by allocating dice from their Attack action to each so long as the number of total dice doesn't exceed the Attack action's value.
  • Each fighter is assigned 5 Hit Points instead of 15.
  • When a player's fighter is destroyed, they may re-enter at the start of the next game round. The player places their Fighter Marker so it is touching the edge of the play area and is not within Range 5 of an enemy fighter.
  • Players determine a length of time for the game to last. We recommend 40 minutes for a three player match plus 5 minutes per additional player.

Victory: Each player receives 1 Victory Point each time they destroy an enemy fighter. At the end of the predetermined time, the player with the most Victory Points is the victor.

Squadron

This format uses a team of four fighters taking on an opposing team of four fighters. It is played using the Standard Format with the following rule changes:

Setup:

  • Players use two 14" x 24" mats placed side by side along the long edge.
  • Players must use one fighter for each of the main Archetypes (Sharpshooter, Speedster, Daredevil, and Gearhead). Each Squadron also selects 10 Auxiliary cards to use within the Squadron.
  • Place one Auxiliary token in the center. When a player's Fighter Marker ends a Maneuver action within Range 1 of the Auxiliary token, that player draws an Auxiliary card.

Changes during the Initiative Phase:

  • ADD: Selection stage - C - Each team decides the order in which they want to activate their fighters by placing the Battle cards so that the first player's card is on the left and the last player's card is on the right.
  • CHANGE: Reveal stage - B - Players reveal the leftmost Battle card to determine who will act first and continue with the leftmost once they are completed.
  • CHANGE: 4. Restart from Action phase 1 - With the player with the next highest Initiative. When all players have completed their Active Battle cards move on to the End phase.

Clarifications:

  • "Opponent" refers to the player you are paired against during the Reveal stage for the remainder of that round.
  • When performing an Attack action, a player may target any amount of fighters they wish by allocating dice from their Attack action to each so long as the number doesn't exceed the Attack action's value.
  • Each fighter is assigned 5 Hit Points instead of 15.
  • When a player's fighter is destroyed, they may re-enter at the start of the next game round. The player places their Fighter Marker so it is touching the edge of the play area and is not within Range 5 of an enemy fighter.

Victory: A Squadron receives 1 Victory Point each time they destroy an enemy fighter. The first Squadron to reach 10 Victory Points is the victor.

Constructed Hands

The rulebook prints a preconstructed Maneuver Hand for each pilot, listed by Initiative number, with each card's ID number. The asterisks (*) are printed as they appear in the source; the rulebook does not define them in this section.

Ace Pilots

InitiativeSophia Saleh "Blackbird"Archie / Ely Anderson "Devil Duo"Sven Bergman "Hunter"Theodosia Costello "Dragonslayer"
1Helpful Straight - RH1005Turret Burst - RH1105Peregrine Dive - RH1155*Be The Leaf - RH1073*
2Rend Roll - RH1019Gear Rotate - RH1107Ace Straight - RH1012Lucky Straight - RH1014
3Pick'n Choose - RH1133Twin Straights - RH1112*Ace Turn - RH1021Ace Roll - RH1020
4Sharp Immelmann - RH1138Risky Arming - RH1116Plink Bank - RH1164Heave Ho - RH1083
5Burn Turn - RH1034

Futuria Pilots

InitiativeAlice Drummond "Hellsister"Hilda McMahon "Viking"Havoc Moua "Hunter"Dane X "Diesel Dane"
1Proficient Turn - RH1007Recover Straight - RH1009Elusive Immelmann - RH1003Hard Rock - RH1004
2Futuria Immelmann - RH1035Futuria Straight - RH1052Futuria Straight - RH1027Lucky Split - RH1028
3Smoke on the Water - RH1047Turnstyle - RH1109Roll The Dice - RH1039Route D6 - RH1046
4Sharp Straight - RH1132Gear Rotate - RH1110Futuria Immelmann - RH1070Futuria Rotate - RH1061
5Piercing Gaze - RH1134

Martaga Pilots

InitiativeElena ZaneJax FernandezFare CollinsLance Hamill
1Sharp Roll - RH11311up - RH1001*Speed Straight - RH1156Easy Does It - RH1074
2ELO Hell - RH1013Gearturn - RH1108Boost Roll - RH1157Nitro Rotate - RH1015
3Martaga Roll - RH1024Power Spike - RH1026Nitrous Turn - RH1161Risky Immelmann - RH1079
4Smash - RH1031Supercharger - RH1117NOS Straight - RH1029Dare Roll - RH1080
5Straightshot - RH1143Gear Roll - RH1119

Star Lancer Pilots

InitiativeB3-47L "Sun King"Van Vertigo "Countess"Ash Buchanan "Star Phoenix"Dario Stardancer "Fox-tron"
1Venus and Mars - RH1011Sturdy Straight - RH1104Halley's Comet - RH1154*Recover Rotate - RH1008
2Recover Straight - RH1018Burnout Blasters - RH1106Need for Speed - RH1158Roll Even - RH1076
3Steady Fire - RH1135Lucky Straight - RH1023Orion's Belt - RH1025Dare Turn - RH1078
4Straight as an Arrow - RH1140Orion's Sword - RH1030Speed Immelmann - RH1165Holy Diver - RH1084
5Max Hammer - RH1141*

Note: card ID RH1129 appears twice in the printed Star Lancer hands (Gear Immelmann for Van Vertigo and Best Use for Van Vertigo's Initiative 9); both are reproduced as printed.

Keywords

  • AMMO X: After this card is attached to a fighter, place X Charge tokens on this card.
  • BOOST X: Increase the number for any 1 Maneuver action listed on this card by X. (Maneuvers cannot go over 5.)
  • BURST X: Increase the number of each Attack action on this card by X.
  • CHARGE: This card can receive Charge tokens. This card cannot have more than 3 Charge tokens at once.
  • DAZED X: At the end of your Action phase - Assign X Dazed tokens to your Active Battle card.
  • DISORIENT: If an Attack action from this card is successful - Assign 1 Dazed token to the defender's Active Battle card.
  • FREEZE X: If an Attack action from this card is successful - Assign X Frozen tokens to the defender.
  • INEFFICIENT*: Attack actions on this card that use a d6 succeed on a 6+.
  • LUCKY X: During an Attack action - When you are making an Attack action, you may re-roll 2 dice.
  • PIERCE: If an Attack action on this card is successful - Deal 1 additional damage to the defender.
  • PROFICIENT*: Attack actions on this card succeed on a 4+.
  • PSYCH X: At the beginning of the Compare stage - If your opponent has revealed X Initiative, this card counts as the same Initiative as your opponent's revealed card's value.

*Equivalent Exchange: Keywords Proficient and Inefficient cancel one another out.

Quick Reference

Initiative phase

  1. Selection stage:
    1. Start of Selection stage.
    2. Each player secretly selects their Battle card and places the card face down.
    3. End of Selection stage.
  2. Reveal stage:
    1. Start of Reveal stage.
    2. Players reveal their Battle cards simultaneously.
    3. End of the Reveal stage.
  3. Compare stage:
    1. Start of Compare stage.
    2. The player with the highest revealed Initiative modifies their Initiative.
    3. The player with the lowest revealed Initiative modifies their Initiative.

If two players have revealed the same Initiative, players roll a d6 to determine the order in which they modify their Initiatives.

Sync: At the end of the Compare stage, if both players' Initiatives are the same they are considered to be in "Sync." Whenever this happens, players each roll a d6 to determine who will have Initiative for that round. The player who rolled the higher result may choose if they want to have the Initiative for the remainder of the round.

Action phase

  1. Start of a player's turn.
  2. Activate top most action. a. Active player resolves an action. b. Opponent may resolve an action if able.
  3. Repeat Action phase steps 2a and 2b until the Active player has completed all of their chosen actions on their action card in order. a. End of the Active player's turn.
  4. Restart from Action phase step 1 with the player with the next highest Initiative. When all players have completed their Active Battle card, move on to the End phase.

End phase

  1. Start of the End phase.
  2. Players check to see if fighters have taken damage equal to their Hit Points.
  3. If YES, the game is over. The player with Hit Points remaining wins! If NO, a new round starts with a new Initiative phase.
Signature Card
  • Side A/B
  • Clear Pass
  • In Play Cards
  • Taking Damage
  • Rerolling Dice
  • Checking Range
  • Within Range
  • Leaving the Play Area
  • Proficient Turn - RH1037
    Ace Immelmann - RH1033
    Dare Turn - RH1087
    6Vulture Faint - RH1049Ace Rotate - RH1041Rend Roll - RH1045Evasive Activations - RH1090
    7Blackbird Strikes - RH1147*Harrier Carrier - RH1053Need for Speed - RH1175Proficient Turn - RH1055
    8Ace Straight - RH1059Gear Straight - RH1128Proficient Turn - RH1064Strigidae Straight - RH1099
    9Songbird's Song - RH1072Aux Turn - RH1069Swooping Hawk - RH1180Roll Troll - RH1103
    Falling Hell - RH1114*
    Nos Boss Turn - RH1159
    Dare Straight - RH1075
    6Burning Graze - RH1136Turntable Scratch - RH1122Ebb and Flow - RH1160Burn Roll - RH1077
    7Firefall - RH1148Hard Aux - RH1123Immense Speed - RH1171Turning Torture - RH1089
    8Hell's Bells - RH1149*Gear Roll - RH1127Mother Swan Dive - RH1174Deke Sneak - RH1093
    9Practice Makes Perfect - RH1151Blanks Got You Down - RH1130Speed Rotate - RH1176Burning Fate - RH1100
    Martaga Turn - RH1036
    Give Me Fuel - RH1088
    6Sharp Straight - RH1146Aux Turn - RH1042Frozen Pass - RH1170Xerging Rush - RH1050
    7Roll to Avoid - RH1056Lucky Straight - RH1054Fare Play - RH1172*Rolling Nitro Dare - RH1094
    8Martaga Immelmann - RH10628-Track Loop - RH1125Reposition - RH1065Blasted - RH1095*
    9Ol' Twirly Bird - RH1150*Sidescroller - RH1071Rolling Nitro Speed - RH1179Dare Immelmann - RH1101
    Orion - RH1120
    Orion - RH1168
    Dare Straight - RH1086
    6Lickity Split - RH1144Now You See Me - RH1044Cassiopeia - RH1169Fly and Burn - RH1091*
    7Turret Twist - RH1058Bebop - RH1124Star Lancer Straight - RH1057Elusive Immelmann - RH1051
    8Turret Turn - RH1067Gear Immelmann - RH1129Twisted Fate - RH1177Eluding Maneuvers - RH1096
    9Andromeda - RH1068Best Use - RH1129Falling Twist - RH1178Daring Twist - RH1102
  • RECOVER X: At the beginning of your Action phase - Remove X Debuff tokens assigned to your Fighter or Battle cards.
  • REND: If this Attack action is successful - Discard 1 Auxiliary card from the defender (from their hand or attached to their fighter) or 1 Buff token from the defender.
  • SCORCH X: If an Attack action from this card is successful - Assign X Burn tokens to the defender.
  • SPLIT-SECOND: During the Compare stage - You may increase the Initiative value on this card by 1d3.
  • STRAIGHTSHOT: You must make any Attack actions from this card using the 5 speed Maneuver tool in the front point to check for range.
  • STURDY: While this Battle card is your Active Battle card - Receive 1 less damage from Attack actions (Minimum 1).
  • TURRET X: Attacks from this Attack action may use any point listed after the keyword. If no points are listed, choose any point.