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Airport Rush

Airport Rush Rulebook

Table of Contents

Table of Contents

  • Components
  • Set Up
  • Card Overview
  • Gameplay
  • Action 1: Take Dice
  • Action 2: Play a Card
    • 2a) Play a Plane Card
    • 2b) Play an Action Card
  • Action 3: Take Off a Plane (optional)
  • Action 4: Take a Card
  • Event Cards
  • End of the Game
  • Final Score

Components

  • 1 linen bag
  • 60 dice: 20 yellow, 20 blue and 20 red
  • 1 game board
  • 4 reference cards
  • 4 player boards (Airport)
  • 48 action cards
  • 6 event cards
  • 70 plane cards
  • 20 objective cards

Set Up

  1. Place the Game Board in the center of the table.
  2. Give each player a Player Board (Airport).
  3. Set aside 20 plane Cards marked with the "S" symbol on the right side. Each player receives 4 of these cards and they randomly place them in their respective Airports: 3 cards on the Departure spaces and 1 on the Waiting Point.
  4. Shuffle the plane Cards according to the number of players:
    • In 2-player games, use the 34 unmarked cards and the cards marked with "S" remaining from step 3.
    • In 3-player games, use the 34 unmarked cards, the cards marked with "S" remaining from step 3, plus 10 cards marked with the number 3.
    • In 4-player games, use all 54 cards (including cards marked with numbers 3 and 4).
  5. Shuffle the event Cards and set aside 4 cards for this game. Return the remaining cards to the game box.
  6. Divide the plane Card deck into 3 roughly equal decks. Place 1 event Card on top of any two decks. Stack up these two decks, that received an Event Card, and place the third deck on top.
  7. Turn 3 plane Cards face up next to the Game Board to create the plane Supply.
  8. Shuffle the action Cards and divide into 3 roughly equal decks. Place 1 event Card on top of any two decks. Stack up these two decks, and place the third deck on top.
  9. Turn 3 action Cards face up next to the Game Board to create the action Card Supply.
  10. Randomly give each player 2 plane Cards and 2 action Cards from their respective decks. These cards will be the player's starting hand. These cards must be hidden from other players.
  11. Give each player 4 objective Cards. Simultaneously, each player must choose 2 to keep and 2 to discard. The chosen cards must be kept hidden from other players. The discarded and remaining cards can be returned to the game box, they will not be used in this game.
  12. Place all 60 dice in the Bag. Fill the load spaces of the Game Board, taking 3 random dice from the Bag, for each space.

Card Overview

  • Plane card: the number in the top corner is the exact value that the sum of all dice on this card must have in order for the plane to take off. This is also the number of victory points this plane will provide when it takes off. The card shows its Country (flag) and its Airline. The symbols on the card show the dice requirements: a die icon with a 2 means "any 1 die of value 2", and a yellow die icon means "1 yellow die of any value".
  • Objective card: the number at the top is the victory points gained for accomplishing the goal on this card. The card shows the countries required (for example, to take off 1 plane from the United States, 1 plane from France and 1 plane from the UK). Additional victory points are shown below: in the example, +2 extra victory points for each of these planes belonging to a blue airline, earning 6 extra points in total.
  • Action card: shows an action icon, a title, and a description of its effect.
  • Event card: shows an action icon, a title, and a description of its effect.

Airport (player board): the Airport has Departure Areas (3 spaces, where planes take off from), a Waiting Point, and 4 free spaces for dice. The Dice Supply is shown beside the Airport.

Icons:

  • Plane
  • Die
  • Airport (player board)
  • Waiting Point

Gameplay

Airport Rush is played over several rounds, starting with the first player, each player taking their turn in clockwise order. The game goes on until one of the players manages to take off their seventh plane. In that moment, the players keep playing, ensuring that everyone has the same number of turns.

On their turn, each player takes 3 mandatory actions and 1 optional action. The actions must follow the order below:

  • Action 1: take dice (mandatory)
  • Action 2: play a card (mandatory)
  • Action 3: take off a plane (optional)
  • Action 4: take a card (mandatory)

Each player starts the game with 4 cards in their hand and you must always end your turn with the same amount, taking cards until you complete your hand of cards.

Action 1: Take Dice

The game board is divided into 6 areas with 3 dice in each of them. The player will choose one of these 6 spaces in order to take dice to fill spaces in their planes. Then, among available dice in this space, the player will have 2 possible options:

  • Take all dice of the same color;
  • Take one die of each color.

If you choose the first option, the player can take 1, 2 or 3 dice from the chosen space, as long as those dice are the same color. Then the player puts those dice in your Airport and/or planes. If you choose the second option, the player can take 1, 2 or 3 dice from the chosen space, as long as those dice have different colors. Then the player puts those dice in your Airport and/or planes.

IMPORTANT: don't replenish the dice at this time, this will be done at the end of the player's turn.

The dice must be placed directly on the planes, as long as they meet the requirements of that plane, or in one of the 4 free spaces at your Airport. The player can freely change the position of the dice inside the plane, as long as the player is following this rule (for example: a red 3 die can be used either to meet the red die requirement or to meet a number 3 requirement).

At any time, the player can move their dice from the Airport to one of their planes in the Departure area. However, it is not allowed to move a die from a plane to the Airport area, or between planes.

If all Airport spaces are already occupied and the player can't place the dice anywhere, he can discard the dice in this turn or exchange up to three of these dice with dice in the Airport, discarding any remaining dice.

Action 2: Play a Card

The player must play one of the cards in their hand. In this step, the player will have 2 options:

  • Play a plane Card;
  • Play an action Card.

2a) Play a Plane Card

Plane cards must be placed at the player's Airport. If the Airport has an empty Departure area, the plane must be placed directly in this space. If you don't have an empty Departure area, the plane must be placed at the Waiting Point.

The Waiting Point: the Waiting Point is the location of the player's board where the planes are still waiting for a space in the Departure area. When the cards are placed in this space, they must remain in order: the oldest card must always stay on top of the deck. In other words, every time the player needs to place a new card in the Waiting Point, this card must be inserted under the others. At any time, the player can check their cards at the Waiting Point, but without changing the order of planes there.

2b) Play an Action Card

In general, action Cards help players to get more dice, swap planes, change dice values, among other possibilities, that allow planes to take off more quickly.

When playing an action Card, the player must apply, if possible, its effect immediately, and then discard the card. If the player doesn't want to apply or can't apply the effect of an action Card, the player can simply discard it.

Some action Cards may change the rules. Whenever this happens, the text of the card must be followed.

Action 3: Take Off a Plane (optional)

After playing their card, the player must check if they can take off a plane. In case all requirements have been met, then the player can take off that plane, if they want.

If more than one plane has met the requirements, the player will be able to choose which plane will take off (after all, the airport runway will be busy and it is only possible to take off one plane per turn).

When taking off a plane, return the dice on this plane to the Bag and remove the card from your Departure area, placing it next to your Player Board, face down.

The amount of cards from planes which took off is open information and it must be accessible for other players.

After a plane takes off, place the first plane from your Waiting Point in the empty Departure area. If more than one plane takes off on the same turn, repeat this step until all Departure areas are occupied. If there are no planes remaining at the Waiting Point, skip this step.

IMPORTANT: The CONTROL action card allows the player to take off a second plane in the same turn. This is the only way to take off more than one plane in the same turn.

Action 4: Take a Card

The player must refill their hand of cards up to a limit of 4 cards. The player can choose to take any card, either from the Supply or from the top of the deck, either a plane card or an action card, regardless of the card played this turn.

After the player takes their card, a new card from the same stack must be opened in the corresponding Supply, so there will always be 3 cards face up available. Then, new dice must be taken from the Bag to replenish all spaces on the Game Board, for the current player's turn.

Whenever taking dice from the Bag, take one by one, roll each die and fill the empty spaces, randomly.

Event Cards

When replacing a new card at the end of their turn, the player may reveal an event Card. These cards show situations that affect all players simultaneously. If an event Card is revealed, apply this card's effect and take a new card to replenish the Supply of that type. If a player chooses to draw a face down card from the deck and it's an event Card, then this card must be revealed and its effect applied immediately. Then the player must buy a new card to replace their hand.

IMPORTANT: event cards don't accumulate. In other words, if a new event Card appears right after applying the effect of a previous event Card, ignore the new card, discard it and draw another one.

Whenever a STORM card is revealed by a player, the card must remain face up on the table until that player's next turn arrives. This card will only be discarded at the end of the new turn of that player (i.e. when the player takes a new card).

At the end of the 4 actions, it will be the next player's turn, in clockwise order. The player then repeats these same 4 actions.

End of the Game

When one of the players has taken off 7 planes, this is the endgame trigger. If this player was the last player, then all players play one last round. Otherwise, players who still have not played this round take their turns and then everyone plays one last round.

After this final round, all players will be able to take off their remaining planes that have met the requirements. In other words, there will be a last phase of simultaneous take-off for everyone to take off their planes that have met the requirements. Therefore, multiple players can have 7 or more planes able to take off.

Final Score

Each player adds points according to the total cargo of the planes that took off during the game. In addition, the players reveal their individual objectives and add points if they meet their requirements.

Some of the objectives may contain conditions for extra points, if the player also meets these requirements. In this case, the evaluation of the lower part of the card only happens if the upper score requirements were met. For each objective Card, the player must have unique planes taking off that comply with those conditions. In other words, the same plane can't be used twice on two objective Cards.

Finally, each player loses points for cards and dice that are left over at their Airport. The player loses 2 points for each plane Card, either at the Departure area or at the Waiting Point, and for each die at the Airport or on the cards.

The player with the most points wins the game. In case of a tie, the player who has taken off the most planes is the winner. If the tie persists, the tied players share the victory.

Example: the player has accomplished the upper part of the objective by having a plane from each requested country. In addition, they accomplished 2 of the bonus objectives, having a plane from two companies among those 3 planes. Then the player has scored 11 points with this objective card. Additionally, the player also took off 4 other planes and adds the points on these planes. The player's point total was 98 points.

  • The player who most recently was at an airport is the first player and starts the game. Give to this player the reference card with the number 1.