oddball Aeronauts 2: Double the Trouble
oddball Aeronauts 2: Double the Trouble Rulebook
Table of Contents
Table of Contents
Overview
oddball Aeronauts: Pirates vs. the Pendragon is the base set in the oddball Aeronauts series.
This set that you have in your hands is a supplement to the base game, but if you download the full rules you can play the game with only decks in this set. You can find the rules where you found these ones!
A summary of the steps in a round and the effects applied by the winner of the round can be found at the end of this rulebook.
3+ Player oddball Aeronauts
oddball Aeronauts is primarily a 2 player game. However, you can use the following rules to play games with 3 or 4 players.
We have provided rules for 2 multi-player games - Dog Fight! and Brace the Mainsail.
Dog Fight can be played with 3 or 4 players and games can be a bit . . . chaotic (but fun!)
Whereas Brace the Mainsail is a game for exactly 4 players - 2 teams of 2 - that is more tactical but also plenty fun.
In both games, each player takes a faction deck that includes Mercenaries and adds in 1 Event card only. Players swap decks, shuffle the decks and then return them to their original owners.
Dog Fight!
In Dog Fight! each player is out for themselves in a dirigible duel against 3 or more opponents.
Rounds of Dog Fight are played as follows -
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The Lead player chooses a Target player. The Lead must choose a player who wasn't the Target last round.
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The remaining players - those that aren't the Lead or Target - are known as Free players.
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The Lead announces the Skill he will use - Sailing, Guns or Boarding - and then all other players announce the Skill they will use (all players can use different Skills).
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All players reveal simultaneously the number of cards they will use in the round in the usual manner - the Lead counts 1, 2, 3 and on 3 all players show 1, 2 or 3 fingers.
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The Lead and Target then apply steps 4 and 5 of a round normally as if they were the only 2 playing (but the Lead must remember his Skill Total and Skill used).
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The Lead then faces each Free player in turn and they apply step 4 of a round normally. However, the following applies at Step 5 -
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If the Free player lost, then he Discards 1 card if the Lead used Boarding and 2 cards if the Lead used Guns.
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If the Free player lost, the Lead does not Recover any cards even if he used Boarding or Sailing.
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If the Free player won, then he Recovers 2 cards no matter what Skill he used and the Lead does not Discard any cards no matter what Skill the Free player used.
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If any player beat the Lead, then that player will be Lead next round. If 2 or 3 players beat the Lead, then the current Lead decides which player will be Lead next round.
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When one player runs out of cards then the winner is the player with the most cards remaining. If there's a draw then the game is continued with the remaining players until a winner is determined.
Events - Event Cards are only checked for when the Lead and Target players have been determined. If other players have Event Cards in their Top 3 cards, these are Discarded.
If both the Lead and Target players have an Event Card in their Top 3 cards, they're both Discarded.
If an Event calls for players to compare a Skill then only the Lead and Target do the comparison.
Any time the effect of an Event is applied to the Target player it's also applied to the Free players. If an Event effect affects the Lead player then it doesn't affect the Free players.
Tricks - With the following exceptions, Tricks are applied normally.
If a Free player uses a Trick that would cause the Lead to Discard extra cards, then the Free player Recovers extra cards instead.
If a player uses a Trick with a Next Round effect that applies to the opponent, then -
- If the player is the current Lead, the effect applies to all the other players next round.
- If the player is the Target, the effect applies to the Lead only next round.
- If the player is a Free player, the effect is ignored.
Brace the Mainsail
In Brace the Mainsail, 4 players split into 2 teams of 2 players each. Each player leads their own dirigible but co-ordinates with their partner against the opposition team.
Rounds of Brace the Mainsail are played as follows -
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The team without the Lead player selects a player to face the Lead player (this is then the Target player).
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The Lead player and Target player play a round of oddball Aeronauts as normal up until the end of Step 4.
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At this point, the remaining 2 players decide whether to play 0, 1, 2 or 3 cards each. This is declared simultaneously by showing 0, 1, 2 or 3 fingers on the count of 3.
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The Skill Bonuses of these extra cards are added to each team's current Skill Total and this new Total determines the Winner & Loser of the round (the Skill Bonuses must be for the same Skill as the player's partner chose).
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The Win Effect is applied to all players - i.e. if the Effect is Boarding then both players on the winning team Recover 1 card and both players on the losing team Discard 1 card.
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The winning team selects either player to be the Lead player and a new round begins from 1. above.
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When a player runs out of cards, then his team has lost and the opposing team wins the game.
Events - Event Cards are only checked for when the Lead and Target players have been determined. If other players have Event Cards in their Top 3 cards, these are Discarded.
If both the Lead and Target players have an Event Card in their Top 3 cards, they're both Discarded.
If an Event calls for players to compare a Skill then only the Lead and Target do the comparison.
Any time the effect of an Event is applied to the Target player, it's also applied to his partner. Any time the effect of an Event is applied to the Lead player it's also applied to his partner.
Tricks - Only the Lead and Target players can use Tricks and these only ever apply to the Lead or Target player. Tricks that affect the Next Round will affect the Lead or Target player in the next round.
New Tricks
Tricks have been listed by faction and then the name of the card that the Trick appears on.
Some Tricks reference a * symbol. If this is on a card, it appears at the top of the Trick box.
(NB. The * symbol is being changed to a cog in the production version of the game.)
Free Kingdoms Tricks
- LGT CREW 01 -
TRICK: Win with Guns then choose the Win Effect
When to Use: At Step 5 of a round
Conditions: You won the round using Guns
Effect: You can choose any of the Win Effects to be applied - i.e. you could Recover 2 cards instead of your opponent Discarding 2 cards.
- LGT CREW 02 -
TRICK: Demote up to the 6th card position
When to Use: Right at the beginning of Step 2 before the Lead announces his Skill
Conditions: None
Effect: You take your Top Card and place it so that it becomes either your 2nd, 3rd, 4th, 5th or 6th card from the top of the deck.
- LGT CREW 03 -
TRICK: Win with Guns then your opponent Discards +1 card
When to Use: At Step 5 of a round
Conditions: You won the round using Guns
Effect: The Win Effect is Loser Discards 3 cards and not 2.
- CREW 4 -
TRICK: +2 to Sailing but Next Round -1 to Sailing, Guns and Boarding
When to Use: At Step 4 of a round
Conditions: You used Sailing
Effect: You add 2 to your Skill Level this round, but next round the Skill Level of your Sailing, Guns and Boarding is reduced by 1.
- CREW 5 -
TRICK: Add +4 Counter to Sailing if your opponent uses Guns or Boarding
When to Use: At the end of Step 4
Conditions: You lost the round using Sailing and your opponent used either Guns or Boarding.
Effect: You increase your Result by 4 and if your total is now higher than your opponent's then both players apply the Win Effect for their chosen skill. i.e. -
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If your opponent chose Guns you must Discard 2 cards. If he chose Boarding you Discard 1 card and he Recovers 1 card, and then..
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You Recover 2 cards (as you chose Sailing this round).
- CREW 6 -
TRICK: If a Support card has the * symbol, then you can support Boarding with Sailing, Guns or Boarding
When to Use: At Step 4 of a round
Conditions: You must have played 2 or 3 cards and either your 2nd or 3rd card must have the * symbol on it. Plus you must have used Boarding this round.
Effect: For your 2nd and 3rd cards you can choose to use either your Boarding or Guns Skill Bonuses. e.g. you could use the Guns Skill Bonus from your 2nd card and the Boarding Skill Bonus from your 3rd card, or the other way around, or use the Guns Skill Bonus from both cards, or use the Boarding Skill Bonus from both cards.
- CAPTAIN -
TRICK: Choose the win effect
When to Use: At Step 5 of a round
Conditions: None (note this Trick can be used if you win or lose the round)
Effect: You choose one of the three Win Effects and this is then applied.
- FIGUREHEAD -
TRICK: Protect 1 card
When to Use: At Step 5 of a round
Conditions: None
Effect: When you Discard your Played cards, you keep either your 2nd or 3rd card on top of your deck - this card becomes your Top Card next round. If you lost the round and must Discard extra cards, you don't Discard this 'Protected' card but Discard the next card or 2 below it in your deck.
- WERE MAIDEN -
TRICK: If you can use Magic then +3 to Sailing, Guns and Boarding
When to Use: At Step 4 of a round
Conditions: Your opponent's Top Card has not got a Shadow Emblem on it.
Effect: You increase your Sailing, Guns and Boarding Skill Levels by 3.
- LGT OFFICER 1 - - OFFICER 4 -
TRICK: Next Round your opponent is the Lead player
When to Use: Right at the beginning of the next round
Conditions: None
Effect: You can choose for your opponent to be the Lead.
- LGT OFFICER 2 - - LGT OFFICER 3 -
TRICK: If you're the Lead player then Rig this and your 2nd card
When to Use: Right at the beginning of Step 2 before the Lead announces his Skill
Conditions: You must be the Lead.
Effect: You take your Top Card and swap it with your 2nd card - your 2nd card then becomes your Top Card.
- OFFICER 5 - - OFFICER 6 -
TRICK: Next Round Rig cards 2 to 4
When to Use: At the beginning of Step 2 of the next round before the Lead announces his Skill
Conditions: None
Effect: You can arrange your 2nd, 3rd and 4th cards into the order of your choosing.
- GUN KNIGHT BOTS -
TRICK: Next Round Promote 1 card from the top 5 of your deck
When to Use: Right at the beginning of Step 2 before the Lead announces his Skill
Conditions: None
Effect: You take either your 2nd, 3rd, 4th or 5th card and bring it to the top of the deck - it becomes your Top Card.
- TROLL MORD -
TRICK: Next Round Promote 1 card from the top 7 of your deck
When to Use: Right at the beginning of Step 2 before the Lead announces his Skill
Conditions: None
Effect: You take either your 2nd, 3rd, 4th, 5th, 6th, or 7th card and bring it to the top of the deck - it becomes your Top Card.
Mechinauts Tricks
- GUN BUGS -
TRICK: If you're the Lead player then +6 Guns
When to Use: At Step 4 of a round
Conditions: You are the Lead and chose Guns.
Effect: You increase your Guns Skill Level by 6.
- BOARDING CREW -
TRICK: If a Support card has the * symbol, then you can support Boarding with Sailing, Guns or Boarding
When to Use: At Step 4 of a round
Conditions: You must have played 2 or 3 cards and either your 2nd or 3rd card must have the * symbol on it. Plus you must have used Boarding.
Effect: For your 2nd and 3rd cards, you can choose to use either your Sailing, Boarding or Guns Skill Bonuses (see Free Kingdoms 'Support' Trick for examples).
- GUNS CREW -
TRICK: Win with Boarding, then Next Round your opponent must play the same number of cards as you
When to Use: At Step 3 of the next round
Conditions: You win the round using Boarding.
Effect: You announce out loud how many cards you are going to play - 1, 2 or 3 - and your opponent must play the same number.
- BOILER GOLEM -
TRICK: +2 Guns if your opponent plays 1 or 2 cards
When to Use: At Step 4 of a round
Conditions: You used Guns and your opponent played either 1 or 2 cards.
Effect: You increase your Guns Skill Level by 2.
- DECK CREW -
TRICK: Win with Boarding then Recover +1 card
When to Use: At Step 5 of a round
Conditions: You won the round using Boarding.
Effect: The Win Effect becomes - Loser Discards 1 cards and Winner Recovers 2.
- CAPTAIN -
TRICK: Choose the win effect
When to Use: At Step 5 of a round
Conditions: None (note this Trick can be used if you win or lose the round)
Effect: You choose one of the three Win Effects and this is then applied.
- FIGUREHEAD -
TRICK: Protect 1 card
When to Use: At Step 5 of a round
Conditions: None
Effect: When you Discard your Played cards, you keep either your 2nd or 3rd card on top of your deck - this card becomes your Top Card next round. If you lost the round and must Discard extra cards, you don't Discard this 'Protected' card but Discard the next card or 2 below it in your deck.
- BOARDING MASTER -
TRICK: If a Support card has the * symbol, then Next Round Rig your top 3 cards
When to Use: Before Step 1 of the Next Round
Conditions: You must have played 2 or 3 cards and either your 2nd or 3rd card must have the * symbol on it.
Effect: You can arrange your top 3 cards into the order of your choosing.
- DECK MASTER -
TRICK: If a Support card has the * symbol, then Next Round your opponent must play Guns
When to Use: At Step 2 of the Next Round
Conditions: You must have played 2 or 3 cards and either your 2nd or 3rd card must have the * symbol on it.
Effect: Your opponent can only choose to play Guns.
- GUNS MASTER -
TRICK: If a Support card has the * symbol, then Next Round you can use the Trick from any of your top 3 cards
When to Use: During the Next Round
Conditions: You must have played 2 or 3 cards and either your 2nd or 3rd card must have the * symbol on it.
Effect: You can choose to use the Trick detailed on your top, 2nd or 3rd card.
- PUPPET MASTER -
TRICK: If a Support card has the * symbol, then +3 to Sailing, Guns and Boarding
When to Use: At Step 4 of a round
Conditions: You must have played 2 or 3 cards and either your 2nd or 3rd card must have the * symbol on it.
Effect: You increase your Sailing, Guns and Boarding Skill Levels by 3.
- ORDNANCE -
TRICK: If a Support card has the * symbol, then add +9 Counter to Sailing, Guns and Boarding
When to Use: At the end of Step 4 of a round
Conditions: You must have played 2 or 3 cards and either your 2nd or 3rd card must have the * symbol on it. Plus you lost the round.
Effect: You increase your Result by 9 and if your total is now higher than your opponent's then both players apply the Win Effect for their chosen skill. Example -
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If your opponent chose Guns then you Discard 2 cards, then..
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If you chose Boarding your opponent Discards 1 card and you Recover 1.
- TUMBLERS -
TRICK: Add +7 Counter to Sailing if your opponent uses Guns or Boarding
When to Use: At the end of Step 4
Conditions: You lost the round using Sailing and your opponent used either Guns or Boarding.
Effect: You increase your Result by 7 and if your total is now higher than your opponent's then both players apply the Win Effect for their chosen skill. i.e. -
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If your opponent used Guns you must Discard 2 cards. If he used Boarding you Discard 1 card and he Recovers 1 card, then..
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You Recover 2 cards (as you used Sailing this round).
- GUARD GOLEM -
TRICK: Add +7 Counter to Boarding if your opponent uses Sailing or Guns
When to Use: At the end of Step 4
Conditions: You lost the round using Boarding and your opponent used either Sailing or Guns.
Effect: You increase your Result by 7 and if your total is now higher than your opponent's then both players apply the Win Effect for their chosen skill. i.e. -
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If your opponent used Guns you must Discard 2 cards. If he used Sailing he Recovers 2 cards, and then..
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You Recover 1 card and your opponent Discards 1 card (as you used Boarding this round).
- SCOUT PODDERS -
TRICK: Add +7 Counter to Guns if your opponent uses Sailing or Boarding
When to Use: At the end of Step 4
Conditions: You lost the round using Guns and your opponent used either Sailing or Boarding.
Effect: You increase your Result by 7 and if your total is now higher than your opponent's then both players apply the Win Effect for their chosen skill. i.e. -
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If your opponent used Sailing he Recovers 2 cards. If he used Boarding you Discard 1 card and he Recovers 1 card, then..
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Your opponent Discards 2 cards (as you chose Guns this round).
- LEYSTONE GOLEM -
TRICK: Play 0 cards
When to Use: At Step 3 of a round
Conditions: None
Effect: At the count of 3 you show 0 fingers - just a fist. You don't Discard any Played Cards as you played none. This round you only Discard 2 cards if your opponent won and used Guns or you will Discard 1 card if your opponent won and used Boarding.
The Round - Summary
- Step 1: Events
- Step 2: Announce Skill - Sailing, Guns or Boarding
- Step 3: Play Cards - 1, 2 or 3 cards
- Step 4: Results! (Skill Level + Skill Bonuses)
- Step 5: Effects!
Effects - Summary
- Sailing: Winner Recovers 2 cards.
- Guns: Loser Discards 2 cards.
- Boarding: Winner Recovers 1 card and Loser Discards 1 card.