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Turbulence

Turbulence Rulebook

Table of Contents

Table of Contents

  • Objective
  • Setup
  • On Your Turn
  • Movement Rules
    • Move an Airplane
    • Push
    • Crash
    • Edge of the Board
    • Special Case
    • Notes
  • Cards
    • Take-Off
    • Rotate
    • Swap

Objective

Land 5 of your 7 planes on your Landing Strip.

Setup

Choose a color.

Set up the map as shown in the setup diagrams for 2 players and 3 players, placing the Air Hexes randomly.

Make sure each color's Control Tower and Landing Strip are directly across from each other. Place the extra Air Hexes face down in a pile to the side (this is the Air Hex Deck). Place your 7 airplanes on your Control Tower.

Each player:

  • Rotates the Air Hex adjacent to their Control Tower any way they wish.
  • Takes one "Take-Off" (then shuffle the Turbulence Deck).
  • Draws 4 additional Turbulence cards.

The player with the coolest Aviators (or closest thing to it) goes first. Play continues clockwise.

On Your Turn

  1. You may do 3 actions.
  2. Next you may discard your entire hand.
  3. Then draw to a hand of 5 cards.

Possible actions:

  • Play a card.
  • Move an Airplane.

Movement Rules

Move an Airplane

Move one of your airplanes across one space along an Air Current. An Airplane may never switch currents or fly in reverse! Airplanes move from intersection to intersection (at which they "touch" both tiles).

Push

When an airplane you move runs into another airplane pointing the same direction, replace the stationary airplane with yours and then move the stationary airplane across one Air Current. When pushing, only the initial Move counts as an action.

Crash

When an airplane you move runs into another airplane pointing the opposite direction, both airplanes are removed and placed back at their own Control Towers. You may not crash into any airplane touching its Control Tower.

Edge of the Board

When an airplane lands on the outer edge of the Air Hexes touching its Landing Strip it is immediately placed on the farthest spot on the Landing Strip. If it lands on the edge of the board any place other than its own Landing Strip it is put back on its own Control Tower.

Special Case

If any move would cause an infinite number of Pushes you may not take that move. (Closed Loop)

Notes

If, on your turn, one of your actions causes an opponent's airplane to move, you decide which path it takes.

The Official Review Board has suggested leaving a space between the tiles for ease of play, but that is up to you.

Cards

Take-Off

When you play this card, move one airplane from your Control Tower to the intersection of your Control Tower and the Air Hex. It is now "on the board" and may be moved as normal.

You may not play Take-Off if you already have an airplane on that spot. You may NOT Crash or Push any airplane touching its control tower!

Rotate

When you play this card, rotate an Air Hex your airplane touches one turn right or left (60°). Airplanes do not move with the Air Hex.

Swap

When you play this card you have two choices:

  • Swap two Air Hexes that your one airplane touches (do not rotate either Air Hex during swap).
  • Swap an Air Hex your airplane touches with the top tile of the Air Hex Deck. Once the top Air Hex is flipped over it may not be rotated and must be placed on the board in that exact orientation. The other tile goes to the bottom of the Air Hex Deck.