Whistle Mountain
Whistle Mountain Rulebook
Table of Contents
Table of Contents
- Goal
- Contents
- Playing Your First Game
- Game Setup
- Player Setup
- How to Play
- Resources
- Main Action: Collect
- Main Action: Forge
- Workers
- Bonus Actions
- Turn End
- Game End & Scoring
- Tips & Strategies
- Small Machine Reference
- Medium Machine Reference
- Large Machine Reference
- Upgrade Reference
- Award Reference
- Starting Ability Reference
- Card Reference
- Credits
Goal
Score the most victory points (VPs) by building fantastic machines, improving your company, and training your workers to use the resources of Whistle Mountain. But be careful—as you build higher, the snow begins to melt, raising the water level higher and higher.
Contents
- 1 Gameboard (in 4 pieces)
- 1 Duplicator Token
- 24 Awards
- 8 Water Bars
- 2 Water Bar Holders
- 42 Scaffolds
- 4 Player Boards
- 17 Starting Abilities
- 24 Upgrades
- 16 Small Machines
- 20 Medium Machines
- 18 Large Machines
- 4 Hot Air Balloon Airships (1x1) in four player colors
- 4 Blimp Airships (2x1) in four player colors
- 4 Dreadnought Airships (3x1) in four player colors
- 16 Coal Tokens
- 16 Iron Tokens
- 16 Water Tokens
- 16 Gold Tokens
- 16 Whistle Tokens
- 36 Workers (9 each in four player colors)
- 40 Cards
- Victory Point (VP) Stars: 40 one VP Stars, 16 five VP Stars, 23 ten VP Stars, 13 fifty VP Stars
Playing Your First Game
Some game pieces have star-shaped screws. These are more advanced than round-screw pieces. For your first game, remove from play the following pieces with star-shaped screws:
- Medium Machines (3): Dispatch, Elevator, Lift
- Large Machines (7): Coal Slide, Doomsday Device, Jetpack Lab, Sanctuary, Swap Meet, Toll Bridge, Trap
- Starting Abilities (4): Aeronaut, Architect, Dreadnought, Team Lead
- Upgrades (4): Duplicator, Extension, Lifeboat, Shuttle
Game Setup
- Assemble the game board and place it in the middle of the table.
- Place 3 random small machines faceup, and the rest in a stack facedown.
- Place 3 random medium machines faceup, and the rest in a stack facedown.
- Place 3 random large machines faceup, and the rest in a stack facedown.
- Place the 2 water bar holders in the slots, and then stack all 8 water bars below the first row of the grid.
- Create a pile of resources.
- Place 4 rescue awards on the lowest level of the tower.
- Stack the scaffolds on the scaffold spots.
- Place 1 random award faceup on each other level of the tower, and place the rest of the rewards facedown near the gameboard.
- Place 3 random upgrades faceup, and the rest in a stack facedown.
- Place the Duplicator token near the game board.
- Shuffle the cards and place the deck facedown on the card draw pile.
- Create a pile of VP Stars.
Player Setup
A. Randomly choose a starting player.
B. Take a player board and 3 airships in your color.
C. Each player takes 1 coal, 1 iron, 1 gold, and 1 water.
- Player 2 takes 1 extra water.
- Player 3 takes 1 whistle.
- Player 4 takes 1 whistle and 1 extra water.
D. Stand 1 of your workers on each level of the barracks, and then place your other 2 workers in the whirlpool.
E. Starting with the last player, take a number of starting abilities equal to the number of players + 1. Keep 1, then pass the remainder of starting abilities to the right. The first player discards the unchosen starting ability after taking one for themselves.
F. Starting with the start player and moving around the table to the left, take 2 scaffolds from the top of a single scaffold stack and place 1 of them so that at least one edge aligns with the bottom of the grid on the gameboard (do not score VPs for this placement). Keep the other scaffold in your storage.
How to Play
Beginning with the starting player, each player takes turns in clockwise order. On your turn, you may take one Main Action (either Collect or Forge) and one or both Bonus Actions, if you have an award and/or card to activate.
Resources
You gain and spend resources throughout the game. Resources are: coal, iron, water, gold, and whistle.
Gain resources from the supply and keep them in the storage area on your player board. At the end of a turn, you may keep a maximum of 4 of each resource. Return any excess to the supply.
When you spend resources, take them from your storage and return them to the supply.
Whistles are wild: when you need to spend any resource, you may spend a whistle instead. When an action requires you to spend whistles, however, you may not substitute other resources for those whistles (unless some ability allows it).
Main Action: Collect
Take one airship docked on your player board and place it on the gameboard: on the grid, on a machine, or in a dock. If no airships are docked on your player board, you may not take this action.
Placing an Airship on the Grid or a Machine
Place an airship so that it occupies one, two, or three empty orthogonally adjacent squares (based on the size of the airship placed) on the grid or entirely on a single machine.
Immediately collect pictured resources from each orthogonally adjacent scaffold or water bar space. You may also activate orthogonally adjacent machines and/or the machine the airship was placed onto. Collect resources and activate machines in any order you wish.
You may not place your airship so that it covers any other airship, any piece of scaffold (that isn't covered by a machine), or more than one machine. You may not activate a machine that was placed after you place your airship.
Placing an Airship in a Dock
Place your airship in an unoccupied dock around the edges of the gameboard. Immediately afterward, you must do the indicated activity. You may not dock your airship where you cannot afford the activity. Airship size does not matter for docking.
Place resources to pay for an activity from your storage into the supply. Keep scaffolds, machines, cards, and awards that you control in storage to the side of your player board.
Some abilities allow you to "bump" airships that occupy a dock you would like to use. That ability sends the airship back to dock on its owner's player board when you place your airship in the dock.
Docks
- Small Machine Dock 1: Spend 2 coal to gain one small machine.
- Small Machine Dock 2: Spend 3 coal to gain one small machine.
- Medium Machine Dock: Spend 3 iron to gain one medium machine.
- Large Machine Dock: Spend 3 iron and 2 coal to gain one large machine.
- Card Dock: Gain one facedown card for free, or spend any 1 resource and gain two facedown cards, or spend any 2 resources and gain three facedown cards.
- Upgrade Dock: Spend the cost printed on a faceup upgrade to gain and immediately activate it, placing it in one of the available slots on your player board (you are limited to 6 upgrades). The upgrade remains on your player board for the rest of the game. Score upgrade VPs at the end of the game. Replace empty upgrade spaces with new upgrades from the facedown stack.
- Scaffold Docks: Gain 1 scaffold for free from the top of one stack, or spend 1 whistle and gain 2 scaffolds from the top of any combination of the stacks, or spend 2 whistles and gain 3 scaffolds from the top of any combination of stacks. Once you pick up a scaffold, you must keep it. The scaffold beneath it is immediately available afterward.
- Rescue Dock: Rescue 1 of your workers from the whirlpool and move it to an empty scaffold space above the water.
Replace empty machine spaces with new machines from the facedown stack.
Limits
Cards in your hand are kept secret, but the number of cards you have is public knowledge. Discarded cards are always placed faceup in a single discard pile. If you need to draw cards but the deck has run out, shuffle the discard pile and place it facedown to form a new deck.
All other items in your storage are public knowledge.
You may not take more than 6 upgrades.
There is no limit to the number of cards, awards, machines or scaffolds you may have, and it is possible to run out of them (as well as upgrades) during the game. Discarded scaffolds are placed on the bottom of their stack.
Main Action: Forge
Return all of your airships from the gameboard to the docks on your player board. You may take the Forge Main Action even if some or all of your airships are already docked on your player board.
Then, forge up to four Works in any order. Three Works may be builds. One Work may be either a move or a rescue.
Work: Build (up to three times)
Builds allow you to add to the growing contraption in the canyon. Place one scaffold or one machine from your storage onto the gameboard. You may build up to three times when you Forge.
The first build is free. The second and third builds cost one water each.
You might be able to build because of a card, award, or machine. These are in addition to the normal three builds during a Forge.
How to Build a Scaffold
Place one scaffold from your storage onto empty grid spaces entirely above the highest water bar. At least one square space of the scaffold must be adjacent to an existing visible scaffold or machine space. The scaffold must align with the grid, but may be rotated or flipped. Once placed, immediately score VPs: 1 VP for every segment edge of your scaffold that touches another scaffold or machine.
How to Build a Machine
1) Find an area for the machine: Each square segment of a machine must be upheld with scaffold spaces. A usable scaffold area must be solid (no holes revealing the gameboard) and empty (not covered by other machines or a water bar). Note that machines can cover resources. A machine may be placed vertically or horizontally. All workers within the area will be promoted.
2) Promote workers in the area: Workers in the area where a machine is placed are promoted to the tower. Beginning with the active player and continuing clockwise, slide each worker in the machine's area horizontally to the tower on the right of the grid. If that tower floor has an award, the first worker to arrive gains it for their player (if there is more than one award on a level, the workers take 1 award each in order). VPs shown on each tower level are gained at the end of the game.
3) Place the machine: Now clear of workers, place a machine from your storage onto the empty scaffold area. Score VPs immediately and gain benefits shown in the top center of the machine.
4) Flood the canyon (if needed). If any part of a machine is built above the bridge, snowmelt causes floods. Add 1 water bar from the stack below the grid above the highest water bar for each machine built above the bridge. When a water bar covers game components, it causes the following effects:
- Any airship even partially covered returns to a dock on its owner's player board.
- Workers in the barracks or on a scaffold are swept to the whirlpool below. Workers in the tower are safe.
- Any machine even partially covered is waterlogged and cannot be used again. Airships on waterlogged machines that are not covered by a water bar remain (you may also place airships on non-submerged portions of waterlogged machines).
- Scaffold spaces above the water continue to work normally, even if part of that scaffold is covered.
Work: Move or Rescue (one time)
A move allows you to put one of your workers to work. A rescue allows you to save a worker from the whirlpool (and put them to work). For this Work, you may either move one of your workers from the barracks or scaffold to a scaffold space, or rescue one of your workers from the whirlpool and place it on a scaffold space. That space must be empty (not covered by a resource, machine, water bar, or other worker).
Moving a worker costs 1 gold. Rescuing a worker costs 2 gold.
You might be able to move or rescue because of a card, award, machine, upgrade, or ability. These are in addition to the normal move or rescue during a Forge.
Workers
You start the game with 9 workers. Seven are waiting in the barracks, while 2 have fallen into the whirlpool.
During the game, you'll be sending workers out to build machines, and then promoting them to positions of responsibility on the tower, where they will score endgame VPs for you.
Workers who are caught on the barracks or scaffolds by the floods are swept into the whirlpool. You can rescue those workers by bringing them to higher scaffolds using the Rescue dock or other abilities. Each worker that isn't rescued by the end of the game results in losing 5 VPs.
Bonus Actions
You may also take Bonus Actions on your turn. You may take both Bonus Actions, but only one of each.
- Play one card: Carry out the effects of one card from your storage. Then place it faceup on the discard pile.
- Redeem one award: Carry out the effects of one award from your storage. Then remove it from the game.
You may take Bonus Actions at any time during your turn: before, during, or after your Main Action. For example, while Forging, you could build a scaffold, move, redeem an award to rescue a worker, build a machine, then play a card to gain 2 whistles.
Turn End
After your Main Action and Bonus Actions are complete, your turn ends. Receive any Turn End benefits and then play passes clockwise to the next player.
Game End & Scoring
When no more workers remain in the barracks (because they were all moved or swept away), the active player may finish their turn. Each other player then gets one more turn, and the game ends.
Scoring
During play, score VPs as you build machines and build scaffolds. At game end, turn your player board over to see a summary of end-game scoring:
- Tower: Score VPs for each worker on each floor of the tower.
- Whirlpool: Lose 5 VPs for each worker in the whirlpool.
- Upgrades: Score the VPs on each of your upgrades.
- Storage:
- 1 VP for each machine.
- 1 VP for each award.
- 1 VP for every 2 scaffolds.
- 1 VP for every 2 cards.
- 1 VP for every 4 resources (for example, 2 water, 1 gold and 1 whistle is 1 VP).
The player with the most VPs wins!
In case of a tie, the tied player with the highest worker in the tower wins. If there is still a tie, the tied player with the most items in storage (machines, awards, scaffolds, cards, and resources) wins. If there still is a tie at that point, the tied players must play another game of Whistle Mountain immediately to determine the winner of the first game.
Tips & Strategies
To be successful at Whistle Mountain, you'll need to strategize early in the game and modify that strategy as you play. Here are some tips that might contribute to your success:
- Take advantage of your starting ability often, and tailor your strategy to its benefits.
- When you have to Forge (because you've run out of airships), be prepared to do as many of the four Works as you can.
- Invest in upgrades early in the game, as their benefits will help you more the sooner you get them.
- Cards can give you additional flexibility that can be added to Forge actions.
- When purchasing upgrades, try to find ones that work together well, optimizing their benefits.
- Leaving workers in the whirlpool until late in the game can cause your strategy to fall apart as you rush to rescue them.
- Grid placement of your airships isn't just about you getting resources and activating machines, it's also about blocking your opponents from things they might desperately need.
- When possible, purchase as many scaffolds and cards as you can in a single turn; you can always get more resources, but the number of turns you have is very limited.
- Consider the effects of large machines on your game when you purchase them; the effects they have are often more important than the VPs you'll get from building them.
Small Machine Reference
Each entry lists the VPs gained When Built, then the effect When Activated.
- Black Iron — Built: 4 VPs. Activated: gain 1 coal and 1 iron.
- Black Pointer — Built: 7 VPs. Activated: gain 1 coal and 1 VP.
- Double Coal — Built: 5 VPs. Activated: gain 2 coal.
- Double Gold — Built: 5 VPs. Activated: gain 2 gold.
- Double Iron — Built: 3 VPs. Activated: gain 2 iron.
- Double Pointer — Built: 8 VPs. Activated: gain 2 VPs.
- Metal Pointer — Built: 5 VPs. Activated: gain 1 iron and 1 VP.
- Shiny Coal — Built: 5 VPs. Activated: gain 1 gold and 1 coal.
- Shiny Iron — Built: 4 VPs. Activated: gain 1 gold and 1 iron.
- Shiny Pointer — Built: 7 VPs. Activated: gain 1 gold and 1 VP.
- Wet Coal — Built: 6 VPs. Activated: gain 1 water and 1 coal.
- Wet Gold — Built: 6 VPs. Activated: gain 1 water and 1 gold.
- Wet Iron — Built: 6 VPs. Activated: gain 1 water and 1 iron.
- Wet Pointer — Built: 7 VPs. Activated: gain 1 water and 1 VP.
- Whistle Pointer — Built: 3 VPs. Activated: gain 1 whistle and 1 VP.
- Whistler — Built: 4 VPs. Activated: gain 1 whistle.
Medium Machine Reference
Each entry lists the VPs gained When Built, then the effect When Activated.
- Alpha Site — Built: 12 VPs. Activated: Spend 1 water and 1 gold to move a worker and do a build action in any order.
- Archives — Built: 12 VPs. Activated: Draw 3 cards and keep 1. Discard the other 2.
- Automation — Built: 8 VPs. Activated: Spend 1 iron to do a build Work.
- Booster Pack — Built: 10 VPs. Activated: Spend 1 whistle to gain a faceup upgrade from the market.
- Controller — Built: 8 VPs. Activated: Spend 1 water to activate any non-submerged machine on the grid.
- Crane — Built: 10 VPs. Activated: Spend 1 whistle to gain 2 scaffolds.
- Dispatch — Built: 12 VPs. Activated: Send another of your other airships to dock on your player board (not the airship that activated this machine).
- Elevator — Built: 12 VPs. Activated: Spend 2 water to reposition this machine. Airships on the Elevator when it is moved are sent back. Workers in the new location are promoted. Uncovered resources adjacent to your airship are gained. After activating the Elevator, you do not gain the 12 "when built" VPs and the canyon does not flood.
- Forge — Built: 12 VPs. Activated: Gain 3 iron.
- Hoist — Built: 8 VPs. Activated: Spend 1 gold to rescue a worker from the whirlpool.
- Library — Built: 10 VPs. Activated: Spend 1 gold to gain 1 card.
- Lift — Built: 12 VPs. Activated: Discard 1 card to move 1 of your workers in the tower up or down 1 floor.
- Printing Press — Built: 12 VPs. Activated: Gain 1 card.
- Rope Ladder — Built: 8 VPs. Activated: Spend 1 coal to rescue a worker from the whirlpool.
- Secret Lab — Built: 8 VPs. Activated: Spend any 2 resources to gain a faceup upgrade from the market.
- Terrace — Built: 10 VPs. Activated: Spend 1 iron and 1 coal to do a build Work and gain a scaffold in any order.
- Tesla Coil — Built: 10 VPs. Activated: Spend 1 iron to gain a random facedown award from the supply.
- Treasure Map — Built: 12 VPs. Activated: Gain 5 VPs.
- Vault — Built: 10 VPs. Activated: Spend any 1 resource to gain 2 whistles.
- Welder — Built: 12 VPs. Activated: Spend 1 iron to gain 1 scaffold.
Large Machine Reference
Each entry lists the effect When Built, the VPs gained, then the effect When Activated.
- Coal Slide — Built: 12 VPs. All workers in the barracks drop down 1 floor. Those who drop into a water bar fall to the whirlpool. Activated: Spend 1 coal to move 1 worker.
- Disassembler — Built: 10 VPs. Activated: Remove from the game a faceup upgrade from the market to gain resources equal to the cost of the upgrade.
- Doomsday Device — Built: 12 VPs. Each player moves one of their workers from the barracks to the whirlpool. Activated: Spend 1 iron to rescue one worker from the whirlpool.
- Exec Archives — Built: 10 VPs. Gain 2 cards. Activated: Draw 4 cards and keep 2. Discard the other 2.
- Factory — Built: 10 VPs. Gain a small faceup machine from the market. Activated: Spend 1 coal to gain 1 small machine from the market.
- Hang Glider — Built: 14 VPs. Activated: Spend 2 water to promote one of your workers from a scaffold space horizontally to the tower.
- Jetpack Lab — Built: 10 VPs. Move 1 worker. You may move workers to place them on the grid one floor higher than an existing scaffold or machine, even if there is no scaffold on that floor. If a scaffold is placed on top of one of these workers, the worker is placed on the nearest empty spot of the just played scaffold in turn order, starting with the active player. If no empty scaffold spaces are available, the worker is placed in the first empty space above the newly placed scaffold. Activated: Spend 1 iron to gain 2 scaffolds.
- Machine Hub — Built: 10 VPs. Activate any 2 different machines on the grid. Activated: Spend 1 water to activate any machine on the grid.
- Megaphone — Built: 16 VPs. Gain 1 whistle and each player gains 1 random award (if available).
- Retooling Shop — Built: 8 VPs. Gain a faceup upgrade from the market. Activated: Swap one of your upgrades with a faceup upgrade from the market.
- Salvage Yard — Built: 10 VPs. Activated: Spend 1 iron and 1 water to gain a partially submerged machine to your storage.
- Sanctuary — Built: 10 VPs. Move all of your barracks workers onto this machine. Activated: Spend 1 gold to move or rescue, placing the worker on Sanctuary. Once built, if any part of the Sanctuary is submerged, all workers on this machine fall to the whirlpool. Workers can be moved from the Sanctuary to empty scaffold spaces using the move Work. No airships may be placed on Sanctuary while workers are on this machine.
- Swap Meet — Built: 16 VPs. Put any resource from the supply on this machine. Activated: Swap the resource on Swap Meet for a different resource from the supply. Once built, the resource type on Swap Meet is wild.
- Toll Bridge — Built: 14 VPs. Activated: Gain all resources on Toll Bridge. Once built, any time any player moves or rescues, they must place 1 resource from their storage on Toll Bridge in addition to the normal cost. While Toll Bridge is in play, resources in the supply may run out, making it impossible to gain those resources even if the player has room on their player board for those resources. If any part of Toll Bridge is submerged, return all resources to the supply.
- Transmogrifier — Built: 14 VPs. Activated: Discard 1 card to gain 1 whistle and 5 VPs.
- Trap — Built: 12 VPs. Place all displaced (workers covered by the machine) and adjacent workers on the Trap. Activated: Spend 1 whistle to move 1 worker out of Trap onto an empty scaffold space. Once built, if any part of Trap is submerged, workers in Trap fall to the whirlpool. No airships may be placed on Trap while workers are on this machine.
- Trophy Room — Built: 10 VPs. Gain 2 random awards (if available). Activated: Spend 1 gold to gain 1 random award from the market.
- Whistle Surplus — Built: 16 VPs. Gain any 2 resources. Activated: Spend 1 whistle to gain any 2 resources. Once built, whistles are no longer wild. If any part of Whistle Surplus is submerged, whistles become wild again.
Upgrade Reference
Each entry lists the Cost, the Effect, then the Game End VPs.
- Antique Store — Cost: 2 whistles. Effect: Spend 1 whistle to gain 1 VP (no limit each turn). Game End: 4 VPs.
- Black Lung — Cost: 4 coal. Effect: You may use coal as any resource type, including a whistle. Game End: 2 VPs.
- Drafting Office — Cost: 2 gold. Effect: When you gain a machine of any size, gain a card. Game End: 4 VPs.
- Duplicator — Cost: 3 water. Effect: Spend 1 whistle to move the Duplicator token to any other starting ability. While the Duplicator token is on that starting ability, you may use its ability. Game End: 6 VPs.
- Extension — Cost: 3 coal. Effect: When placing a machine, you may promote one or more of your workers that are adjacent to it. Game End: 8 VPs.
- Extractor — Cost: 3 gold. Effect: Gain 1 resource on any scaffold you build. Game End: 6 VPs.
- Gold Lung — Cost: 4 gold. Effect: You may use gold as any resource type, including a whistle. Game End: 2 VPs.
- Hydraulic Lift — Cost: 3 gold. Effect: Once during your turn, you may spend 1 scaffold to move 1 worker. Game End: 3 VPs.
- Iron Lung — Cost: 4 iron. Effect: You may use iron as any resource type, including a whistle. Game End: 2 VPs.
- Lifeboat — Cost: 3 gold. Effect: You lose 0 VPs for each worker in the whirlpool at game end instead of losing 5 VP for each. Game End: 5 VPs.
- Manifest — Cost: 2 coal. Effect: Once during your turn, you may discard 1 card to gain 2 coal. Game End: 6 VPs.
- Metal Yard — Cost: 2 whistles. Effect: Once per turn, you may spend 1 whistle to gain 1 scaffold. Game End: 5 VPs.
- Pawn Shop — Cost: 3 iron. Effect: Spend any 2 resources to gain 1 VP (no limit). This may not be done at game end. Game End: 6 VPs.
- R & D Unit — Cost: 3 iron. Effect: Once during your turn, you may spend 3 whistles to gain a faceup upgrade. Game End: 8 VPs.
- Rapid Loader — Cost: 2 water. Effect: When you activate a machine, gain 1 VP (no limit). Game End: 2 VPs.
- Recorder — Cost: 2 whistles. Effect: Once during your turn, you may spend a whistle to gain 1 card. Game End: 7 VPs.
- Shuttle — Cost: 3 iron. Effect: After you place a hot air balloon, you may return it to dock on your player board at the end of your turn. Game End: 3 VPs.
- Stabilizer — Cost: 2 water. Effect: When you build 2 (or more) scaffolds on your turn, gain 3 VPs. Game End: 4 VPs.
- Stash — Cost: 2 gold. Effect: Gain 2 VPs for each of your upgrades (including this one) at the end of the game. Game End: 2 VPs.
- Stock Pile — Cost: 2 whistles. Effect: At the end of your turn, gain 2 VPs if you have 8 or more resources in your storage. Game End: 2 VPs.
- Strengthener — Cost: 3 water. Effect: When you build a scaffold, gain 1 VP (no limit). Game End: 7 VPs.
- Tower Crane — Cost: 2 water. Effect: Once during your turn, spend 1 scaffold to gain a build action. Game End: 7 VPs.
- Wet Lung — Cost: 4 water. Effect: You may use water as any resource type, including a whistle. Game End: 2 VPs.
- Winner's Circle — Cost: 2 whistles. Effect: When you promote a worker, gain a random award (if available). Game End: 3 VPs.
Award Reference
- Gain 4 VPs.
- Gain 6 VPs.
- Activate an active machine.
- Build a scaffold or a machine.
- Gain 1 card.
- Move 1 worker.
- Rescue 1 worker from the whirlpool.
- Gain 1 scaffold of any kind.
- Gain 1 small machine.
- Gain 1 faceup upgrade.
- Gain 1 whistle.
Starting Ability Reference
- Ace Pilot — You may place any of your airships on a single scaffold (it may not extend beyond the scaffold), collecting any resources adjacent to and directly underneath your airship. While your airship is on a scaffold, no one may place machines or workers on the spaces the airship occupies.
- Admiral — When you build a machine, you may immediately activate that machine.
- Aeronaut — When you place your hot air balloon on the grid, diagonals are considered adjacent.
- Architect — When you build a scaffold that scores you at least 2 VPs, score an extra 2 VPs.
- Blast Valve — When you place your hot air balloon on the grid, you may activate machines twice. The activation happens instantly, so if the machine becomes waterlogged after the first activation, the 2nd activation still takes place.
- Craftsman — When you build a machine, gain 2 whistles.
- Dreadnought — You may use your dreadnought to bump (place your airship in an occupied space or dock) a single opponent's airship (of any size) back to their player board.
- Exchanger — Once during your turn, you may exchange any resource for 1 whistle, or 1 whistle for any resource.
- Lead Engineer — When you build a medium or large machine, gain a faceup upgrade from the market.
- Mad Scientist — At the end of any turn in which you gained at least 1 card, gain 1 card.
- Planner — When you gain an upgrade, gain a faceup small machine from the market.
- Requisitioner — Once during your turn, you may either discard 1 card to gain 1 scaffold, or discard 1 scaffold to gain 1 card.
- Riveter — At the end of any turn in which you gained at least 1 scaffold, gain 1 scaffold.
- Scavenger — When you move (as part of a Forge action or through any other ability), gain 1 card.
- Smuggler — When you move (as part of a Forge action or through any other ability), gain 1 resource adjacent to that worker.
- Team Lead — When you place a worker onto a scaffold space, score 4 VPs per worker on any adjacent scaffold spaces (yours or an opponent's).
- Technician — When you gain an upgrade, you may activate any machine on the board or in your storage.
Card Reference
- Battering Ram — When you want to dock an airship in an occupied dock, you may bump your opponent's airship.
- Blueprints — Gain 2 cards from the deck.
- Charity — Gain 1 resource from the supply of each type you do not currently have.
- Craft — Spend 1 gold to build a scaffold or machine.
- Dispatcher — Return 1 of your airships to dock on your player board.
- Drawing Board — Discard any number of cards to gain the same number of cards +1 from the deck.
- Large Market — Spend 3 iron and 2 coal to gain a faceup large machine from the market.
- Manufacturing — Gain any 1 scaffold from the top of any scaffold stack in the market.
- Medium Market — Spend 3 iron to gain a faceup medium machine from the market.
- Mystery Upgrade — Spend 1 gold to gain the top facedown upgrade from the market.
- Recycle — Gain both resources on 1 scaffold on top of 1 stack in the market. Then discard that scaffold to the bottom of its stack. If they are the only one in their stack, indicate that scaffold and gain the resources.
- Remote Trigger — Activate any active machine on the grid or in your storage.
- Scramble — Spend 1 gold to move 1 worker.
- Secret Door — Move 1 worker in the tower up or down 1 floor.
- Small Market — Spend 2 coal to gain a faceup small machine from the market.
- Storm Winds — Return all airships to their respective player board docks.
- Toss a Line — Spend 1 gold to rescue 1 worker from the whirlpool.
- Treasure Chest — Gain 2 whistles.
- Unique Opportunity — Draw 3 cards and keep 1. Discard the other 2.
- Upgrade Market — Spend any 2 resources to gain a faceup upgrade from the market.
Credits
Designed by Scott Caputo & Luke Laurie. Graphic design by Taylor Bogle. Artwork by Mila Harbar. Developed by Ted Alspach. Published by Bézier Games, Inc.