RulesPal
Chat
Rulebook
Airship City thumbnail

Airship City

Airship City Rulebook

Table of Contents

Table of Contents

  • Credits
  • Game Components
  • Component Overview
    • Depot Board
    • Donation Board
    • Economy Board
    • Location Tiles
    • Contract Tiles
  • Setting Up the Game
    • Prepare The City
    • Prepare Your Depot
  • Game Overview
    • Crew Activation
    • Manipulating The Grid
    • Fulfilling Contracts
    • Crest Bonus
    • Piggybacking Bonus
    • Upkeep
  • Location Tiles
    • Architect's Office
    • Resource Generators
    • Guild Hall
    • Harbor
    • Lighthouse
    • Market
    • Shipyard
      • Donate
      • Sell
    • Workshop
  • Airships
    • Wooden Private Ship
    • Wooden Residential Ship
    • Wooden Cargo Ship
    • Metal Private Ship
    • Metal Residential Ship
    • Metal Cargo Ship
    • Sightseeing Ship
    • Passenger Ship
    • Luxury Cruise Ship
  • Bonus Effect Tiles
    • Long Distance Flight
    • Skilled Negotiator
    • Barter
  • Ending the Game
  • Scoring
    • Contribution Awards
      • Shipbuilding
      • Construction
      • Trade

Credits

  • Game Design: Masaki Suga
  • Art: Saori Shibata
  • Logo and Box: Yannick Da Veiga
  • Rulebook Layout: Marc Brouillon and Louise Combal
  • Art Direction: Mathieu Harlaut
  • Lead Producer: Safuan Tay
  • Production: Thiago Aranha, Marcela Fabreti, Raquel Fukuda, Guilherme Goulart, Rebecca Ho, Isadora Leite, Aaron Lurie, and Ana Theodoro
  • Rules: Adam Krier
  • Proofreading: Marco Portugal
  • Publisher: David Preti

Special thanks to everyone who helped playtest the game!

© 2020 Analog Lunchbox, all rights reserved. No part of this product may be reproduced without specific permission. Airship City and Analog Lunchbox are trademarks of Analog Lunchbox Ltd. CMON, and the CMON logo are registered trademarks of CMON Global Limited, 201 Henderson Road #09-23/24 Singapore 159545. Actual components may vary from those shown. Made in China.

THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER.

Game Components

  • 1 First Player token
  • 6 Price markers
  • 1 Round marker
  • 4 Victory Point markers
  • 16 Crew tokens
  • 16 Resource markers
  • 4 "20/40" Victory Point markers
  • 80 Donation markers
  • 7 Stage Bonus tiles
  • 20 Contract tiles
  • 12 Bonus Effect tiles
  • 16 Renovation tiles
  • 4 Depot boards
  • 1 Economy Board
  • 16 Location tiles
  • 1 Donation Board

Component Overview

Depot Board

Players use their Depot to manage Resources, Contracts, Bonus Effects, and Renovations. Use Resource markers to track the number of Resources players have on the Depot.

NOTE: If at any point a player would gain more Resources than they can currently hold, any excess is lost.

The Depot board holds, from top to bottom, the four Resource Types/Tracks (Wood, Metal, Gold, and Gear), each running from space 1 to space 20, and the Contract Term Track along the bottom. It also has spaces for Renovation Tiles (See Workshop, Pg.10), a Completed Contracts space, a Failed Contracts space, and a space for Bonus Effect Tiles, which are placed on the board when their requirements are met.

Donation Board

Use the Donation Board and Donation markers to keep track of how many airships/public utilities each player donates.

NOTE: If the Donation spaces for a given airship/public utility type are full, this type can no longer be donated.

Each airship entry on the Donation Board shows: the Airship Name, the Resources required to build the airship, a Donation Space, a Donation Space for 4 player games, the Victory Points gained when donating airships, the Shipbuilding Majority Space, and the Donation Discount.

Each public utility entry shows: the Public Utility Name, the Resources required to build the public utility, the Victory Points gained when donating public utilities, the Shipbuilding Requirements, and the Construction Majority Space.

Economy Board

The Economy Board is used to keep track of the selling price of airships, the current Stage and Round of the game, and how many Victory Points (VP) each player earns. The bottom of the board lists bonus VP players gain at the end of the game (See Contribution Awards, Pg.12).

NOTE: Price markers are initially placed on the highest tier of the Price List for 4 player games or 1 tier lower for 3 player games (as shown).

The Economy Board holds the Price List, the Victory Point / Round Track (where each player places their Victory Point Marker, one per player, and the Round Marker at its initial placement), the Stage Bonus Tiles (See Prepare the City, Pg.6), and the Contribution Awards.

Location Tiles

Landing on a Location tile allows players to perform the action depicted on it.

Each Location tile has a Basic side and a Developed side.

  • The Basic side shows the tile's Crest Colors and its Tile Action.
  • The Developed side additionally shows the tile's Name, its Crest Bonus, and its Piggybacking Bonus.

Contract Tiles

Score Victory Points and gain Gold by spending the Resources required to complete the Contract.

Each Contract tile shows its Contract Term, the Required Resources, the Victory Points it scores, and its Value in Gold.

Setting Up the Game

Prepare The City

  1. Shuffle and randomly place the 16 Location tiles, basic side up, forming a 4x4 grid in the center of the table.
  2. Place Price markers on each airship's Price List in the space appropriate for the number of players in your game.
  3. Separate the three 2nd & 3rd Stage Bonus tiles from the four 4th & 5th Stage Bonus tiles and shuffle each set facedown. Then, place two 2nd & 3rd Stage Bonus tiles faceup in the appropriate spaces on the Stage Track. Do the same for the 4th & 5th Stage Bonus tiles. Remove the unused Stage Bonus tiles from the game.
  4. Place Victory Point markers at the start of the Round Track. Place the Round marker on space 1 of the Round Track.
  5. Shuffle the 20 Contract tiles facedown and place them next to the Donation Board, forming the Contract deck. Then, take the top 5 tiles and place them faceup next to the deck as available Contracts.
  6. Randomly choose the first player and give them the First Player marker.

NOTE: The first player does not change throughout the game!

Prepare Your Depot

  1. Choose a color and take its matching Player Board, 4 Crew tokens, 20 Donation markers, 1 20/40 Victory Point marker, 4 Resource markers. Players also take 4 Renovation tiles (1 of each type), and 3 Bonus Effect tiles (1 of each type).
  2. Place 2 Crew faceup on the Harbor Action tile.
  3. Place Resource markers on space 2 of each of the Wood, Metal, and Gold Resource Tracks. Place a Resource marker on space 3 (for the first player), space 4 (for the second player) or space 5 (for remaining players) of the Gear Resource Track.
  4. Place 4 Renovation tiles Front side up so they each cover spaces 11-20 of its corresponding Resource Track.
  5. Place the remaining 2 Crew, 3 Bonus Effect tiles, 20 Donation markers, and the 20/40 Victory Point marker next to your Depot.

Game Overview

Airship City is played over 5 Stages, each composed of 4 Rounds. Players take turns, beginning with the first player and proceeding clockwise.

The Round ends once all players have taken a turn. Move the Round marker 1 space forward along the Round Track and begin the next Round.

Crew Activation

During your turn, you must Activate each of your Crew by moving them 1 space to an adjacent Location tile. After moving, your Crew may choose to perform the Action depicted on its tile. (See Location Tiles, Pg.9).

NOTE: Your Crew cannot move diagonally. Players must perform the entire activation for each crew one at a time.

Example: Fox's Crew begins its turn on the Shipyard tile. From here, it may move to either the Valley, Market, or Architect's Office tile. It may not move to the Mine, because that tile is not considered to be adjacent.

If you move a Crew to a tile in which one of your Crews is already present, do not perform that tile's Action. Instead, move your Crew 1 additional space. Your Crew may then perform the Action of the tile it ends on.

NOTE: Other players' Crews don't affect your movement.

Example: Fox wants to move from the Shipyard to the Architect's Office, but he already has a Crew there. He continues to the Mine, but again has another Crew. Finally, his active Crew ends its movement on the Harbor tile.

After a Crew completes its movement, flip that Crew token facedown to indicate it has performed its move. All Crews are flipped faceup at the end of every Round.

Manipulating The Grid

At any time during your turn, you may spend 1 Gear to slide all Location tiles in a single row or column 1 space in the direction of your choice. The Location tile that leaves the grid is replaced at the opposite end. You may do this multiple times, at the cost of 1 Gear each time.

Example: Fox wants to move a Crew from the Harbor to the Guild Hall. He spends 1 Gear to shift all the tiles in his row 1 space to the right. This pushes the Guild Hall tile off the grid. It is replaced on the left and is now adjacent to his Crew.

Fulfilling Contracts

At any time during your turn, you may complete Contracts you've acquired (See Market, Pg.9) by spending the required Resources.

Place completed Contract tiles in the Completed Contracts space on your Depot. Immediately score the VP and gain the Gold depicted on the tile.

You may complete multiple Contracts during your turn.

Your turn ends after all of your Crew has been activated and you have no other Actions to perform.

Crest Bonus

Performing an Action on a Developed Location tile grants you the additional Resources displayed on its Crest Bonus if you have unlocked its matching Renovation tile from your Depot (See Workshop, Pg.10).

Example: Fox uses the Workshop to unlock his Wood Renovation tile. From now on, if any of his Crew performs an Action on a Developed tile with Wood, he collects +1 Wood.

  • Gain 1 Wood
  • Gain 1 Metal
  • Gain 1 Gold
  • Gain 1 Wood, Metal, Gold OR Gear
  • Gain 2 Gold
  • Gain 1 Gear
  • Gain 1 Wood OR Metal

NOTE: You may only receive the Resource type that matches the color of your unlocked Renovation tile.

Piggybacking Bonus

When another player performs an Action that allows them to gain Resources on a tile in which one of your Crew is present, you may receive the Piggybacking Bonus depicted on that tile. Multiple players may receive the Piggybacking Bonus at the same time.

NOTE: This does not reduce the number of Resources the original player receives.

Example: Tiffany's Crew performs an Action on the Valley tile and gains 1 Wood and 1 Metal. As Fox also has a Crew here, he gains 1 Wood or Metal.

Upkeep

At the beginning of a new Stage (excluding the 1st Stage), each player:

  • Receives the bonus depicted on that Stage Bonus tile, then flip the Stage Bonus tile facedown.
  • Flips any Bonus Effect tiles they may have on their Depot faceup (See Bonus Effect Tiles, Pg.11).
  • Slides all incomplete Contract tiles 1 space to the right along their Contract Term Track.
  • Loses Victory Points equal to the VP depicted in any Contract tiles that are moved into the Failed Contracts space.

Example Contract Tile Movement: a Contract tile that slides off the end of the Contract Term Track and into the Failed Contracts space costs the player 1 VP (as shown on that tile).

Location Tiles

Architect's Office

Choose one of the available public utilities on the Donation Board and spend its required Resources to build it.

Place 1 Donation marker in an available Donation space of this public utility.

Gain the Victory Points depicted on this public utility.

If any player has more Donation markers for this public utility than the others, that player keeps 1 Donation marker in the Construction Majority space to denote that. If players are tied, remove any Donation markers from the Construction Majority space.

Resource Generators

  • Factory — Gain 2 Gears.
  • Mine — Gain 2 Metal.
  • Forest — Gain 3 Wood.
  • Valley — Gain 1 Wood AND 1 Metal.

Guild Hall

Spend 10 Gold to hire a Crew. Place a new Crew token facedown on the Harbor tile.

This new Crew cannot be activated until the next Round.

Harbor

Immediately return all of your Crew to the Harbor.

Any Crew that has not activated may still move and perform their Actions this Round.

Lighthouse

Slide all Location tiles in a row or column 1 space in the direction of your choice. Perform this Action up to 2 times.

NOTE: Tiles that leave the grid should be placed in the now empty grid space on the opposite side.

Market

Take 1 available Contract tile and place it under the numbered space of your Depot's Contract Term Track that matches the number in the upper left corner of the chosen tile.

Draw a new tile from the Contract deck and place it faceup with the other available Contract tiles. If the Contract deck runs out, it can no longer be replenished.

NOTE: There is no limit to the number of Contracts a player may have at a time.

Shipyard

Choose one of the available airships on the Donation board and spend its required Resources to build it. Then, choose whether to Donate or Sell it.

Donate

Place 1 Donation marker in an available Donation space of this airship.

From now on, you may benefit from this airship's Donation Discount (See Airships, Pg.10).

Gain the Victory Points depicted on this airship.

If any player has more Donation markers for this airship than the others, that player keeps 1 Donation marker in the Shipbuilding Majority space to denote that. If players are tied, remove any Donation markers from the Shipbuilding Majority space.

Sell

Gain the number of Gold indicated on this airship's Price List space where the Price marker is located.

Move the Price marker 1 space down the track. Once the marker reaches the bottom space of the Price List, it cannot move any further.

NOTE: Tourist airships cannot be sold.

Workshop

Spend the required Resources to unlock an available Renovation tile from your Depot. Flip this tile facedown and set it aside. Then, perform the following:

  • Choose and flip over 1 Basic Location tile matching the Crest Color depicted on your Renovation tile to Develop it (See Location Tiles, Pg.5).
  • Score 3 VP

From now on, any time you perform an Action on a Developed tile with a Crest Color that matches your unlocked Renovation tile, you may collect the Resource depicted.

You may now hold up to 20 of that Resource.

NOTE: Corresponding Crest Colors are depicted as colored dots on the top left of the Location tile.

A Renovation tile's Front shows the Resources Required to Renovate. Its Back shows which basic Location tile to flip, along with the unlocked Crest Bonus and the Victory Points scored.

Airships

The various types of airships players build allow residents a way to get around Airship City.

Do you sell these airships for valuable gold to expand your business, or donate them to gain the favor of your city officials and earn victory points? The choice is yours.

NOTE: Building higher tier airships will require at least 2 Donation markers in the contribution spaces of a lower tier airship of the same type.

Wooden Private Ship

LevelCostVPPrerequisite
14 Wood, 2 Gear1N/A

Donation Discount: Performing the Shipyard's Action costs 1 less Wood for each Donation marker you have in this airship's Donation and Shipbuilding Majority spaces.

Wooden Residential Ship

LevelCostVPPrerequisite
28 Wood, 4 Gear22x Level 1

Donation Discount: Performing the Workshop's Action costs 1 less Gear for each Donation marker you have in this airship's Donation and Shipbuilding Majority spaces.

Wooden Cargo Ship

LevelCostVPPrerequisite
314 Wood, 7 Gear32x Level 2

Donation Discount: Performing the Architect's Office's Action costs 2 less Wood for each Donation marker you have in this airship's Donation and Shipbuilding Majority spaces.

Metal Private Ship

LevelCostVPPrerequisite
13 Metal, 2 Gear1N/A

Donation Discount: Performing the Shipyard's Action costs 1 less Metal for each Donation marker you have in this airship's Donation and Shipbuilding Majority spaces.

Metal Residential Ship

LevelCostVPPrerequisite
26 Metal, 4 Gear22x Level 1

Donation Discount: Performing the Workshop's Action costs 1 less Gear for each Donation marker you have in this airship's Donation and Shipbuilding Majority spaces.

Metal Cargo Ship

LevelCostVPPrerequisite
311 Metal, 7 Gear32x Level 2

Donation Discount: Performing the Architect's Office's Action costs 2 less Metal for each Donation marker you have in this airship's Donation and Shipbuilding Majority spaces.

Sightseeing Ship

LevelCostVPPrerequisite
12 Wood, 2 Metal, 2 Gear1N/A

Donation Discount: Performing the Workshop's Action costs 1 less Gold for each Donation marker you have in this airship's Donation and Shipbuilding Majority spaces.

Passenger Ship

LevelCostVPPrerequisite
24 Wood, 4 Metal, 4 Gear22x Level 2

Donation Discount: Performing the Guild Hall's Action costs 1 less Gold for each Donation marker you have in this airship's Donation and Shipbuilding Majority spaces.

Luxury Cruise Ship

LevelCostVPPrerequisite
37 Wood, 7 Metal, 7 Gear32x Level 3

Donation Discount: Performing the Architect's Office's Action costs 2 less Gold for each Donation marker you have in this airship's Donation and Shipbuilding Majority spaces.

Bonus Effect Tiles

Once you fulfill the specific prerequisite of one of your Bonus Effect tiles in reserve, place it faceup on its corresponding space on your Depot.

Each Bonus Effect tile can be used once per Stage. Flip the tile facedown to perform its special Action. On the next Upkeep phase they will all be refreshed.

Long Distance Flight

Prerequisite: You must have 3 or more Donation markers in Airship Donation spaces.

Effect: When moving one of your Crew, you may use this Bonus Effect to move that Crew 1 additional space.

NOTE: You may not perform the Action of the tile you passed through.

Skilled Negotiator

Prerequisite: You must have 3 or more Donation markers in Public Utility Donation spaces.

Effect: When receiving a Piggybacking Bonus, you may use this Bonus Effect to increase the number of Resources you collect by 1.

Barter

Prerequisite: You must have 3 or more Donation markers in Public Utility Donation spaces.

Effect: You may use this Bonus Effect to exchange 1 of any Resource you own for 1 Resource of your choice.

Ending the Game

At the end of every Round in the 5th Stage, check if any of the following three end-game conditions have been met:

  • Donation markers have been placed in all 9 Shipbuilding Majority spaces on the Donation Board.
  • Donation markers have been placed in 3 of the Construction Majority spaces on the Donation Board.
  • Round 20 has ended.

NOTE: Even if a condition is temporarily fulfilled during a Round, if it is not met at the end of the Round, the game does not end.

Scoring

When any of the end-game conditions have been met, the game ends and players proceed to scoring. Each player totals all their VP including end-game Contribution Awards. The player with the most VP wins!

In the case of a tie, whichever player has the most total Resources (Wood/Metal/Gold/Gear) remaining is the winner. If players also tie for remaining Resources, whichever player has the most Gear is the winner.

Contribution Awards

Players gain additional VP at the end of the game if they meet the following requirements.

NOTE: Players with zero contributions in any given category do not gain VP.

Shipbuilding

  • 6 VP: The player with the most Donation markers in Shipbuilding Majority spaces.
  • 3 VP: The player with the second most.

Construction

  • 4 VP: The player with the most Donation markers in Construction Majority spaces.
  • 2 VP: The player with the second most.

Trade

  • 2 VP: The player with the most completed Contract tiles.
  • 1 VP: The player with the second most.

If there is a tie for first place, add the VP for first and second place and divide the total equally between the tied players (rounding down). In this instance, players in second place do not gain VP.

If there is a tie for second place, divide the VP for second place evenly between the tied players (rounding down).