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Aldarra

Aldarra Rulebook

Table of Contents

Table of Contents

  • Overview
    • Objective
  • Components
  • Tile Types
  • Game Setup
  • Setting Up the Player Zone
  • Gameplay
    • Start of Game
    • Preparation Phase
    • Expansion Phase
    • Management Phase
  • Scoring Points
  • 2 Player Games
  • Units
    • Airships
  • Buildings
  • Factions
    • Arrodan Syndicate
    • Cin'darian Empire
    • Mining Corp. Coalition
    • Odarian Empire

Overview

In Aldarra you play as a faction fighting for dominance in the region. Battle other factions to control the most profitable territories, gain crystals, and grow your fleet.

Objective

The goal of the game is to accumulate the most victory points (VP) in the first management phase in which a player has 20 or more VP. VP can be earned by winning battles, spending coins and crystals, completing secondary objectives, and exploring.

Components

  • 4 player dashboards
  • 1 victory point and turn order track
  • 4 turn order tokens
  • 4 victory point tokens
  • 16 order tokens (4 per faction)
  • 68 coins (40 ones, 16 fives, 12 tens)
  • 49 exploration tokens
  • 64 discovery cards
  • 75 exploration cards
  • 28 unit cards (7 per faction)
  • 60 secondary objective cards
  • 25 crystals
  • 22 eight-sided dice (8 green, 6 pink, and 8 blue)
  • 152 plastic miniatures (38 per faction)
  • Territory tiles

Tile Types

Forest — Can be mined for 1 coin. Building an outpost costs 1 coin less for every forest territory you control (minimum 1 coin). 2 Players - 2 tiles / 3 Players - 4 tiles / 4 Players - 6 tiles

Crystal Deposit — Produces 1 crystal each round. 2 Players - 2 tiles / 3 Players - 2 tiles / 4 Players - 3 tiles

Copper Deposit — Can be mined for 1 coin. 2 Players - 4 tiles / 3 Players - 8 tiles / 4 Players - 9 tiles

Jetstream Entrypoint — Gives +1 movement speed to any airship that starts its move on this territory. 2 Players - 2 tiles / 3 Players - 5 tiles / 4 Players - 6 tiles

Silver Deposit — Can be mined for 2 coins. 2 Players - 5 tiles / 3 Players - 7 tiles / 4 Players - 9 tiles

Mountains — Any airship that moves onto a mountain immediately ends its movement. 2 Players - 3 tiles / 3 Players - 5 tiles / 4 Players - 6 tiles

Gold Deposit — Can be mined for 3 coins. 2 Players - 3 tiles / 3 Players - 5 tiles / 4 Players - 6 tiles

Ancient Ruins — When you explore Ancient Ruins, draw 2 exploration cards, read both, and apply them in any order. 2 Players - 2 tiles / 3 Players - 3 tiles / 4 Players - 4 tiles

Stronghold — Replaces a tile. You control your stronghold, and it cannot be attacked. No player may enter an opponent's stronghold, pass through it, or deal damage to units in a stronghold. Each stronghold produces 10 coins during the mine step. Strongholds cannot be explored.

Game Setup

General Setup

Two players: special rules apply for two players. See the "2 Player Games" section.

1 — Set Up the Map

Count the number of territories of each type appropriate to the number of players (according to the territory tiles on page 4). Shuffle the tiles and flip them face up on the table to create a random map, or use a standard map layout.

3 Player Game - 39 Tiles 4 Player Game - 49 Tiles

Example layouts. We welcome your own random layouts!

2 — Exploration Deck

Shuffle the exploration deck and place it beside the map.

3 — Secondary Objectives Deck

Sort through the "Secondary Objectives" deck and remove any cards marked with a number higher than the number of players in the game. Then shuffle the "Secondary Objectives" deck, deal 2 cards to each player, and place it next to the "Exploration" deck.

This card is only used in games with 3 or more players.

4 — Discovery Deck

Sort through the discovery deck and remove all cards marked with a number higher than the number of players. Return the removed discovery cards to the box and shuffle the remaining discovery cards to form the discovery deck. Place this deck next to the exploration and secondary objectives decks.

This card is only used in games with 4 or more players.

5 — Game Components

Place the coins, crystals, exploration tokens, and dice at the edge of the map where all players can reach them.

6 — Victory Point and Turn Order Track

Place the turn order/victory point track where all players can see it clearly. Place each player's victory point token at the start of the victory point track, and their turn order token next to the turn order track.

Player Dashboards

Each player has a unique, faction-specific dashboard. It shows your color and faction name. It also shows your starting discoveries, your faction's abilities, and has spaces to track your order tokens, coins, and crystals. For more on faction abilities, see the "Factions" section (page 18).

Setting Up the Player Zone

7 — Assign Factions to Players

Randomly assign a faction to each player. You may use any method to determine this. We recommend drawing turn order tokens from a hat.

8 — Player Components

Take a stronghold tile, a set of unit cards, and 4 order tokens matching your player dashboard.

Display your unit cards to the left of your player dashboard, ordered by classification, as shown on page 6.

Place your 4 order tokens near your player dashboard.

Make sure all your unit cards are flipped to the non-upgraded side. See page 16 for reference.

9 — Gather Your Units

Gather all units of your color.

10 — Choose Your Starting Discovery

Find the starting discovery card indicated on your player dashboard in the discovery deck. Place it face up next to your player dashboard, and shuffle the discovery deck.

Gameplay

The game begins with Arrival, during which players place stronghold tiles and starting units on the map. Play then continues in a series of rounds consisting of the preparation phase, expansion phase, and management phase, described below.

Start of Game

Randomly choose the first player for Arrival. Arrange the faction tokens on the turn order track so that this player goes first and the rest follow clockwise.

Placing Strongholds

Starting with the first player and following turn order, each player chooses a location to place their stronghold. You cannot choose a crystal deposit or a tile within 2 tiles of another stronghold. If you are the last player placing your stronghold, you may choose a tile within 2 tiles of another stronghold, but not adjacent to another stronghold. To place a stronghold, remove the tile at the chosen location and replace it with your faction's stronghold tile. Place 2 frigates and 1 engineer on this tile.

Placing Outposts

Starting with the player who placed their stronghold last, and then in reverse turn order, each player chooses an empty tile to place an outpost. Outposts cannot be placed on crystal deposits. Place an outpost, 1 frigate, and 1 engineer on the chosen tile.

You control your stronghold and any territory occupied only by your own units.

Preparation Phase

Determine Turn Order (Skip this in the first round of the game)

Starting with the player with the fewest VP and proceeding in ascending order of VP, each player chooses a position in turn order and places their turn order token on the corresponding position on the turn order track. In case of a tie in VP, the player who was earlier in turn order in the previous round goes first.

Spawn Crystals

First, place one crystal on each crystal deposit. Then roll 2 blue dice to determine how many more crystals will appear. Starting with the first player on the turn order track, place crystals on the map one at a time, in turn order, until all crystals have been placed.

Crystals may be placed according to the following rules:

  • You cannot place a crystal in a stronghold.
  • You cannot place a crystal adjacent to your stronghold.
  • You cannot place a crystal where a crystal already exists.
  • You cannot place a crystal on a territory containing any player's units.
  • If all available placement spots are occupied, you may place a crystal on a territory containing an opponent's units.

Expansion Phase

Place 3 order tokens in the corresponding spaces on your player dashboard. Starting with the first player on the turn order track and then continuing in the order shown on the turn order track, players take turns placing orders until all players have used up the order tokens on their player dashboards.

Placing an Order

Placing an order consists of the following 5 steps, which must all be completed before the next player places their order.

1. Place an Order Token — Remove 1 order token from your player dashboard.

2. Movement — Choose one territory to activate, place the order token on that territory, then move units.

Movement Rules

  • There are 2 types of units: airships and buildings. Most units have unique abilities described on the unit card.
  • Airships can move at a speed determined by their class. Light units have a movement speed of 3, and heavy units have a movement speed of 2.
  • There is a stacking limit of 5 airships. No more than 5 airships of one faction can be on a single territory at the same time. Buildings are stationary and do not count toward the stacking limit. The stacking limit is checked at all times, not only during movement. If a faction that already has 5 units on a territory would receive another unit there, it is not received.
  • You cannot move through a territory containing enemy units. If you move onto a territory containing enemy units, you must stop there.
  • You cannot enter or move through another player's stronghold.

Once you have placed an order token, you may choose not to move any units on your turn.

Crystals are immobile and cannot be carried by units. They are collected during the mine step of the management phase if a unit is present.

One of Two Options

A. Move any number of airships from the chosen (activated) territory to other territories, within each unit's movement speed. Airships may move across any number of territories, but they must all have started from the activated territory.

B. Move any number of airships from anywhere on the map to the activated territory. If a unit's movement speed is insufficient to reach the activated territory, it cannot move.

3. Combat

The dice, in three different colors, have the following distribution of faces:

Blue: 3, 2, 2, 2, 1, 1, burst, 0 Pink: 2, 2, 1, 1, 1, 1, 0, 0 Green: 1, 1, 1, burst, burst, 0, 0, 0

A burst result means: count the total number of hits, then reroll the burst dice and add the results of the new rolls to the total. Continue rerolling burst dice until no more bursts are rolled. Only burst dice are rerolled.

Combat occurs at the end of any movement that results in a territory being occupied by more than one player. The player who initiated the battle by moving onto the territory is the attacker, and all other players involved in the battle are the defenders. If the same order activates multiple battles, the player giving the order chooses the order in which they are resolved.

During a battle, when multiple players have to make choices (assigning damage, using unit abilities, retreating, etc.), the attacker chooses first, then each other player makes their choice in turn order.

Battle Sequence

  1. Light initiative
  2. Assign damage
  3. Heavy initiative and building initiative
  4. Assign damage
  5. Choose to retreat or stay
  6. Check for escalation dice

Battle proceeds in a series of rounds in which units attack in order of their classification. At the end of each round, players have the opportunity to retreat; if they do not, a new round begins.

There are two initiatives in each round of battle. All light units attack simultaneously. Then all heavy units and buildings attack simultaneously.

You may hold back all your light units and attack with them using your heavy units' initiative instead. The attacker may first declare whether they are holding back their light units, and then each other player (in turn order) declares whether they are holding back their light units.

Light Unit Initiative

For each light unit not held back, gather the attack dice indicated on the unit cards. Both players roll their dice and count the number of hits.

Remember to roll bursting dice with a burst symbol.

Assigning Damage

After both players have counted damage from all their light units, it's time to assign damage. Starting with the attacker and proceeding in turn order, players assign all damage received to their opponents' units:

Choose the unit you want to deal damage to first. Continue dealing damage to that unit until it has received damage equal to its armor value, after which it is destroyed. Remove destroyed units' cards and return them to the supply. Then choose another unit to continue dealing damage. Repeat this process until all damage has been dealt or the opponent has no units remaining. If the last unit assigned damage is not destroyed, all damage is restored before the next initiative.

All players receive 1 coin for each unit destroyed.

Heavy Unit and Building Initiative

After the light unit attack, all heavy units and buildings (as well as held-back light units) attack simultaneously. This works exactly like the light initiative.

Retreat

After both unit classes have attacked, players may retreat. The attacker chooses first to retreat or stay, then, if the attacker did not retreat, the defender chooses to retreat or stay.

When retreating, take all your airships from the territory and move them to an adjacent territory that does not contain enemy units. If there is no suitable territory to retreat to, you cannot retreat. Buildings cannot retreat. If a building is present, after all retreating airships have left the territory, continue the battle against that building as needed.

If no units remain in the territory, or all remaining units belong to only one player, the battle ends. Otherwise, check for escalation dice and proceed to the next round of battle.

Escalation Dice

If no unit was destroyed in the previous round of battle (across both initiatives), add a green die to the pool of escalation dice.

Then roll all dice in the pool of escalation dice. The total number of hits rolled is added to the total number of hits rolled by each player during each initiative of the following round of battle. Continue rolling the escalation dice for each subsequent round of battle, even if no new dice are added. The pool of escalation dice is reset at the end of the battle.

Escalation dice do not burst.

After the Battle

If at least one of the attacker's units survives, the attacker receives 1 VP on the victory point track. If the defender wins the battle, or if both sides retreat or are destroyed, no one receives a VP.

Battles Involving More Than Two Players

A battle involving more than two players can occur in several ways, including joining a battle with upgraded destroyers or firing from an upgraded stronghold in an adjacent battle. In this case, all players simultaneously roll dice during each initiative. Then the attacker assigns damage first, followed by all other players in turn order.

4. Explore (optional)

You may use the "Explore" function only once per order.

Choose an unexplored territory (without an "Explored" token) where you have at least one unit. Place an "Explored" token on the territory. Take an "Exploration" card and read it. If it says "Hold," declare that this card is held and take it into your hand. Otherwise, immediately reveal and resolve what is written on it.

Held cards can be played at the time indicated on the card. You may have no more than 5 exploration cards in your hand at once. If you have more than 5 exploration cards at the end of the explore step, immediately discard down to 5.

If you explore Ancient Ruins, draw two exploration cards and choose the order in which you apply them.

Each territory can only be explored once per game. All explored territories are marked with exploration tokens.

Destroyed and Sacrificed Units Whenever a unit is destroyed at any point in the game, its owner receives 1 coin. Some exploration cards allow you to "sacrifice" a unit. In the case of a sacrifice, the owner does not receive 1 coin.

You may only sacrifice your own units.

Many exploration cards interact with dice rolls. Dice do not burst during the explore step.

If an exploration card would violate game rules (for example, placing a building where you already have one, or receiving a unit when your stacking limit is already 5), discard the exploration card with no effect.

5. Remove the Order Token

Once all battles and exploration cards have been resolved, remove your order token from the map and place it next to your player dashboard.

Repeat steps 1–5 for the expansion phase until all players have used up their order tokens.

Management Phase

Once all players have used up their order tokens during the expansion phase, the management phase begins. Players go through each of the following steps, waiting until all players have completed each step before moving on to the next. Some steps happen simultaneously, others in turn order.

Trading Resources Is Forbidden You may never trade coins, crystals, units, or any other physical resources with other players.

1. Mine (simultaneous)

  • Collect 10 coins for your stronghold.
  • Collect coins for each territory you control where resources can be mined. The amount of coins collected is determined by the territory type (Forest: 1, Copper Deposit: 1, Silver Deposit: 2, Gold Deposit: 3). Having more than one unit on a territory does not affect the amount of resources mined.
  • Collect all crystals on territories where you have units.

2. Buy Victory Points (VP) (turn order)

Players may spend crystals or coins to earn VP. Choose one of the following options and perform it once:

3 Crystals → 1 VP 5 Crystals → 3 VP 10 Coins → 1 VP 20 Coins → 3 VP

3. Check Win Condition

Check the total VP of all players. If one or more players have 20 or more VP, the game ends. Immediately proceed to the "Game End" section (page 15).

4. Choose Secondary Objectives (turn order)

Each player chooses one of the following:

A. Draw 1 secondary objective card from the deck.

or

B. Discard any number of secondary objective cards from your hand and draw that many new cards from the deck.

If you meet the requirements, you may immediately claim a secondary objective, whether you just drew it or not, and you do not draw a replacement card. Reaching 20 VP during this step does not end the game before the win-condition check in the next management phase. The maximum hand size for secondary objectives is 5. If you have more than 5, immediately discard down to 5.

5. Choose Discoveries (turn order)

Flip a number of discovery cards from the discovery deck equal to the number of players plus one. In turn order, choose one discovery and add it to your play area. You gain the benefit of this upgrade or unit ability for the rest of the game. If you gained a unit upgrade discovery, flip the corresponding unit card to its upgraded side. Upgrade discoveries affect all your units of that type, including those already on the map. At the end of the choose discoveries step, shuffle all unclaimed discoveries back into the discovery deck.

You can never gain a discovery you already have. If at some point you need to gain a discovery, but you already have every discovery available to you, reveal cards from the top of the discovery deck until you reveal one you do not have, and gain that discovery.

Discoveries list various activation times. Sorting discoveries by activation time will help you avoid missing opportunities to use them.

Activation Times: Unit Upgrade, Expansion Start, Combat, Combat Win, Explore, Expansion End, Mine

6. Build (turn order). Players build new units in turn order. You may begin choosing and placing units before your turn, but you don't need to make those decisions until the player before you in turn order declares that they are finished building.

To build units, pay the cost shown on the unit cards.

During each build step, you may build airships of any type in your stronghold and buildings: up to 5 in your stronghold and 2 in each building. You may also build up to 2 engineers at each outpost during each build step.

An outpost can only be built where you have an engineer.

Strongholds are built by paying the stronghold's cost and replacing an outpost on that territory. There must be at least one engineer on the territory where you build a stronghold. There can be no more than one building on a territory.

  • Remember the stacking limit — 5 airships per territory.
  • You cannot build units on an outpost during the same build step in which you built that outpost. On a territory where you are building a stronghold, you can still build engineers on the outpost being replaced.
  • There can be no more than one building on a territory.

Unit Quantity Limits All units are limited by the game's physical components. The number of units cannot exceed the quantity of that unit type.

Scoring Points

Below are the possible ways to earn victory points (VP) over the course of the game. All VP earned are permanent and cannot be lost.

VP can be earned during all phases, but the total VP required to end the game (20) is only checked during the management phase. Reaching 20 VP does not end the game immediately.

Winning a Battle

You earn 1 VP for winning a battle in which you are the attacker. You win a battle when you destroy all enemy units on the territory, or if all enemy units retreat and you remain on the territory.

Defenders cannot earn victory points this way.

Secondary Objective Cards

Secondary objective cards offer additional ways to earn VP. You may claim a secondary objective at any time you meet its requirements and there is no active order in progress. When you claim a secondary objective, immediately gain the VP indicated on the card. You may claim any number of secondary objectives at once.

Exploration Cards

Some exploration cards grant VP, which you receive immediately upon exploring, unless the card states otherwise.

Crystals/Coins

Once per round, during your management phase.

2 Player Games

When playing with two, use the following rules as additions and changes to the rules for 3–4 players, for a more balanced game. The number of territory tiles is shown in the setup table.

Neutral Units

Start the game with neutral units (using the miniatures of an unused faction) on each crystal deposit and silver deposit. During setup, place 1 neutral cruiser on each crystal deposit and 2 neutral frigates on each silver deposit. When fighting neutral units, the other player rolls dice and assigns damage to the neutral units as usual. VP and coins are awarded as normal. Neutral units are never upgraded and cannot retreat or otherwise leave their starting territories.

Crystal Spawning

Roll 1 blue die instead of 2 when spawning crystals during the preparation phase.

Reinforcements

During the mine step of the management phase, the player with fewer VP receives 1 additional coin for each VP they are behind. For every fourth coin earned this way, the player receives 1 crystal instead (for example, if a player is behind by 6 points, they receive 5 coins and 1 crystal).

Mercy Rule

If a player is ahead of their opponent by 10 or more VP during the check win condition step of the management phase, they win the game.

Units

There are two types of units: airships and buildings. Most units have unique abilities described on the unit card. Each time one of your units is destroyed, you gain 1 coin.

Airships

Airships are units capable of moving. They are divided into light and heavy. Light airships have a movement speed of 3, heavy airships have a movement speed of 2. The stacking limit for airships on a territory is 5.

Light

Frigate

When only frigates are moving, their movement speed is 4.

All units moved during an order count toward the stacking limit, regardless of where they moved from.

Upgraded Frigate

When only frigates are moving, their movement speed is 4. In the first round of battle, frigates participate in an additional initiative that immediately precedes the light initiative. They make a bonus attack, using 1 green die per frigate on the contested territory. Damage is assigned as usual.

This bonus attack counts as its own initiative (separate from the light and heavy/building initiatives), known as the frigate initiative. Cards that affect a specific initiative can affect the frigate initiative.

Destroyer: At the start of battle, your Destroyers on unopposed territories may immediately join an unopposed battle on an adjacent territory in which you are the defender.

Upgraded Destroyer: At the start of battle, your Destroyers on unopposed territories may immediately join an unopposed battle on an adjacent territory.

This can sometimes result in more than two players participating in the battle; see the combat rules for more details.

A Destroyer that survived a battle earlier in the same turn can still join another battle, so in theory the same Destroyer could pass through several battles.

Heavy

Engineer

Reduce the armor of enemy buildings by 2 if at least one Engineer is present.

Upgraded Engineer

Reduce the armor of enemy buildings by 2 if at least one Engineer is present. After winning a battle in which you destroyed a building, all Engineers present may attempt to capture it. To claim an outpost, each Engineer rolls one pink die. To claim a stronghold, each Engineer rolls one green die. If you score a hit, replace the building with your own matching building.

Cruiser

At the start of each round of battle, you may choose one of the following options (or neither): either Cruisers must be targeted before any other airships can be targeted, or Cruisers cannot be targeted while other airships are present.

Upgraded Cruiser

At the start of each round of battle, you may choose one of the following options (or neither): either Cruisers must be targeted before any other airships, or Cruisers cannot be targeted while you have any heavy unit present.

Upgraded Cruisers become light units, but the Cruiser's abilities do not change with the upgrade.

Dreadnought

If your Dreadnought is destroyed, roll a blue die and assign that much damage to an enemy unit before the Dreadnought is removed. This damage is dealt during the initiative in which the Dreadnought was destroyed.

Upgraded Dreadnought

If your Dreadnought is destroyed, roll a blue die and assign that much damage to an enemy unit. This damage is dealt during the initiative in which the Dreadnought was destroyed. Immediately gain 2 free Frigates on this or any adjacent territory, unoccupied or under your control.

Frigates gained this way do not attack during the following initiative, in which they would otherwise have acted. When assigning damage from a destroyed Dreadnought, it is added to any damage dealt by other units during that same initiative.

Buildings

Buildings are stationary, and no more than 1 building may be present on any territory.

Fortress

During battle on this territory, roll an additional pink attack die worth 1 during the light initiative. During the build step, you may build up to 2 airships on this territory.

Upgraded Fortress

During battle on this territory or any adjacent territory, roll an additional pink attack die worth 1 during the light initiative. Do not attack normally in the battle on the adjacent territory. During the build step, you may build up to 2 airships on this territory.

This bonus attack cannot be delayed to the heavy initiative.

Outpost

During the build step, you may build up to 2 engineers on this territory.

Factions

Arrodan Syndicate

The Syndicate is a mysterious organization. Few know its true size and influence, but it is said to hold sway over most of Bordair's major economic centers. Inexplicably drawn to the nation of Aldarra, the Syndicate's leadership seems set on seizing these newly habitable lands.

Faction Strengths

  • When drawing secondary objective cards during the management phase, you may instead draw 2 cards, keep one, and discard the other.
  • In a battle where you are the attacker, instead of destroying enemy units, you take them hostage. Place the units next to your player dashboard. Other players still receive coins as if the units had been destroyed. At the start of the build step, each other player, in turn order, may pay you 4 coins to return all of their units you have taken hostage to their supply.
  • These units remain in your possession until you are paid for them, but they do not interact with anything else.

Cin'darian Empire

This empire has a well-equipped fleet and powerful ships crewed by experienced crews. The Empire has some of the most advanced sordalite-mining technology and among the richest resources in all of Sordane, and it seeks to seize the riches of Aldarra in order to maintain its status as one of the most powerful factions in all of Sordane.

Faction Strengths

  • You have no limit to the number of airships in your stronghold, and you may build any number of airships there.
  • During the choose discoveries step, you may select a discovery of your choice from the discovery deck to upgrade a unit, instead of choosing one of the available discoveries.

If you do this, shuffle the discovery deck and return it. If you take a discovery card from the deck, every player after you in the discovery-selection order will have one additional discovery to choose from.

Mining Corp. Coalition

A coalition of mining corporations, formed from private investors, talented craftsmen, and enterprising businessmen, is a force to be reckoned with. The corporation uses the best equipment money can buy and is able to extract sordalite quickly even in the most unfavorable conditions. With so much sordalite discovered in Aldarra, the coalition has brought the full weight of its influence and power to bear to claim its share of the lost empire's riches.

Faction Strengths

  • You may freely convert coins to crystals and back at any time, at a rate of 4 coins per 1 crystal.
  • At the end of the build step, on each territory where you have an engineer but no building yet, you may build an outpost there for free.

Odarian Empire

Having thrown off the shackles of slavery a millennium ago in the War of Constructs, these awakened sentient machines created their own empire, soaring through the skies in their enormous flying city-state, Odaria. The Empire consists entirely of forged constructs, which can only be brought to life with dragon-forged sordalite, vast stockpiles of which lie waiting in the lands of Aldarra.

Faction Strengths

  • During the choose discoveries step, you may take an additional discovery from those remaining after all other players (including you) have each taken one discovery.

If you already have all the available discoveries, reveal cards from the top of the discovery deck until you reveal one you do not have, and gain that one. Shuffle all remaining revealed cards back into the discovery deck.

  • Your buildings have a movement speed of 1. All exploration and territory cards that affect airships also affect your buildings. Your buildings do not count toward the stacking limit, but no territory may have more than one of your buildings.

Your buildings do not count as airships for the Cruiser ability or any similar abilities. You may move a building onto a territory that already has an opponent's building on it, but no territory may have more than one of your own buildings. Your buildings can retreat, and can be affected by Jetstream Entrypoints and Mountains.