Grow Sky
Grow Sky Rulebook
Table of Contents
Table of Contents
Components
- Player Boards x4
- Airship Tokens x4
- Search Token x4
- 1st Player Token x1
- Rudders x4
- Draw Bag x1
- Search Board x1
- Route Tiles x64 (each has a front side and a back/upgraded side with gold frames)
- Dice x9
- Double-sided Room Cards x5
- Free Action Reference Cards x4
- Cubes: blue x68, red x4, green x4, yellow x4
- Parts Tiles: x36, x30, x18, x12 (four different types)
Gameplay Overview
- Grow your Player Board with a variety of actions to suit your strategy. Place Route Tiles to build a smooth, continuous Route for your Airship to follow. Enhance your Airship's engine to gain powerful bonuses.
- Collect resources to soar faster and unleash your skills.
- Whoever gathers the most victory points claims victory!
Setup
Play Area Setup
- Place the Search Board at the center of the table, within reach of all players.
- Create a common supply of Resource Cubes and Parts Tiles next to the Search Board.
- Place Dice within reach of all players based on player count:
- 2 player: 7 Dice
- 3 player: 7 Dice
- 4 player: 9 Dice
- Place each player's Search Token at the 0 space of the Search Track.
- Put all Route Tiles into the Draw Bag. Then, randomly draw 8 Tiles and place them front side up in the Route Tile Market on the Search Board.
Player Board Setup
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Give each player:
- 1x Player Board
- 1x Airship Token of the same color
- 1x Rudder of the same color
- 1x red cube, 1x yellow cube, 1x green cube
- 1x Summary Card
- 4x Resource Cubes (blue)
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Place the Rudder onto the Rudder Area of the Player Board.
-
Place the red, yellow, and green cubes at the corresponding spots:
- yellow cube: 0 space of the Victory Track.
- green cube: 0 space of the GROW Gauge.
- red cube: on the following spots of the Fuel Gauge according to turn order:
- 1st Player: 2
- 2nd Player: 3
- 3rd Player: 4
- 4th Player: 5
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Place the Airship Token on the starting Route Space of the Player Board.
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Place 2 blue cubes each in the Lv. 1 and Lv. 2 spaces of the Rudder Area.
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The player who most recently flew is the starting player. Give them the 1st Player Token.
Draw a number of Route Tiles equal to the number of players plus 1 from the Draw Bag. Starting with the last player, take turns selecting 1 Tile at a time in counterclockwise order, placing it on any Route Space on their Player Board.
- The bonus of Tiles chosen here are not activated.
- Any leftover Tiles are returned to the Draw Bag.
(See Purchase & Place Route Tiles for detailed placement and bonus rules.)
Flow of the Game
- The 1st Player rolls all of the Dice.
- In clockwise order starting from the 1st player, players select 1 Die and place it on the leftmost space of a Dice Action, activating the corresponding Action.
- Continue taking turns placing Dice until only 1 Die remains.
- After the Cleanup Phase, pass the 1st Player Token to the player on the left. That player becomes the 1st Player for the next round.
- If the Final Round condition is met, players finish the current round before proceeding to the Final Round.
Actions are triggered depending on where Dice are placed. The number of Dice that can be placed on Flight and Develop Dice Action spaces are limited, while Dice placed on Standby Dice Action spaces are unlimited. When taking a Standby Action, players gain a blue cube, a search icon, and a fuel resource regardless of the Dice value.
There is no limit on the number of Dice that can be placed on the Standby Action space.
For a 4-player game, there are 5 Dice Areas in the Flight and Develop Action space, indicated by a group-of-players icon. Once a Dice Area is full, it can no longer be selected.
Common List of Game Icons
- Medal icon: Increase the Victory Track by 1.
- Bird icon: Increase the Grow Gauge by 1.
- Flame icon: Increase the Fuel Gauge by 1.
- Blue cube icon: Put 1 blue cube in the Lv. 0 space of the Rudder Area.
- Magnifying glass icon: Advance the player's Search Token by 1 space.
- Rudder wheel icon: Turn the Rudder 90 degrees clockwise.
- Parts tile icons: Acquire the Part Tile stated on the effect and immediately place it on the player's Engine Room.
- Cost icons (e.g. "X 3-5", "X 2-4", flame "5"): These icons state cost to do the Action or to upgrade Tiles.
Flight Action
When a player places a Die on the Flight Action, they spend fuel based on the number on the Dice space and move their Airship Token forward a number of Route Spaces by the Dice value. The symbols on the Die do not matter for this Action.
Example: Player 1 places the die on the leftmost space. They spend 1 fuel and move their Airship Token 3 spaces. Player 2 places the die on the next leftmost space. They spend 2 fuel and move their Airship Token 4 spaces.
Boost
When a player does a Flight Action, they may advance additional spaces by spending 4 fuel. For each 4 fuel spent, move 1 additional space.
Route Space
The Airship Token flies clockwise around the outer perimeter of the Player Board, known as the Route Space. There are 12 spaces. Route Spaces provide bonuses when Airship Tokens stops on or passes through (see Types of Route Tiles and Spaces).
Checkpoint
The 4 corners of the Player Board are Checkpoints. Even though the Airship Token starts on a Checkpoint during Setup, Checkpoints do not count as a Route Space, the Airship Token just flies through it. When the Airship Token flies through a Checkpoint, the player gains the corresponding bonus:
- Increase the Victory Track by 1.
- Turn the Rudder or advance the Search Token by 1.
- Place a Parts Tile in the Engine Room or advance the Search Token by 1.
Develop Action
The Develop Action allows a player to perform various actions. The player performs the action corresponding to the symbols shown on the Dice.
Rudder Action
Place 2 blue cubes in the Lv. 0 space of the Rudder Area, then turn the Rudder 90° clockwise.
The Rudder Area contains 4 spaces.
- Lv. 0: a blue cube here has no value and cannot be used. The Storage Cap of blue cubes that can be placed here is 2. Any extra blue cubes gained are discarded. Storage Cap can be increased as the game progresses.
- Lv. 1: 2x blue cube pays for 1 fuel cost.
- Lv. 2: 1x blue cube pays for 1 fuel cost.
- Lv. 3: 1x blue cube pays for 1 fuel cost. Besides paying the cost, there are Free Actions that are only possible with Lv. 3 blue cubes. There is no Storage Cap for Lv. 3 blue cubes.
When paying blue cubes as a fuel cost, always use the value indicated by the current Lv. There are no exceptions. A Lv. 3 blue cube will not be moved back to Lv. 0 by turning the Rudder.
Search Action
Advance the player's Search Token by 3 spaces. When landing on or passing a space with an icon, the player immediately gains its bonus.
The flag icon indicates the 1st player to reach or pass this space. Example: 1st player to land on or pass this space gains a Parts Tile. Each subsequent player gains a Parts Tile of a different kind.
Purchase & Place Route Tiles
Purchase up to 2 Route Tiles from the Route Tile Market by paying the required fuel cost and place them on any Route Spaces on the Player's Board.
The fuel cost is indicated on the Route Tile Market area of the Search Board — for example, the top row may cost 2 fuel per Tile, the middle row 1 fuel per Tile, and the bottom row can be acquired at no cost.
When a space in the Market becomes empty, Tiles shift down during the next player's turn. New Tiles are not replenished at this time, they are only replenished during the Cleanup Phase.
Route Tile Placement
When a Route Tile is placed on a Player Board, its bonus replaces any bonus that was previously on that space; the previous bonus is lost. A new Route Tile may also be placed on top of an existing one.
How to Read Route Tiles
- Front of Route Tile: shows the bonus when activated, and the number of identical Tiles.
- Back of Route Tile: shows the bonus of the upgraded side. Some upgrades will change the Blue Tiles to Yellow.
Types of Route Tiles and Spaces
- The Blue Route Tile activates the bonus when the Airship Token stops on it.
- A Blue Route Tile with a lightning-bolt icon also activates the bonus once per game, immediately upon placement.
- The original Route Spaces count as Blue Route Tiles.
- The Yellow Route Tile activates the bonus whenever the Airship Token stops on or passes through it. Activations are triggered in the order in which they are passed.
The bonuses of Checkpoints and Route Tiles are activated in the order in which they are passed, for example, when the Airship Token moves 4 spaces:
- Gain the Checkpoint bonus.
- Gain a bonus from a Yellow Tile.
- No bonus from a Blue Tile.
- Gain a bonus from a Yellow Tile.
- Gain a bonus from a Checkpoint.
- Gain a bonus from a Route Space.
What are Free Actions?
There are 3 types of Free Actions:
- Upgrade Route Tiles
- Use a Lv. 3 blue cube as a Part
- Grow Actions
During a player's turn, Free Actions may be taken before or after performing a Dice Action. Multiple Free Actions can be combined or used before and after each other. Players cannot use Free Actions while an action is in progress (e.g. while you are moving the Airship Token with the Flight Action).
Free Action: Upgrade Route Tiles
By consuming 1x Lv. 3 blue cube, 1 placed Route Tile can be turned over and upgraded. This can be done multiple times at once by paying the cost per Tile. Once a Route Tile has been upgraded, it cannot be flipped back to the front side.
Acquire and Place Parts Tiles in Engine Room
Gain 1 each of the two Parts Tiles shown and place them in the player's Engine Room to gain various bonuses. Parts may be freely flipped and rotated when placing, but once placed, they cannot be moved or removed.
Fill the 56 spaces in a puzzle-like manner. Because the Engine Room is affected by gravity, Parts must be supported from below and cannot be placed floating or without support. Parts that have no Parts beneath them to provide support cannot be placed there.
Free Action: Use a Lv. 3 blue cube as a Part
Lv. 3 blue cubes can be placed in the Engine Room as a Part of 1 square. The placement rules are the same as any Parts Tiles. Multiple Lv. 3 blue cubes can be used at once.
Parts Upgrade
A Parts Tile can be upgraded by paying the fuel cost. Upgrades can only be done before placement.
- Cost 1x fuel: upgrades to the next tier.
- Cost 3x fuel: upgrades to a further tier.
When a player places Parts on spaces with icons, they immediately gain the bonus shown on those icons. If multiple icons are covered at once, all corresponding bonuses are gained. The icons that can appear are:
- Fuel x2
- Blue Cube x2
- Search x2
- VP x1
- Grow x1
- Rotate Rudder 90° Clockwise
- Purchase & Place 1x Route Tile
When all the spaces of a row in the Engine Room are filled, the player immediately gains that row's Row Bonus. Rows do not need to be completed from bottom to top. A player gains the Row Bonus for each completed row, even if the rows are not completed in order — other rows may still be completed later in the game to gain their Row Bonus.
One example Row Bonus increases the Storage Cap of blue cubes that can be placed in the Lv. 0 Rudder Area by 1.
When players obtain Parts that they can't place anywhere, discard them and return them to the supply. Players cannot obtain Parts that are not available in the supply.
As an exception, if there isn't any Parts Tile of a given type left but there are others of higher value in the supply, players can spend fuel to upgrade and get one of those instead.
The 1st player to fill all the spaces is the player who triggers the Final Round.
Gauge Limit
When gaining resources through rolling Dice or other means, players can only gain resources up to their gauge limit. Anything going over the gauge limit is discarded and lost.
- Three Grow icons: Gain the Grow bonus.
- Three Fuel icons: Gain the Fuel bonus.
Cleanup Phase
Once everyone has finished their actions for the round, proceed with the following:
- Discard the 2 bottom Route Tiles if there are any remaining in the Market. The discarded Route Tiles are removed from the game. After discarding, move the remaining Route Tiles in the Market down.
- Draw Tiles from the Draw Bag randomly and fill the empty Market slots, such that all Market slots are filled.
- All Dice are collected, and the new 1st Player begins the next round.
Grow Free Action
Grow Action
Spend the Grow Gauge to perform the corresponding actions:
- Cost 2: Obtain 1 fuel.
- Cost 3: Obtain 2 fuel.
- Cost 3: Turn the Rudder 90 degrees clockwise.
- Cost 4: Choose a Die and change it to any face. Using the Die is optional.
- Cost 4: Move 1 Route Tile already placed on the player's own Player Board to any space. Placement rules are the same as when acquiring Route Tiles. When moving Route Tiles, only the topmost Tile can be moved. When a Tile is moved and it was an overlapping Tile, the Tile or Space underneath it becomes active.
Triggering the Final Round
When a player achieves any of the following, that player becomes the player who triggers the Final Round:
- Reach 10 on the Victory Track.
- Reach 44 on the Search Track.
- Fill all spaces in the Engine Room.
Once either condition is met, players finish the current round, and the next round becomes the Final Round.
Turn order for the Final Round is determined differently from normal rounds.
The player who triggers the Final Round becomes the 1st Player. All remaining players take their turns in clockwise order from the 1st Player.
The End of the Game
Once the Final Round is completed, follow these steps to determine the winner. Players cannot gain bonuses other than Victory Points from the Search Track.
Check each player's Player Board for the following:
- Least Blank Spaces in the Engine Room. The player with the least Blank Spaces advances 4 spaces on the Search Track, followed by the 2nd least advancing 2 spaces, and the 3rd least advancing 1 space. The 4th gains nothing.
- Most Upgraded Route Tiles. The player with the most upgraded Route Tiles advances 4 spaces on the Search Track, followed by the 2nd most advancing 2 spaces, and the 3rd most advancing 1 space. The 4th gains nothing.
In case of a tie, the player who took their turn earlier in the Final Round gets the better reward.
Next, any remaining resources are used to advance on the Search Track. Advance 1 space on the Search Track for each of the following resources: 3 Grow / 3 blue cubes / 3 fuel = 1 Search Track advance.
After all calculations are complete, the player with the most Victory Points is the winner.
This section of the Play Area serves as a reminder for End of the Game bonuses.
Tiebreaker
If there are players tied for the most Victory Points, the player whose Airship Token has travelled farthest from the starting position is the winner. If a tie remains, the player who took their turn earlier in the Final Round wins.
Optional: Instant Win Rule
At any point during the game, if there is a difference of 5 Victory Points between the player with the most and the player with the second-most, and the second-most player has at least 5 Victory Points, the player with the higher number of Victory Points is immediately declared the winner.
Advance Mode
During Player Board setup, each player randomly receives 1 Room Card and places it in their Engine Room on either side. Once the game has started, players cannot change the side they are playing on.
Types of Route Tile Bonuses
- Gain the corresponding resources. Anything over the limit will be discarded.
- Gain either resource (a choice between two types shown).
- Acquire 2 blue cubes and turn the Rudder.
- Advance the Search Track by the number of icons.
- Place the corresponding Parts Tiles in the Engine Room.
- Spend the corresponding amount of fuel to move additional spaces. Or obtain the corresponding amount of fuel.
Example: Spend 5 fuel to move 3 additional spaces or obtain 2 fuel.