Aerion Expansions Official Rules

By: Dennis B. B. Taylor

Aerion Expansions Official Rules

Hey there! Welcome to the official rules of Aerion Expansions. I’m here to give you the lowdown on how to play this awesome game. Trust me, once you understand how it works, you’ll be ready to take on the skies and become a master aviator!

Components

Alright, let’s start with the components of the game. Aerion Expansions comes with a deck of beautifully illustrated cards, each depicting different elements of your aircraft. These cards represent the various parts you’ll need to build your flying machine. Cool, right?

Objective

Now that you know what you’re working with, let’s talk about the objective. In Aerion Expansions, your goal is to construct the strongest possible fleet of airships. You want to create a collection of aircrafts that will make all your opponents weak in the knees. It’s all about strategy and skill!

Gameplay

The gameplay is where the real fun begins. In Aerion Expansions, you’ll start with a hand of cards from the deck. These cards represent different parts of an airship, like engines, wings, and cabins. Your job is to strategically place these cards in pairs so they form complete airship structures.

But don’t get too comfortable just yet. Each structure you create has to meet specific requirements, like having a certain number of cards or a particular type of card. It’s like solving a puzzle, and it’s definitely not as easy as it sounds. But hey, the challenge is what makes it exciting, don’t you think?

As you progress through the game, you’ll encounter various challenges and obstacles. These challenges will test your skills as an aviator and force you to think on your feet. It’s all about making strategic decisions and adapting to different situations. So be prepared for anything!

Scoring

Scoring in Aerion Expansions is based on the structures you create. Each completed structure has a certain value, which contributes to your overall score. The more valuable your structures, the higher your score will be.

But that’s not all – there are also bonus points up for grabs. You can earn bonus points by completing special objectives or creating specific combinations of airships. So keep an eye out for those opportunities!

Winning

Finally, let’s talk about winning. In Aerion Expansions, the player with the highest score at the end of the game is declared the winner. It’s that simple – the sky’s the limit!

So there you have it, everything you need to know to dive into the world of Aerion Expansions. I hope you’re as excited as I am to embark on this thrilling adventure. Get ready to spread your wings and soar through the sky. Good luck, aviator!

Expansion 1: The Flagship #image.jpg

Hey there! I’m here to tell you all about the awesome Expansion 1: The Flagship for the game Aerion. Let’s dive right in!

So, you’ve been playing Aerion and having a blast. Well, get ready because this expansion is going to take your gaming experience to a whole new level. It’s like adding rocket boosters to an already amazing spaceship!

Now, you may be wondering, what exactly does The Flagship expansion add to the game? Well, let me break it down for you. It introduces a whole bunch of new concepts and components that will spice up your gameplay and keep you on your toes.

One of the key features of this expansion is the addition of the flagship. This powerful ship will serve as your home base throughout the game. It provides you with unique abilities and opens up new strategic opportunities. Trust me, you’ll want to get your hands on one of these bad boys!

But that’s not all. The Flagship expansion also introduces new types of modules and a whole new set of cards. These modules and cards will give you even more options and strategies to explore. It’s like having a whole new toolbox at your disposal!

Now, when it comes to playing with The Flagship expansion, there are a few things you need to keep in mind. First, you’ll want to make sure you understand the rules and how the new components interact with the base game. Don’t worry, though, the rulebook is your trusty guide, and it explains everything in detail. Just take your time and soak it all in.

Second, remember to adapt your play style to incorporate the new elements. The flagship, modules, and cards all bring something fresh to the table, so be open to trying new strategies and approaches. Embrace the challenge and let your creativity soar!

Lastly, have fun! The Flagship expansion is designed to enhance your gaming experience and provide you with hours of excitement. So, gather your friends, set up the game, and get ready for an epic adventure in the Aerion universe. You won’t be disappointed!

Remember, The Flagship expansion is just one of many expansions for Aerion. If you’re hooked on this game, you’ll definitely want to check out the other expansions too. Each one brings its own unique twist to the table, and they all work together seamlessly.

So, what are you waiting for? Strap on your seatbelt, fire up your engines, and get ready for an unforgettable journey with Aerion and its awesome Expansion 1: The Flagship. Happy gaming!

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Setting Up the Game

First, let’s prepare the game for play. Take the Flagship token and place it next to the Ship tokens. Make sure the Project side of the Flagship token is facing up. Now, it’s time to determine which Factory cards will be used in the game.

Here’s how to choose the Factory cards:

  1. Roll two dice and note down the results. If you roll the same number on both dice, reroll until you get two different numbers.
  2. Take the two Factory cards that match the numbers you rolled and place them faceup in front of you. If any Factory cards are left unused, put them back in the box for now.

Now that the game is set up, we’re ready to start playing!

About the Factory Cards

The Factory cards grant you fresh skills that last for the whole game. Check out the Library (1) to get started.

So here’s the thing: you can stock up your Pulpit with as many Book cards as you want. And when you toss one of these Book cards away to give your dice another go, you get a little bonus. Normally, you’d only get to reroll three times, but with a Book card in your Pulpit, you can bump that up to four. Pretty cool, right?

The Archive (2)

What if I told you that when you throw away a Book card to get cards back from the discard pile, you can grab three cards instead of just two? It’s true! And not only that, but these three cards have to come from the same discard pile. Sounds pretty cool, right? It’s a little trick you can use to your advantage.

Take Advantage of the Security Department (3)

If you’ve gotten rid of any cards from the Display during Phase 1: Roll, you have the option to finish Phase 1: Roll right away. You can skip Phase 2: Acquire and move straight to Phase 3: Replenish.

Entering the Research Lab

When you first roll the dice in Phase 1: Roll, you have the option to reroll all six of them. After doing so, you can choose to either continue with Phase 1: Roll or move on to Phase 2: Acquire.

The Department of Logistics (5)

Hey there! Let me tell you about a neat little trick you can do when playing a game. When you want to change the numbers on your dice, instead of rolling them again, you can discard a card from the display and choose to change one die to its opposite face. Cool, huh? For example, you can swap a 1 for a 6 or a 2 for a 5. You can do this as many times as you want during your turn. It’s like having a magic power!

Get Ready to Play (6)

The Main Attraction

The Flagship is a special token in the game. It’s like a ship that you can use to win the game, just like the regular ship tokens. But the Flagship is a bit different. Here’s how:

  • To build the Flagship, you need one copy of each of the three Material cards (Cocoon, Nut, and Helix) and each of the two Crew cards (Incubi and Sognae). You don’t need a Blueprint card for the Flagship.
  • The Flagship isn’t constructed in one of the Workshops. Instead of putting an acquired Element into a Workshop, you can directly add it to the Flagship to help build it.

Even though you can place the two Crew cards in any order, you still need to place them on the Flagship token as the last two cards (unless you have the Game Room Factory card).

Once all five Element cards have been placed on the Flagship token, discard those cards and flip the Flagship to its Flying side.

Extra Way to Win

To win the game, you gotta finish the Flagship. And here’s the thing, you can finish the Flagship even if you haven’t taken care of the Ships from the base game.

If you’re playing with just two players, both of you get an advantage from the Factory cards. And don’t forget, both of you can put Element cards on the Flagship.

Now, if you wanna crank things up a notch and make it more challenging, you can expand the Factory. How? Simple. Just mix the Factory cards into their matching Resource decks. At the start of the game, you won’t have any Factory cards.

But don’t you worry. As you play, you can get up to two Factory cards. Just roll the dice and if you make the right roll, you can get a Factory card, just like you would get a Resource card. Keep it in front of you when you snag one.

Here’s the kicker: Once you get a Factory card, its effect comes into play right away. And in a two-player game, both of you get the benefits of any Factory card, no matter who picked it up. So, it’s a win-win situation.

If a Factory card is currently displayed, you have the option to discard it and roll the dice again, just like you would with a Resource card. When you discard a Book card from the Pulpit to retrieve cards from the discard pile, you also have the ability to retrieve a Factory card.

Remember, you can only have a maximum of two active Factory cards at any given time. If you try to acquire a third one, you must first discard one of the two Factory cards you already have to make room for the new one. If you choose not to discard, the new Factory card must be discarded.

Expansion 2: The Hourglasses #image.jpg

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Setting Up

All you have to do is mix the 24 Hourglass cards with the matching Resource decks.

Hourglass Cards

The Hourglass cards are just like other Resource cards and can be obtained the same way. Once you get your hands on Hourglass cards, place them next to the Ship tokens.

If you want to reroll, you can discard an Hourglass card from the Display, just like any other Resource card. And here’s a cool trick: when you use a Book card from the Pulpit to get cards from the discard pile, you can grab Hourglass cards as if they were Element cards.

When Phase 3: Replenish begins, make sure to get rid of any Hourglass cards still in the Display.

An Extra Way to Win

To win the game, not only do you need to complete the Ships, but you also have to collect six different Hourglass cards – one from each deck. You can get the Hourglasses whether you’ve finished the Ships or not.

Playing with Two Players

When playing a game with only two players, both players need to collect six Hourglasses in order to win.

Making the game more challenging: If you’re short on time

If you want to make the game more difficult and play with limited time, you can use only 18 Hourglass cards, with three cards in each player’s deck. The remaining six Hourglass cards should be returned to the box.

Expansion 3: The Stone Clouds #image.jpg

Setting up the game

Okay, here’s what you need to do: Take the twelve Hammer Bird cards and shuffle them into their matching Resource decks.

Next, grab the six Stone Cloud tokens and put them by the Ships, making sure the intact side is facing up.

Demolition

Hey there! Let’s talk about a cool move you can make during the game called Demolition. Instead of doing the usual Phase 2: Acquire, you have the option to do Phase 2: Demolish.

Now, during Phase 2: Demolish, you have the power to flip or get rid of these things called Stone Cloud tokens. When you do this, you earn demolition points. How many points you ask? Well, you get points equal to the total value of your dice. But wait, there’s more! You can also get additional demolition points for discarding Hammer Birds. Pretty neat, huh?

Here’s something you need to keep in mind though. You can only flip a Stone Cloud token to its cracked side or discard a cracked Stone Cloud once you have earned at least 30 demolition points. Oh, and before you can discard a Stone Cloud, you have to flip it to its cracked side first. Don’t forget that discarded Stone Clouds go back in the box.

Now, here’s a little catch. During Phase 2: Demolish, you can’t grab any cards from the Display. Bummer, I know. But hey, you’re here to demolish, not acquire, right?

Oh, and one more thing. To be able to do Phase 2: Demolish, you gotta make sure your roll adds up to at least 30. That includes your six dice plus any Hammer Bird cards you have. If your roll doesn’t make the cut, you can’t do the demolishing. Tough luck! But I know you’ve got this!

Hammer Bird Cards

The Hammer Bird cards are a type of Resource card. However, unlike other Resource cards, you cannot obtain them. You have the option to discard a Hammer Bird card to do one of two things:

1. During Phase 1: Roll, you can reroll by discarding a Hammer Bird card, just like you would with other Resource cards.

2. During Phase 2: Demolish, you can add a Hammer Bird card to your dice total. The more Hammer Bird cards you discard during this phase, the more demolition points you earn. Take a look at the table below to see how many demolition points you can earn based on the number of Hammer Bird cards discarded:

Discarded Hammer Bird cards | Demolition points

————————– | ——————

1 | 5

2 | 40

3 | 100

If you discard a Book card from your Pulpit to retrieve cards from a discard pile, you have the ability to retrieve Hammer Bird cards as if they were Element cards. However, you are not allowed to place Hammer Bird cards in the Reserve.

It’s important to note that there is an additional victory condition related to the Hammer Bird cards.

To win the game, you have to get rid of the six Stone Cloud tokens. You’re allowed to discard them, even if you haven’t completed the Ships.

Let’s talk about increasing the difficulty. Say hello to The Flock! During Phase 2: Demolish, if you want to discard Hammer Bird cards, you must discard at least two. However, if your total is at least 30, you can still choose to resolve Phase 2: Demolish without using any Hammer Bird cards.

Now, let’s move on to another challenge: Pinned Down. In the setup, you’ll find a Stone Cloud token on each of the six Ship tokens from the base game. You need to discard the Stone Cloud token on a Ship token before you can turn it on its Flying side.

Now, let’s dive into the fourth expansion: The Piers. Take a look at the image of it below.

Setup for this expansion is as follows: [insert setup details here].

Hey there! Let’s get this game started. First things first, we need to shuffle the 12 Worker cards and place them into their corresponding Resource decks. Easy peasy, right?

Now, pay attention to the table. We’re going to put three Pier cards on it, making sure the Construction side is faceup. Got it?

Oh, and make sure to leave some space next to the Pulpit because there’s a new area we need to set up: the Payroll. Keep that in mind!

Worker Cards: A Game Changer

Worker cards are like no other resource cards. They have a special role in the game, and they cannot be acquired. In Phase 1: Roll, you can use Worker cards in two distinct ways.

  • Do you need a do-over? Simply discard a Worker card from the Display, just like any other Resource card, and give yourself another chance by rolling again.
  • But that’s not all! Worker cards can also be placed in your Payroll, where they become your loyal companions. Here, they grant you the opportunity to reroll up to three times. Remember, though, that you must pay these valuable workers before the end of the game. Don’t worry about limitations – you can have as many Worker cards as you want in your Payroll.

Now, here’s an interesting twist: when you discard a Book card from your Pulpit to retrieve cards from a discard pile, you have the power to bring back Worker cards just like you would with Element cards. However, keep in mind that Worker cards cannot be placed in the Reserve; they have their own special niche.

Pay a Worker and Change the Game

Your turn just got more interesting! Instead of resolving Phase 2: Acquire, you now have the option to take a detour and go for Phase 2: Payday if your dice total is 26 or higher. It’s a game changer that adds strategy and excitement to your decision-making process.

During Phase 2: Payday, I can get rid of one Worker card from my Payroll. But remember, I can’t get any cards from the Display during Phase 2: Payday.

Oh, and here’s an interesting twist! Instead of going for Phase 2: Acquire, I can opt for Phase 2: Build during my turn, but only if I have five cards with the same number (five of a kind) as my roll. Pretty cool, right?

If I choose to go for Phase 2: Build, I have the power to flip one Pier card from the Construction side to the Built side. That’s how I can make progress in constructing my Piers. But here’s the catch — just like in Phase 2: Payday, I can’t acquire any cards from the Display during Phase 2: Build.

Now let’s talk victory conditions. To win the game, there’s an additional criterion. Besides completing the Ships, I also need to flip all three Pier cards to their Built side, and I must not have any Workers left in my Payroll. So, flipping the Piers and discarding the Workers is an essential part of winning the game, regardless of whether or not I’ve finished the Ships.

And if you’re playing with just two players, keep in mind that the rules still apply. Good luck!

When playing the game, each of us has our own Payroll and we must remove the workers we hired on our turn. In order to win, neither of us can have any Workers in our Payroll.

Making it harder: No Debt Policy

You can only have one Worker card in your Payroll at a time.

In a game with two players, we both share one common Payroll instead of each having our own Payroll.

Expansion 5: Hammer Bird Eggs #image.jpg

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Setting Up the Game

To start the game, mix the 12 Egg cards into their respective Resource decks.

Egg Cards

You can’t get rid of Egg cards from the Display. But if you roll the right dice result, you can grab an Egg card from the Display. Put the acquired Egg cards in a pile next to the Ship tokens.

Whenever you want during your turn, you can choose a deck and return any number of acquired Egg cards to the box. Then, reveal that same number of cards from the top of the chosen deck. From those revealed cards, you can pick one and place it at the front of the corresponding deck in the Display.

If there’s already a card from that deck in the Display, shuffle that card and any other cards revealed by the Egg cards back into that deck.

If there aren’t any cards from that deck on the table, put the chosen card in front of that deck, and then shuffle any other cards shown by the Egg cards back into the deck.

You can use Egg cards as many times as you want during your turn.

The “Save Shell” Rule

If, after rolling the dice, you can’t get any cards from the table, and there are only Egg cards left, you can skip Phase 2: Acquire. You won’t get any cards (or use any of the replacement Phase 2 options) and will go straight to Phase 3: Replenish.

Another Way to Lose

If there are only Egg cards on the table at the start of your turn, you have to get one of those cards during your turn. If you don’t, you lose the game.

Playing with Two People

So, here’s the deal: when I play this game, we both put the Egg cards we get in a pile. Then, when it’s your turn, you can use any of those cards. Simple, right?

Now, let’s make it harder: Fragile Shells

We’re gonna play without the ‘Save Shell’ rule. This means that if you can’t get a card during the Acquire phase and there are only Egg cards left in the Display, you lose the game. Pretty intense, huh?

Expansion 6: The Hellkite #image.jpg

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Setting Up the Game

First, let’s set up the game. Take the eight Lair cards and shuffle them. Without looking at them, put two of the cards back in the box. The remaining six cards should be placed facedown in a row above the Resource decks.

Next, shuffle the eight Outpost cards. Take two of these cards and return them to the box. Then, take the remaining six cards and place them face-up on top of each of the Lair cards. The Hellkite pawn should be placed on the leftmost Outpost card.

Understanding Outpost Cards

Now, let’s talk about Outpost cards. Each Outpost card represents a specific type of Resource card: Book, Blueprint, Material, or Crew. It’s important to note that if the Hellkite pawn is on an Outpost card, you cannot acquire the Resource card type shown on that card. Keep this in mind when planning your next move.

Learning About Lair Cards

Lair cards, on the other hand, represent different types of Resource cards as well: Book, Blueprint, Material, or Crew. When you successfully destroy a Lair card, you get the chance to immediately acquire one Resource card of that same type from the Display. It’s like adding the card to your collection during Phase 2: Acquire.

Chasing the Hellkite

Hey there! Wanna try something different during your turn? Instead of doing the usual Phase 2: Acquire, you can go for Phase 2: Hunt. It’s pretty simple – just add up all your dice, six in total. If the total is 15 or less, you have the power to destroy the Outpost or Lair where the Hellkite pawn is chilling out.

Now, here’s what happens when you destroy one of those cards. If it’s an Outpost or Lair card, send it packing back to the box. If it’s an Outpost card, reveal the secret Lair card hiding underneath it and put the Hellkite pawn right there.

Here’s the twist: that Lair card is now defenseless and wide open for attack. If the Hellkite is still hanging out on that Lair card during a later turn, you can take it down with a Hunt action. But there’s a catch – you can only target a Lair card if there isn’t an Outpost card sitting on top of it.

When you destroy a Lair card, I’m going to tell you to move the Hellkite pawn to the next Outpost/Lair card that is to its right. But hold on, if the Hellkite is already on the rightmost Outpost/Lair card, then I want you to move it all the way to the leftmost one instead. And here’s the exciting part: if there are no more Outpost/Lair cards on the playing field, that means you’ve conquered the Hellkite! Victory is yours, my friend. Now, make sure to return the pawn to the box to celebrate your triumph!

Now, I need to let you know that during Phase 2: Hunt, you won’t be able to get any cards from the Display. Well, except if you destroy a Lair card. So keep that in mind, buddy!

Moving the Trouble Maker

Oh, and before I forget, when we’re in Phase 3: Replenish, here’s what I want you to do: move that mischievous Hellkite pawn to the next Outpost/Lair card on the right. But hey, if it’s already hanging out on the rightmost Outpost/Lair card, just shuffle it all the way to the leftmost one. However, if there’s only one Outpost/Lair card left, my friend, the Hellkite pawn decides not to move. What a character, am I right?

Extra Way to Win

To win the game, you need to defeat the Hellkite by destroying all the Outpost and Lair cards. It doesn’t matter if you have finished the Ships or not, you can still defeat the Hellkite.

Making it more challenging: The Impregnable Fortress

In this version, you can only destroy the leftmost or rightmost Outpost cards. You can only destroy Lair cards after all the Outpost cards have been destroyed. Once all the Outpost cards are gone, you can only destroy the leftmost or rightmost Lair cards.

You can only destroy an Outpost/Lair card if the Hellkite pawn is on it.

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