Contents
Welcome to the Aerion Game Rules
Hello there! I’m excited to guide you through the Aerion Game Rules. Let’s dive right in!
A Brief Overview
Let me begin by giving you a quick rundown of what the Aerion Game is all about. It’s a fantastic solo game where you take on the role of an airship captain. Your goal is to construct the best fleet of airships and create harmony with the elements to conquer your quests.
The Gameplay
When it comes to playing the game, here’s what you need to know. You’ll start with a personal deck of nine Location cards, and each one will be different. You’ll draw five cards to form your hand and play them one by one.
Your mission is to wisely place the Location cards in your fleet of airships. Each airship has different requirements, and you’ll need to meet them by matching the symbols on the cards. Working on your strategy and keeping an eye on the element markers is crucial for success.
As you progress, you’ll earn points by completing airship lines. The more symbols you match, the better your chances of victory become.
Victory Conditions
In order to triumph in the Aerion Game, you must complete your airship lines. There are three different types of airship lines: color, symbol, and element. Managing to form these lines guarantees you victory! Pretty exciting, isn’t it?
Conclusion
Now that you have a good understanding of the Aerion Game Rules, you’re ready to embark on your solo adventure. Just remember to use your wits, strategize, and have fun! Wishing you the best of luck on your journey through the skies!
Hey there! I bet you’ve never heard of an air-shipwright before, have you? Well, let me tell you, it’s a pretty cool job. I’m the one responsible for building flying machines that the dreams use to travel through the sky in the Oniverse. And trust me, I’m pretty darn good at it!
The Archonts have given me a really important task – build a new fleet of airships that will blow everyone’s minds. These ships have to be the most beautiful and impressive ones that have ever graced the skies. But here’s the catch – I have to finish building them before I run out of resources. Talk about pressure!
Aerion is an awesome game that can be played solo or with a friend. The goal is to build six amazing airships, each represented by a ship token. And let me tell you, it’s no walk in the park. Every turn, I have to roll the dice to get blueprints, materials, and crew to build the ships. But here’s the thing – sometimes I don’t get the results I want, so I can reroll the dice. But be careful, because every reroll brings me closer to losing the game. It’s a risky move, but sometimes you gotta take a chance!
In order to win the game, you need to construct all six ships before all the cards are thrown away.
There are six additional sets included, known as expansions. These expansions can be used separately from one another and can also be combined together freely. At the bottom of each card, both the base game and the expansion have unique patterns that can be easily identified.
Base Game: Getting Started
So here’s what you need to do if you want to play the game by yourself, with no expansions or anything fancy like that!
- First, get the Ship tokens and the dice. You’ll need six Ship tokens, and make sure they’re flipped over to the Project side.
- Next, grab the Pixie tokens. There are three of them, and you should place them next to the Ships.
- Now it’s time to gather the Resource cards. There are 48 of them, and they have a little indicator at the bottom to let you know they’re part of the base game. Separate the cards into six different decks based on the letters on the back of each card. Shuffle each deck really well. Once you’ve got the decks ready, place them on the table with enough space behind each one for a discard pile. Now take the top card from each deck and place them faceup in front of their decks.
The faceup cards that you just placed form what we call the Display. Underneath the Display, you’ll need to leave some space for four different areas: two Workshops, one Pulpit, and one Reserve.
#image.jpg
Let’s Talk about Aerion
Hey there! Welcome to the world of Aerion, where we get to build cool Ships using dice and cards. It’s a pretty exciting game, and I can’t wait to tell you all about it!
So, here’s the deal: when it’s my turn to play, I roll the dice and pick up Resource cards from the Display. These cards come in two types: Element cards and Book cards.
Element Cards are where the Magic Happens
Now, Element cards are special. They’re the ones I use to build my Ships. Each Ship needs three Elements: a Blueprint, a Material, and a Crew. You’ll find these Elements on the Project side of each Ship token.
The cool part is that each Element card has its own icon in the top corners. And if you look at the bottom corners, you’ll see the icons of other Element cards that can be combined to build a Ship. It’s like a puzzle, putting all the right pieces together!
Workshops
When you’re working on completing Ships, you’ll put the Element cards you collect into your Workshops. Each Workshop can hold up to three cards: a Blueprint, a Material, and a Crew.
Each Workshop is designed to build a specific Ship. You can only build one Ship at a time with each Workshop. Remember to add the Blueprint and Material cards first before placing the Crew card.
The Crew card should always be placed last. You can put the Blueprint and Material cards in any order you like.
Books
In my Pulpit, I can keep the Book cards that I collect. However, the Pulpit can only hold one Book card at a time. I have the option to discard a Book card from my Pulpit for different purposes during my turn. Let’s go through them:
– During the Roll phase of my turn, I have the choice to discard a Book card. This allows me to reroll any number of dice up to three times. Each time I reroll, I can choose different dice.
– In the Acquire phase of my turn, I can also discard a Book card. Doing so enables me to add an Element card that I have acquired (excluding Book cards) to my Reserve. This comes in handy if I can’t or don’t want to place the Element card in one of my Workshops.
On top of that, at any phase of the game, I have the option to discard a Book card. By doing this, I can take up to two discarded Element cards (not including Book cards) from the same discard pile. I can then place them on top of their original deck in any order.
Lastly, I have a Reserve where I can keep my acquired Element cards. It’s important to note that the Reserve can hold any Element cards except for Book cards.
So here’s the deal: The Reserve is where I keep all my Element cards safe and sound. It’s like a secret stash or a hidden treasure! And guess what? I can store as many Element cards as I want in there. It’s pretty cool, right?
But the best part is that I can easily move my Element cards from the Reserve to my Workshops whenever I feel like it. It’s like magic! So whenever I need to use an Element card for something awesome, I can just grab it from the Reserve and bring it to my Workshop to start creating.
Pixies
Pixies can come in handy when you want to tweak your rolls. Once you’ve rolled the dice, you can use a Pixie to switch one die to any number you like. The best part? You can use as many Pixies as you want during the first phase of the game. And don’t worry about running out of Pixies – they’ll always come back to you.
How to Play
Aerion is all about taking turns. Each turn has three different parts:
1. The Roll Phase
Let’s get started by rolling the six dice. Each Resource card has a requirement shown on the top, like two pairs or four of a kind, to acquire it.
Our main goal in Phase 1: Roll is to roll the necessary result to take a Resource card from the Display that we need.
If there’s a card in the Display that matches our roll, we can move on to Phase 2: Acquire.
Time for a Reroll
If our roll doesn’t allow us to acquire any cards in the Display or if we want to try for a card that our current roll doesn’t allow, we can discard one card from the Display to reroll any number of dice.
Each deck has its own discard pile above it. When we discard a card, we place it faceup in the corresponding discard pile. We can look through the discard piles whenever we want.
Let me explain how this works. When you’re playing the game, you have a deck of cards. The cards in your deck can be used to acquire new cards or perform other actions. Each turn, you can repeat a certain action multiple times as long as there are still cards in the Display – that’s the area where you can see the available cards. Here’s the thing: you can change your mind and reroll the dice each time you repeat the action. It’s like giving yourself another chance to get the result you want. But remember, you can only reroll the dice, not the cards. So, after each reroll, you have to discard some cards. You keep discarding until you can obtain a card that you want or until there’s only one card left in the Display. In the latter case, if you can’t or don’t want to get that last card, you have to discard it anyway and move on to the next phase of the game. That’s Phase 3: Replenish. You skip Phase 2: Acquire entirely.
So, you’re in luck! You already have the Glider blueprint card and the Helix material card in your Workshop. Now, all you need is the Incubi crew card to complete your Glider. Luckily, there is an Incubi crew card available in the Display. To acquire it, you need two pairs of AA and BB.
Let’s say you roll the six dice and get the numbers 2, 3, 4, 5, 5, 5. Unfortunately, this roll won’t allow you to acquire the crew card you want. But don’t worry! You can discard a card from the Display to reroll the 2, 3, 4, and 5. And guess what? Two of these dice roll 2’s.
Now, you have two 2’s and two 5’s. This means you can move on to Phase 2: Acquire and finally acquire the Incubi crew card you’ve been eyeing.
Remember, during this process, you won’t reveal any new cards to replace the ones you’ve discarded. New cards are only revealed and replaced during Phase 3: Replenish.
But here’s something to keep in mind: every time you discard a card to reroll, the number of cards available for you to acquire decreases. So, be cautious! You don’t want to move closer to defeat by depleting the number of available cards.
That’s it for now. The Acquire phase is where the real action happens. Get ready to complete your Glider with that Incubi crew card! Exciting times ahead!
When I’m playing this game, I get to choose one Resource card from the Display. The card I select is based on the roll I make. After choosing a card, I need to place it in the correct spot based on its type.
Let’s talk about the different types of cards. One type is an Element card. When I get an Element card, I need to put it in the Element area. This area is specifically meant for Element cards.
When you play the game, you have the option to put an Element card in one of your Workshops. If you don’t want to or can’t place that Element card in one of your Workshops, you have another choice. You can give up a Book card from your Pulpit and place the Element card in your Reserve instead. But if you don’t choose either of those options, you have to get rid of the Element card right away.
Here’s how it works: If you collect all three Elements necessary to finish building a ship in one of your Workshops (Blueprint, Material, and Crew), your ship can take off! Flip the Ship over to its Flying side, and take the three Element cards out of that Workshop and discard them. Put the discarded cards back where they belong in their original deck.
Book
During certain rolls, you might have a chance to pick from multiple cards in the Display. But remember, you can only get one card when it’s Phase 2: Acquire.
When it comes to the dice-rolling game, it’s important to remember that the sets of results don’t have to be different. For example, AA+BB could be two pairs of the same number. However, the A+B+C+D+E result must be a set of dice in numerical order, either from 1 to 5 or from 2 to 6.
3. Replenish
To replenish a deck that doesn’t have a card in the Display, you need to reveal the top card of that deck and place it faceup in front of the deck. This adds the card to the Display. If a deck has no cards remaining, it will stay empty for the rest of the game.
The cards in the Display are not replaced. They remain there until they are discarded or acquired.
If you want to retrieve cards from a discard pile by discarding a Book card, and the corresponding deck has no cards remaining, the retrieved cards form a new deck.
End of the Game
If I manage to flip all six Ships to their Flying sides, then I win the game! However, if all six Resource decks and the Display are empty, then I lose the game.
To make the game more challenging, I can put one, two, or three Pixies back in the box during setup.
For the two-player game, we follow the same rules with a few exceptions:
During setup, each player randomly selects three Ship tokens. The player with the most experience takes the first turn.
Players take turns and go through the three phases, just like in the solo game.
Each player has one Pulpit, one Reserve, and one Workshop. We both share a third Workshop where we can both place cards.
That’s how we play!
You can’t put cards in the other player’s Workshop, Pulpit, or Reserve. But both of us can put Element cards in the shared Workshop, even cards from our Reserves.
If we want to make a Ship in the shared Workshop, the one of us who has the Ship token has to add a Crew card to finish it.
We each have to build our own three Ships. If one of us tries to build a Ship without having the right token, nothing happens. The Element cards get thrown away, but the Ship token doesn’t get turned over.