Airships

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Airships is a dice-driven company-building game where players develop airship companies by acquiring expansion cards that improve their dice pools, then use those dice to build airships for victory points. Players can also participate in constructing the legendary Hindenburg for bonus points. The player with the most victory points at game end wins.

Components

Setup

  1. Place game board centrally. Place all 9 dice and wooden airship beside the board.
  2. Airship cards: Sort by back color. Shuffle each set of 6; place 4 face up on the board in stacks (light-blue on top, then medium-blue, then dark-blue underneath). Return remaining 6 to box.
  3. Expansion cards: Sort by back. Shuffle the 24 Era 2 cards (dark backs) face down, place the “Change of Era” card on top, then shuffle and place the 18 Era 1 cards (medium backs) on top. Shuffle 6 Starter cards (light backs) and deal 1 to each player; place remaining face up on the board. Fill board to 6 expansion cards from the pile.
  4. Each player takes a company board, chooses an entrepreneur card (placed face up showing 1 white die), and places their starter expansion card on the matching colored field.
  5. Starting player receives 3 bonus chips; all others receive 4.
  6. All players begin with 2 white dice available.

Turn Structure

Each turn consists of two steps:

  1. Turn over an expansion card from the pile to the board.
  2. Attempt to acquire one card (expansion or airship) by rolling dice.

Actions

Step 1: Turn Over an Expansion Card

Step 2: Acquire a Card

Successful attempt: Take the card and place it on your company board in the matching field (replacing any existing card in that department, which is removed from the game). Airship cards stack on the airship field; the player also receives the wooden airship token.

Failed attempt: The player may use bonuses to reach the target:

If still insufficient, the attempt fails and the player receives 1 bonus chip from the supply (if available).

Additional Turn

After completing a turn, a player may immediately take another full turn (both steps) by paying 3 bonus chips. Multiple additional turns are allowed if chips are available.

Hindenburg Construction

When an airship stack is depleted, revealing the Hindenburg image, players may attempt construction phases instead of acquiring cards. Each phase has specific dice requirements and awards victory points. Mark completed phases with a bonus chip. Only 1 player can complete each phase. The player completing a phase receives the wooden airship.

Important: Once any Hindenburg phase is built, the wooden airship is only awarded for completing Hindenburg phases, not regular airships.

Two VP values per phase: higher if all 4 phases are completed, lower if the game ends before completion.

Scoring / Victory Conditions

Game ends when either:

Scoring: Sum all victory points from:

Highest total wins. Tiebreaker: most airships built (each Hindenburg phase counts as 1 airship).

Special Rules & Edge Cases

Player Reference

Expansion Card Departments

Department Color Effect
Engineers Orange Imaginary die with fixed value
Captains Brown 1-2 dice + 1-3 bonus chips (one-time)
Financiers Purple 1-3 additional dice
Materials Blue Exchange dice colors before rolling
Hangars Yellow 1-2 additional dice
Engines Green +1 or +2 bonus to rolls using specific die colors

Dice Values

Color Faces
White 1, 1, 2, 2, 3, 3
Red 2, 3, 3, 4, 4, 5
Black 4, 4, 6, 6, 8, 8