Take turns aboard the airship, risking each flight for more valuable treasures. The first voyage ending with someone at 50+ points ends the game; the highest score wins, including ties.
The number on each island is the minimum prize in its face-down deck. Disembarking draws the top card; an Instructor can instead choose from the city’s pile. An exhausted island is skipped on later flights. Treasure values and running scores stay secret until game end.
The captain rolls two to four event dice. Other passengers choose Stay or Disembark clockwise; choices cannot be undone. The captain matches each hazard with one Compass (clouds), Lightning Arrester (lightning), Foghorn (birds), or Cannon (pirates). Duplicate hazards need duplicate tools; clear dice cost nothing.
After the passengers decide, the captain declares whether the hazards can be beaten, then resolves the flight. The captain may spend Turbo for missing tools or withhold Turbo and crash. A crash leaves aboard players without a new prize; previously collected treasures remain safe.
While a captain is declaring or resolving, eligible special cards may be played. Reactions are first-come, first-served until the captain resolves; there is no automatic reaction timer.
All equipment cards remain in your hand between voyages until spent; everyone draws one more card at the start of the next voyage.
Adds 14 Help cards (2 Compass, 3 Lightning Arrester, 4 Foghorn, 5 Cannon), two upgraded tools per hazard, two Bandits, two Mooring Lines, and six unique characters. Each player receives a different character at random. Powers may be used once per game; each ability emblem shows Ready or Spent. Your available power shows Use. Hover or focus an emblem for its full effect.
Upgraded tools cover up to two matching hazards and must be spent even for one. After a failed declaration, airship passengers privately select Help or pass. Everyone’s offers reveal together and all offered cards are discarded. Each Help covers one matching hazard; the captain must pay when ordinary equipment and Help suffice. The captain and rowboat rider cannot contribute. A reroll returns unrevealed offers. In expanded games, Jetpacks are reserved until the crash resolves; play again to cancel. Rescue or reroll cancels the reservation without spending the card. Help is offered once per leg. Unused Help costs 2 points per card at final scoring; 50 treasure points still triggers the end of the game.
Adds four rowboat immunity cards and two each of Desperate Need, New Equipment, and Spy. Before rolling, all players may play eligible pre-roll cards; the captain then rolls. Passengers can board the available one-seat rowboat in clockwise order instead of staying or disembarking. The captain may take it before declaring, passing command to the next passenger. A lone captain may also board after declaring failure.
The airship resolves first, then the rowboat takes a separate turn from its own city with its own dice. Its printed immunity ignores every matching hazard. The rider may land before rolling, must pay other hazards from their own hand, and cannot use Help or Ejection. Other legal vessel reactions apply to the active vessel. One vessel crashing does not end the other’s voyage. Everyone draws and returns to the airship only after both have finished.
Two Grapnels and two Instructors. Grapnel lets a passenger who disembarked on this leg reboard after a successful airship flight, returning their newly acquired treasure to its city. Instructor is optional when drawing treasure: choose from the available pile, then shuffle its remainder. The choice stays private.