Her Majesty’s Airship Official Ruleset

Her Majesty’s Airship Official Ruleset

The Object

Repair the 4 Sabotages (optional 5) aboard the Ship in order to land safely. Explore the Ship to search and discover items needed to repair, as well as optional other characters. Repairing all 4 (5) Sabotages before the total combined number of Sabotages and Misfortunes reaches the Critical Limit (10) will allow the Ship to land safely and the Crew are declared winners.

This is a light Roleplaying game where communication, cooperation, and ‘getting into character’ is encouraged! Have fun with the characters you choose and get creative with your solutions.

The Setup

*Optional* If playing a 5-person game, remove the Sky Marshall from the Discovery deck and combine with the Crew Cards. Add the Sabotage card titled “Capture the Saboteur” to the rest of the Sabotage cards.

The Field of Play is formed by shuffling Ship cards (take out the Security Station) then laying the remaining Ship cardsface-down to form the body of the Ship. Ship dimensions and shape can vary based upon table size. All Ship cards must be in direct line with each other; no angled setups. Once all Ship cards have been set face-down on the table, the Security Station is then placed face-up on one side of the Ship in the central row. This is the Starting Point.

Typical setup is 6 rows as follows:

1-3-5-6-5-5.

Misfortune cards are shuffled and set in a pile face-down. Discovery cards are shuffled and set in a pile face-down. Sabotage cards are laid out face up in an area where all players can see; 4 main cards for a standard game and optionally adding the 5th “Capture the Saboteur” Sabotage card for 5 player game.

Each player chooses a Crew Card that will represent them throughout the game. This card will be kept with the player for the duration of the game. Players can keep track of their character’s movements by either placing their Crew Card, six-sided dice, or any other available tokens that can be found in your home on the Ship Cards.  At the start of the game, each player will place their respective card/dice/token at the Starting Point.

The Play

The game begins after the Field of Play has been created and each player has one of either 4 or 5 Crew Cards.

Each turn consists of 3 phases:

  1. Movement Phase– The starting player (determined by general consensus) rolls one 6-sided dice to determine how far they may move. The player may move up to any portion of their roll but once stopped, cannot continue until their next turn. Moving in straight lines, the player then places their dice/token on the chosen ShipCard and reveals that card, turning it over to lay face-up for the duration of the game.
    1. If player rolls a 1, this is considered a Misfortune and that player must draw a card from the Misfortune deck. The player will read that Misfortune card out loud for the rest of the Crew to hear. Any injuries to that player take effect immediately.
  2. Search Phase– Once Movement is complete and any Misfortunes that may have occurred are read, player has the option to Search (unless restricted by Misfortune). The player will roll a 6-sided dice to determine success. A successful roll is anything 3 or higher. A roll of 2 results in no actions.
    1. If the player rolls a 1, this is considered a Misfortune and that player must draw a card from the Misfortune deck. The player will read that Misfortune card out loud for the rest of the Crew to hear. The Misfortune card takes effect immediately, including any potential injuries to the player.
    2. If the player makes a successful roll, they can draw one card from the Discovery deck. The player then has the option of keeping that item or leaving it in the room where it was found. Each player can carry a maximum of 3 items.
  3. Action Phase– Once the player has Searched (optional) they can choose to perform one of three actions.
    1. Repair a Sabotage/Misfortune- If player has necessary item, is the correct Crew member, and is in the correct location, player can attempt to Repair by rolling a 6-sided dice. A successful roll is determined based on the Crew Member’s skill number. (See below)
    2. Transfer a Discovery card to another player. No roll is necessary to determine success.
    3. Subdue the Saboteur- Player who Discovers the Saboteur has the option of attempting to restrain him with a Strength check. If successful, the Saboteur will remain with the player while the Sky Marshal moves to intercept. If unsuccessful, Saboteur is shuffled back into Discovery deck.
    4. If player rolls a 1 during the Action Phase, this is considered a Misfortune and that player must draw a card from the Misfortune deck. The player will read that Misfortune card out loud for the rest of the Crew to hear. Any injuries to that player take effect immediately.

The turn then moves to the next player in a clockwise rotation and the game repeats, taking turns between players until the last of the Sabotages are repaired or the Critical Limit has been reached.

Crew Cards

Each of the Crew Cards contains the same basic information (including optional character cards). They each have a name at the top of the card and a list of numbered skills at the bottom. They are StrengthTechnical Ability– Medical Knowledge. Each Misfortune or Sabotage will require the player to test one of these three skills to determine their success at performing the desired action. A successful roll is determined by achieving the same or greater number listed on that particular skill.

(Example)

  1. The Engineer has a Strength skill of 3. To successfully lift a beam off of an injured player the Engineer must roll a 3-4-5 or 6.

Special Characters

  • Queen- Once discovered, the Queen accompanies the player who discovered her, and that player adds a +1 inspiration point to rolls during the Search and Action Phases.
  • Sky Marshal- Can be played as either an initial Crew Member or a character discovered throughout the game. The Sky Marshal is the only Crew Member who can use the handcuffs (Strength check) and transport the Saboteur to lock him in the Security Station (Technical check).
  • Saboteur- Once discovered, the player who finds the Saboteur has the option of attempting to restrain him with a Strength check. If successful, the Saboteur will remain with the player while the Sky Marshal moves to intercept. Each successive round until the Sky Marshal arrives, the player must roll another successful Strength check for the Saboteur to remain subdued. In addition, if any player makes a roll of “1” before the Sky Marshal successfully handcuffs the Saboteur, then the Saboteur escapes and is shuffled back into the Discovery deck. Once apprehended by the Sky Marshal and locked in the Security Station, no Misfortunes occur upon a roll of “1” during the Search Phase only.

Special Discovery Cards

Unique items can be Discovered and equipped. They apply only to the Crew member who chooses to wear them for the duration of the game. They can be transferred to other Crew.

**Once the player has chosen to wear a special item, it no longer counts towards their carrying maximum of 3 items.

  • Piston Bones– Wearing this item will add +1 to any Strength ability checks.
  • Medtech Visor– Wearing this item will add +1 to any Medical ability checks.
  • Prediction Gauntlets – Wearing this item will add +1 to any Technical ability checks.
  • Shell Computator– Wearing this item will add +1 to any Searches.

The Win/The Loss

When the Crew repairs all 4 Sabotages (optional 5) before reaching the Critical Limit they are declared the winner. Discovering and rescuing the Queen gives the Crew added Fame. Discovering and apprehending the Saboteur awards the Crew added Fortune.

If the Crew collects a combined total of 10 Sabotage and Misfortune cards, the Ship is considered to be at a Critical Limit and will not be able to land safely. The game is over, and the Crew lose.

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