Number of players:
from 2 to 6, and 8 with the optional expansion; “solo” mode is possible (training mode)
60+ minutes (except “solo” mode), based on the number of players.
The game can be played in a full or simplified mode
English, Italian. Other languages (French, German, Spanish) will be downloadable from the website in PDF format.
Scope of the Game
One Country is drawn for each player. Along with it, he/she receives a historic Airship with a basic crew (the starting team), a Cargo Ship, a Mooring Mast, his/her Player Board, a Mission Card, Strategy Cards and an initial budget in Bonds, that allows to cover only a part of the expedition costs, and permits to hire a special Commander.
For each turn, the player can use a defined number of actions to move airships and ships, to do operations like refuelling, repairing, etc at player’s choice and strategy.
The Cargo Ships will be used to reach and set up Arctic Bases carrying the Mooring Masts, allowing the Airships to take their last mission: the overflight of the North Pole.
The player has to fund his/her Polar flight by earning bonds carrying out commercial, military or exploration missions. Each mission pays in bonds. Each player will have to manage the Budget collected during the flights.
It’s necessary to maintain budget for Refueling, Repairs, hire Commander and crew member.
When gathered the necessary Bond to face the last flight, the player will have to overfly the North Pole and moor the Airship to the Mooring Mast of an Arctic Base.
It is mandatory to reach the North Pole however the first player who reaches the North Pole does not always have a victory in hand. It is also important to be first to moore at a certain mooring base then.
To make the game more challenging, variable factors such as the weather, unexpected events and geographical obstacles will intervene.
Meteorological factors change at every turn simulating the Arctic reality. Unexpected Obstacles and Events slow down the operations of Airships and Cargo Ships.
The Airships are inspired by real models that belonged to the respective countries in 1924. They have different performances: Speed, Range, Structural Integrity.
The faster had a lower autonomy, others had a lower consumption but less robustness etc. All these factors are taken into account so the players have to develop their respective strategies.
The Storms encountered can weaken the Airships to the point they may need Maintenance, geographical obstacles may require long circumvention or taking on risks (envisaged by Venture Cards) that can hold unpleasant surprises, mitigated by the Strategy Cards. In support, a Mission Calculator will provide a simple and immediate indication of the possible missions of Airships, gathering the rewards (in Bonds and Awards) that every single flight between the locations on the board may grant.
Commanders and Crews
Commanders are the heart of the game: thanks to their skills they can help the crew, enhancing the work of Crew members on board such as Navigators, Motorists, Meteorologists, Reporters. Commander and Crew members can be hired – and paid – for the missions. The interaction between Commanders and Crews will increase the potential of the Airships, which will boost better performance in terms of Range, Speed, Stiffness and Structural integrity (for example: a mechanic would enhance the speed). The Player Board comes with an ordinary team. It has slots for the Crew member Tokens.
The Airships can move on the map through a navigation tool (Navigator) but, based on their Range – calculated in turns – they must carry out Refueling in the special locations on the map.
A special designed Ruler (range calculator) will help you estimate ranges and distances.
Both Navigator and Ruler are inspired by nautical calculators.
One of the peculiar factors of the game is the spinning Weather Disk, hidden under the map. It must be rotated by one meridian degree per turn. The map is divided into Weather Zones each one provided with a window showing the current weather, indicated by a series of icons: Sun, Rain, Thunderstorm, Fog, Wind.
This sequence of meteorological events will move in the hemisphere as in reality from west to east – counterclockwise – making the evolution in time predictable for the player and allowing the possibility of avoiding the risky Thunderstorms – which weaken the structure of the Airship -, the Fog – which can slow it down or stop it -, the Wind. The latter, if encountered, will require consultation of the Wind Indicator which will randomly show the direction of the Wind related to the Airship’s route, modifying its movements – drifting it, slowing it down in the event of a head (frontal) Wind or even increasing its speed in case of a tail (back) Wind. The moves – taking into account possible variables – will be calculated through the Navigator tool.