Welcome, Captain! You have responded to our plea in the nick of time. Our land is under constant threat from Sky Pirates who feel they are above the law (as well as the hills). Our towns will not last much longer if those bandits and allowed to soar. You’re here to stop that though, right? Of course you are. I see you have a mighty fine airship out there. That’ll do nice. Thank you, Captain. Get up there and knock out some bandits.
Sky Dungeon Getting things rolling: Thanks for checking out Sky Dungeon, a steampunk dungeon crawl game. Dungeon flyer game? This free print and play game is yours to do whatever you want with so have some fun. Start off by printing the game file. Once printed cut out the important stuff. All you need to provide are at least three six sided dice, a table and maybe bring some pennies to the game. Map Tiles: 3x3 tiles that will make up your map. I know you shouldn’t define a phrase using words found in the phrase, but if you’re playing a print and play game found on the internet you probably know what a map tile is by now. Tokens: There are plenty of boring looking tokens to cut out to move around the map tiles. If you have fun toys at home that will make better tokens, please use those. Keep piles separated for easy playing. Power Up Roll Chart: Whenever a sky pirate is defeated players roll for bonus goodies taken from the smoldering wreckage of the enemy airship. Consider printing a Power Up Roll Chart for each player, but sharing is caring so everyone can get by with one printed sheet too. This sheet also has item prices for the Armory and Merchant spots. Sky Pirates: The Sky Pirates sheet details your enemy. Each enemy type is different from the next so be sure to reference the sheet when battling.
Step 1: Roll Your Airship 3, 2, 1. The best sequence of numbers that ever, uh, sequenced. It’ll be quite handy for this part of getting the game going. Grab three six sided dice and let’s do some rolling. These rolls will help determine the Hit Points of your airship, the Range of your airship and the number of cannons your airship fires. Roll all 3 to determine your Hit Points Roll 2 to determine your Range
Roll 1 to determine your cannon count. Write the results in the corresponding square of your airship sheet. Each player will received 2 cannon rounds per cannon they have. Take cannon round tokens now. Starting Materials: Players start with cannon rounds as noted above and 10 gold (get pennies or use pencil marks on the airship sheet). In the Damage box of the airship sheet, all players start with 5 damage. This can be upgraded at the Armory for a price.
Step 2: Make the Map The map tiles should be cut out along the bold borders and put in a nice little stack. Players will take turns drawing tiles from the stack to create the map. Clouds symbols: Airships cannot pass through clouds. Too wet and heavy. Placing Sky Pirates: Every map tile will get at least 1 Sky Pirate token placed on it. Map Tiles with 3 cloud symbols or more get 2 pirates. The player that places the tile gets to pick where pirates tokens are put. Sky Pirates tokens: Cut out the Sky Pirate Tokens from the tokens page and jumble them all together. If you have a small box or something to keep them in, that would be awesome. Players will want to select Pirate tokens at random when placing them. Player Tokens: Players can pick their own starting point. It’s the sky. Towns are down below, lots of fields to take off from. Try not to frighten cows. Pick a turn order (Player 1, 2, 3 and 4) and then grab the corresponding token. Put your token where you want it to be. Merchant and Armory Tokens: These are going to be very useful. The group will want to work together to find best placement options. When players move to the tokens (on, not adjacent) they may spend gold to buy items on the Power Up Roll Sheet.
Step 3: Play! Turns have a couple of options. First off, movement. Movement is dictated by the number of squares an airship can move; this is the airship’s Range score. Ships can move to any adjacent square not occupied by a cloud or a sky pirate. Where are you moving? Well, goal one is to destroy all the pirates. Move toward pirates. When adjacent to a pirate you may attack it. Attacking: When adjacent to a Sky Pirate you may attack it. You can opt not to attack an adjacent pirate, but your airship takes damage in this case. How much damage a Sky Pirate deals is found on the Sky Pirate sheet. If you start your turn adjacent to a Sky Pirate, you must either move away (and take damage) or begin combat. Movement cannot be made after combat.
When you choose to engage in combat with a Sky Pirate roll 1 six sided dice. On a result of 1, 2, 3 or 4 you hit the target and deal damage! On a 5 or 6 you miss and the Sky Pirate deals damage to your airship. Ouch. How many times can an attack be made on a turn? Good question! You can fire each cannon once per turn. If you have 5 cannons, you can make 5 attack rolls. Note though that every time you make an attack it costs 1 cannon round. If you have no cannon rounds, try to avoid combat. When you defeat a Sky Pirate collect the bounty and then roll 3 six sided dice. The resulting total is a bonus reward found on the Power Up Roll Sheet. Also keep the token for point tallying later. If you have fired all your cannons, your turn ends and you start the last phase. If you have unused movement, the remaining is forfeit. Power Ups: Power ups are one time use unless (perm) is noted on the Power Up/Price Sheet. They can be used at any time. See the sheet for Power Up specifics. Buy Stuff If you have moved on to a Merchant or Armory token, you can buy stuff. Check the sheet and buy what you need. You cannot own more than one Power Up at once. Sky Pirate Specifics: Sky Pirates move back to full hit points if you end combat before the enemy is destroyed. End of Turn When the cannons are fired and the airship can move no more, the turn is over. Before the next player starts though, move any or all of the remaining Sky Pirates 1 square any direction. Remember, if a player starts their turn adjacent to a Sky Pirate, they must either attack or flee. Give your fellow Sky Pirate Hunters a rough time.
Step 4: Ending the Game When the sky is free from pirate treachery the game ends. Player with the most Sky Pirate tokens before them is the winner.
If a rule doesn’t make sense or is not present, make up a better one. This is your game now. Enjoy! For more steampunk fun, check out my site http://shawncowling.wordpress.com
Airship Sheet
Cannons
Hit Points
Damage
Special
Rounds
Range
Cannons
Hit Points
Damage
Special
Rounds
Range
Cannons
Hit Points
Damage
Special
Rounds
Range
Airship Sheet
Cannons
Hit Points
Damage
Special
Rounds
Range
Cannons
Hit Points
Damage
Special
Rounds
Range
Cannons
Hit Points
Damage
Special
Rounds
Range
Select sky pirates below and place their tokens on the map. Use this sheet for reference when claiming the sky as your own!
Name Bandit Symbol: B Hit Points 40 Damage 4 Reward 5 Gold, 1 Round
Name Hawk Symbol: H Hit Points 32 Damage 2 Reward 5 Gold, 1 Round Name Rabbit Symbol: R Hit Points 24 Damage 3 Reward 5 Gold, 1 Round
Name Ghoul Symbol G Hit Points 26 Damage 5 Reward 5 Gold, 1 Round
Name Firestorm Hit Points 30 Damage 6 Reward 5 Gold, 1 Round Symbol: F
Sky Pirates
Power Up Roll Sheet Item Knockback Cloud Maker Splash Double Shot Engine Boost Gold x 10 Cover Reload Extra Ammo Storage Crows Nest Veteran Crew Nothing! Haha! Second Chance Armor Targeted Shot Gold x 20 Ambush!
Roll
Buy 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Sell 1 3 4 3 1
----------------
---------------10
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---------15 20
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Cost to buy from Merchant and Armory Item Cost in Gold Where to Buy Cannon Rounds x2 1 only at Armory Knockback 1 Cloud Maker 3 Splash 4 Double Shot 3 Engine Boost 1 Crows Nest 10 Armor 15 Targeted Shot 20 Restore Hit Points x 5 1 only at Armory Repair Kit 5 Merchant Only Smoke Screen 75 only at Armory Bigger Cannons 40 only at Armory
What? Pushes enemy 3 squares Put a cloud token on the map Damages Adjacent Enemy Make Two Attacks with 1 Round Move Ship up to 5 extra spaces Gives player 10 gold No Damage Taken Next Attack Roll Fail Replenish All Cannon Rounds Replenish 3 Cannon Rounds Gain 1 Cannon Round 12 Can fire through clouds Add 1 All Attack Rolls Against Next Sky Pirate Nothing! You Lose. Good Day. Reroll an attack (hold until next failed attack) 20 Instead of taking HP dmg, destroy armor first. 5 points of shielding. 30 Double Damage 20 Gold Add 1 Badguy of the type just destroyed to a square adjacent to you. 2 5 3 6 2
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What it does Take 2 Cannon Rounds Pushes enemy 3 squares Put a cloud token on the map Damages Adjacent Enemy Make Two Attacks with 1 Round Move Ship up to 5 extra spaces Can fire through clouds Instead of taking HP dmg, destroy armor first. 5 points of shielding. Double Damage Immediately gain 5 HP Restores 2 HP, Use anytime Take Damage only on a roll of 6. (perm) Add +1 to Damage (perm)
Player Tokens:
1
TOKENS
3
4
F
G
F
G
F
G
2
Pirate Tokens:
B
H
B
H
B
H
B
H
R
F
G
B
H
R
F
G
B
H
R
F
G
B
H
R
R R
R
F
G
Clouds:
Merchants: Merchan
Merchant
Merchant
Cannon Rounds
Armory
Armory Armory Armory Armory Armory
Armory Armory Armory Armory Armory
Power Ups:
Knockback
Knockback
Knockback
Knockback
Cloud Maker
Cloud Maker
Splash
Splash
Cloud Maker
Engine Boost
Crows Nest
Splash
Splash
Double Shot Double
Cloud Maker
Double Shot Double Shot
Engine Boost
Crows Nest
Engine Boost
Crows Nest
Armo r
Armor
Armor
Targete d Shot
Targeted Shot
Targeted Shot
Engine Boost
Crows Nest
Armor
Targeted Shot