Now Boarding v3.0 - rules post (8/13/15)
Now Boarding - The Board Game
A cooperative, real time airport rush for 3-6 players
by Tim Fowers and Seth Jaffee
v3.0 8/13/15
A cooperative, real time airport rush for 3-6 players
by Tim Fowers and Seth Jaffee
v3.0 8/13/15
In Now Boarding, 3-6 players will control airport hubs (and
eventually cities as well) and manage randomly drawn passengers, sending them
to each other's hubs en route to their specific destinations. Time is of the
essence as passengers' patience run low and the days draw to a close. Work
together to service as many passengers as possible, and try not to let too many
run out of patience and storm off in a rental car!
Components:
132 Passenger tiles (22 each in 6 player colors)
6 International Hub ("A") boards (1 each in 6 player colors)
18 City boards (3 each in 6 player colors, labeled B, C, and D)
XX Concessions, Commuter planes, Gates, and Jet tiles
1 Schedule board (w/ 1 round marker and 1 step marker)
1 Minute Countdown timer [advanced variant]
Setup:
1. Give each player the International Hub, 3 Cities, and 22 Passengers in their chosen color. All Passengers should be sorted by Destination.
2. Place your International Hub "A" and City "B" boards in front of you, and shuffles your "A" and "B" Passenger tiles into a face down supply in the center of the table. Set aside your city "C," City "D," and their associated Passenger tiles are set aside - those won't be used until later.
3. Give each player 1 Jet to place on the Gate on their International Hub board, and 1 Commuter Plane tile to place below their boards.
Return any unused components to the box. You are now ready to begin.
Game Structure:
Now Boarding takes place over three days, and each day is comprised of a series of 6 rounds. During each round players will play simultaneously, managing the Passengers in their airports and sending them to each other's hubs in order to take them to their destination cities. Each round follows this sequence:
Step 1: Departure [Advanced variant – use 1:00 timer]
- Draw new Passenger tiles
- Load and depart planes
Step 2: Arrival [Advanced variant – untimed]
- Receive and de-board planes
- Score or age passengers
Step 3: Purchase [Advanced variant – untimed]
- Spend scored passengers to purchase infrastructure
Components:
132 Passenger tiles (22 each in 6 player colors)
6 International Hub ("A") boards (1 each in 6 player colors)
18 City boards (3 each in 6 player colors, labeled B, C, and D)
XX Concessions, Commuter planes, Gates, and Jet tiles
1 Schedule board (w/ 1 round marker and 1 step marker)
1 Minute Countdown timer [advanced variant]
Setup:
1. Give each player the International Hub, 3 Cities, and 22 Passengers in their chosen color. All Passengers should be sorted by Destination.
2. Place your International Hub "A" and City "B" boards in front of you, and shuffles your "A" and "B" Passenger tiles into a face down supply in the center of the table. Set aside your city "C," City "D," and their associated Passenger tiles are set aside - those won't be used until later.
3. Give each player 1 Jet to place on the Gate on their International Hub board, and 1 Commuter Plane tile to place below their boards.
Return any unused components to the box. You are now ready to begin.
Game Structure:
Now Boarding takes place over three days, and each day is comprised of a series of 6 rounds. During each round players will play simultaneously, managing the Passengers in their airports and sending them to each other's hubs in order to take them to their destination cities. Each round follows this sequence:
Step 1: Departure [Advanced variant – use 1:00 timer]
- Draw new Passenger tiles
- Load and depart planes
Step 2: Arrival [Advanced variant – untimed]
- Receive and de-board planes
- Score or age passengers
Step 3: Purchase [Advanced variant – untimed]
- Spend scored passengers to purchase infrastructure
Let's look at each step of the round
in detail...
Step
1: Departure [Advanced variant – use 1:00 timer]
The first thing that happens during
the Departures step is that each player draws new Passenger tiles from the supply
in the center of the table. Draw one Passenger for each of your airports, and
place it into that airport in its starting orientation, with the text on the
tile aligned vertically (as it would be read normally).
NOTE:
If a Passenger
is drawn for an airport that exactly matches their destination, return
that passenger to the supply face down and draw another in its place.
[ADVANCED VARIANT: START
THE 1:00 TIMER NOW]
After drawing, players
simultaneously manage their Passengers by loading them onto planes in their
Gates, or by loading them onto their Commuter tiles.
[Advanced variant: Players have 1:00 to do this – when the time runs
out, the Departure step is over!]
Jets: The starting Jets have Capacity = 2, meaning that 2
Passengers may be placed inside that plane.
* Orientation of Passengers is very important and must be maintained at all times!
* Passengers in an airport may only be placed into Jets that are currently in Gates at that airport. Passengers may not be placed into Jets on a Tarmac or Runway.
Commuters: Commuters have Capacity = 1, meaning that only 1 Passenger may be placed onto a Commuter at a time. Each player starts with 1 Commuter. Unlike Jets, the Commuters can only shuttle Passengers between a player's cities and hub. Commuters can never be used to send Passengers to another player!
* Remember, orientation of the Passengers is very important!
* Commuters do not use Gates, they are virtual shuttles that are constantly moving back and forth between airports.
* Orientation of Passengers is very important and must be maintained at all times!
* Passengers in an airport may only be placed into Jets that are currently in Gates at that airport. Passengers may not be placed into Jets on a Tarmac or Runway.
Commuters: Commuters have Capacity = 1, meaning that only 1 Passenger may be placed onto a Commuter at a time. Each player starts with 1 Commuter. Unlike Jets, the Commuters can only shuttle Passengers between a player's cities and hub. Commuters can never be used to send Passengers to another player!
* Remember, orientation of the Passengers is very important!
* Commuters do not use Gates, they are virtual shuttles that are constantly moving back and forth between airports.
* Passengers from any of your airports may be placed into your Commuters.
Also during Departures, Jets in a player's Gates or Tarmac may be sent to other players' International Hubs (with or without passengers in them). Players each start with 1 Jet which has Range = 1, meaning that it can fly to a neighboring player's Hub. Later in the game, Jets may be upgraded to Range = 2, meaning that they can fly to the Hub of a player 2 seats away.
Also during Departures, Jets in a player's Gates or Tarmac may be sent to other players' International Hubs (with or without passengers in them). Players each start with 1 Jet which has Range = 1, meaning that it can fly to a neighboring player's Hub. Later in the game, Jets may be upgraded to Range = 2, meaning that they can fly to the Hub of a player 2 seats away.
NOTE: In a 3
player game, the player to your left is considered range 1, while the player to
your right is considered range 2!
To send a Jet to another player, place it onto their Runway. Remember, orientation of the Passengers is very important, so be sure to place the Jet so that it is oriented properly for the receiving player (see diagram).
Once all players have completed the Departure step (or in the advanced variant, when time has run out) then it is time to move on to Arrivals. Remember, all players must move to the next step at the same time!
Note: when moving to the Arrivals step, no player should have any Jets in any of their Gates*.
* During Departures it is legal to move a jet, with or without passengers, from your gate onto your own Tarmac. You might do this if you want to add a passenger to that jet next round before sending it to another player.
To send a Jet to another player, place it onto their Runway. Remember, orientation of the Passengers is very important, so be sure to place the Jet so that it is oriented properly for the receiving player (see diagram).
Once all players have completed the Departure step (or in the advanced variant, when time has run out) then it is time to move on to Arrivals. Remember, all players must move to the next step at the same time!
Note: when moving to the Arrivals step, no player should have any Jets in any of their Gates*.
* During Departures it is legal to move a jet, with or without passengers, from your gate onto your own Tarmac. You might do this if you want to add a passenger to that jet next round before sending it to another player.
Step 2: Arrival
The first thing that happens in the Arrivals step is that all players receive Jets on their runways. Move all Jets from your runway to your Tarmac. From the Tarmac, jets can be moved into Gates. Each Gate can hold 1 Jet, so if you have more Jets on the runway than Gates, some will have to wait on the Tarmac until next round.
Next, all Passengers in Commuters and Jets in Gates (NOT Jets on Tarmacs) de-board and are placed in the airport.
* Passengers de-boarding a Jet are placed on the same airport where the Jet is located.
* Passengers de-boarding a Commuter may be placed into any of that player’s airports.
* After de-boarding, there should be NO Passengers on any Commuters or in any Jets in Gates, but there may be Passengers in Jets on Tarmacs. There should also be no Jets on Runways.
Now each Passenger will either score or age.
* If the Passenger is currently in the location printed on the tile, congratulations! You have successfully delivered that Passenger to its destination! Score that Passenger by placing the tile aside, face up, in a personal score pile.
Note: Passengers on the Tarmac do NOT count as being in the airport, they never score!
* If the Passenger is in ANY OTHER LOCATION (including the Tarmac), instead of scoring, age that passenger by rotating it 90 degrees clockwise. Passengers have colored edges (Green, Yellow, and Red). This indicates how much patience they have left. When a Passenger's patience runs thin, they get sick of waiting and storm off in search of other transport (a rental car, or perhaps a train station). The color along the TOP of the Passenger tile is important - Green means the passenger is just fine. Yellow is a warning that the passenger's patience is wearing thin. Red means that the passenger is just about fed up... any time a passenger is rotated off of its red side, place that passenger aside in a Lost pile - that passenger is lost and will never be scored this game!
The first thing that happens in the Arrivals step is that all players receive Jets on their runways. Move all Jets from your runway to your Tarmac. From the Tarmac, jets can be moved into Gates. Each Gate can hold 1 Jet, so if you have more Jets on the runway than Gates, some will have to wait on the Tarmac until next round.
Next, all Passengers in Commuters and Jets in Gates (NOT Jets on Tarmacs) de-board and are placed in the airport.
* Passengers de-boarding a Jet are placed on the same airport where the Jet is located.
* Passengers de-boarding a Commuter may be placed into any of that player’s airports.
* After de-boarding, there should be NO Passengers on any Commuters or in any Jets in Gates, but there may be Passengers in Jets on Tarmacs. There should also be no Jets on Runways.
Now each Passenger will either score or age.
* If the Passenger is currently in the location printed on the tile, congratulations! You have successfully delivered that Passenger to its destination! Score that Passenger by placing the tile aside, face up, in a personal score pile.
Note: Passengers on the Tarmac do NOT count as being in the airport, they never score!
* If the Passenger is in ANY OTHER LOCATION (including the Tarmac), instead of scoring, age that passenger by rotating it 90 degrees clockwise. Passengers have colored edges (Green, Yellow, and Red). This indicates how much patience they have left. When a Passenger's patience runs thin, they get sick of waiting and storm off in search of other transport (a rental car, or perhaps a train station). The color along the TOP of the Passenger tile is important - Green means the passenger is just fine. Yellow is a warning that the passenger's patience is wearing thin. Red means that the passenger is just about fed up... any time a passenger is rotated off of its red side, place that passenger aside in a Lost pile - that passenger is lost and will never be scored this game!
IMPORTANT: Remember
to age all passengers in Jets (on Tarmacs) in addition to passengers in
airports!
When all players have scored or aged each of their passengers then it's time to move on to the Purchase step of the turn.
Step 3: Purchase
During the Purchase step, you may spend money printed on face up passengers in your score pile on upgrades and infrastructure. Passengers used to pay for these things are turned face down, but kept in the score pile for now. No change can be given, so when using a $2 and a $3 passenger to purchase a $4 item, $1 will be wasted. You may combine purchases to avoid this waste – in the example above, you could spend that extra $1 on a voucher.
When all players have scored or aged each of their passengers then it's time to move on to the Purchase step of the turn.
Step 3: Purchase
During the Purchase step, you may spend money printed on face up passengers in your score pile on upgrades and infrastructure. Passengers used to pay for these things are turned face down, but kept in the score pile for now. No change can be given, so when using a $2 and a $3 passenger to purchase a $4 item, $1 will be wasted. You may combine purchases to avoid this waste – in the example above, you could spend that extra $1 on a voucher.
The items and upgrades available to
purchase and their prices are...
$1 Voucher: Rotate 1 passenger 90
degrees counterclockwise.
$3 Concession: Place at an airport.
Each round 1 passenger at that airport does not age.
$4 Commuter: Place an additional
Commuter below your player board.
$5 Gate: Add a Gate to one of your
airports so you can board and de-board additional Jets.
$6 Upgrade Jet: Turn a Jet to the
back side, increasing its range and capacity.
$7 New Jet: Add a Jet to the Tarmac
at one of your cities. See below for non-standard Jets.
$8 Upgrade a City into a Hub: Add a
Gate & Runway to one of your cities – Jets may now be sent there.
Additional ideas for items to add:
$6 Helicopter (Range = 1, Capacity =
1, Does not require a Gate)
$8 Private Jet (Range = 1, Capacity
= 2, Passengers do not age)
$8 Jumbo Jet (Range = 1, Capacity = 4)
$4 Commuter Train (Place 2 Commuters
between 2 adjacent cities, only services those 2 cities) [just a thought]
Next Round:
When all players are ready to move on, advance the round marker on the Schedule board. The next round begins with another Departure step.
Rounds continue like this until the round marker on the Schedule board reaches the end of the day. After the current day is complete, the game will progress to the next day. After day 3, the game is over.
When all players are ready to move on, advance the round marker on the Schedule board. The next round begins with another Departure step.
Rounds continue like this until the round marker on the Schedule board reaches the end of the day. After the current day is complete, the game will progress to the next day. After day 3, the game is over.
Redeye:
During the Departure step of the
last round of the day (the Redeye round), do not draw new passengers! Any
passengers not at their destination by the end of the last Arrival step are
placed aside in the Lost pile – those passengers are lost and will never be
scored this game! You can avoid this by offering those passengers Vouchers
during the final Purchase step of the day.
During the Purchase step at the end of the day, purchase until you can no longer afford anything. Then, all passengers from all score piles are shuffled back into the face down supply in the center of the table.
During the Purchase step at the end of the day, purchase until you can no longer afford anything. Then, all passengers from all score piles are shuffled back into the face down supply in the center of the table.
New Cities:
As time goes by and players service passengers, their regions grow and new airports open up nearby! Before day 2 begins, place your City "C" board in front of you alongside Cities "A” and “B," and add all of your "C" Passenger tiles to the face down supply. Mix the supply well!
Note: Now that you have 3 airports, you will draw 3 new passengers during the Departure step - one for each airport!
Day 2 plays just like Day 1, though with more passengers and more destinations it will be a bit harder. Hopefully you will have built up some infrastructure to help deal with all of the customers!
At the end of Day 2, add another new City ("D"), and all of the "D" Passenger tiles, and the processes is repeated one last time.
Game End and Scoring:
As time goes by and players service passengers, their regions grow and new airports open up nearby! Before day 2 begins, place your City "C" board in front of you alongside Cities "A” and “B," and add all of your "C" Passenger tiles to the face down supply. Mix the supply well!
Note: Now that you have 3 airports, you will draw 3 new passengers during the Departure step - one for each airport!
Day 2 plays just like Day 1, though with more passengers and more destinations it will be a bit harder. Hopefully you will have built up some infrastructure to help deal with all of the customers!
At the end of Day 2, add another new City ("D"), and all of the "D" Passenger tiles, and the processes is repeated one last time.
Game End and Scoring:
Advanced variant: If at
any time there are more than twice as many passengers in the Lost pile as there
are players in the game, then the game ends and the players lose. Try to avoid
losing too many passengers!
Otherwise…
The game ends at the end of Day 3,
or immediately when there are not enough passenger tiles to go around at the
beginning of a Departure step. At
that time each player adds the total value of all passengers in their
score pile - both face up and face down (it doesn't matter if you've 'spent'
them on upgrades). Add each player's total together and divide by the number of
players to get a final score (go ahead and round up). Refer to the chart below
to see how well you did:
00-10: Keep trying!
11-18: Notable
19-24: Great
25-29: Epic
30-32: Legendary
33-41: Mythic
42+: PERFECT
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