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New Mission accomplished!
 
We have completed the Solo Rules and are editing the final rulebook. As soon as it is ready we will post it online. The solo rules will apply only for the base game, not for the expansions. The expansions, as described on the main page, add new scenarios and ships for the War-Captains and alternative missions for the Navy Commander. The solo rules apply only for the Navy Commander since he is the one who defends the Grand Compact and the world of Arkady from the War-Captains.
 
The War-Captains control all the cities of the Grand Compact: Perium, Etherton, Antara, Easley, and Mavery. The Navy Commander has a specific number of rounds to set the cities free while facing the War-Captains.
 
The War-Captains' ships act based on patterns. We have created six different patterns and the solo player rolls a six-sided die for each ship. Based on the roll, a specific pattern for a ship is triggered. Each pattern includes different actions that control what that ship must do during that round. In the base game, each War-Captain has the ability to trigger 3 Action Cards each round, therefore the same applies to the patterns. Each ship will complete 3 different actions. For example: A ship may move, collect a resource and move again. A ship may move, attack the Navy Commander and attack again, and so on. The patterns we can create for the War-Captains are unlimited since the Action cards are combined with any possible scenario a War-Captain can trigger. As in the base game, the Navy Commander plays last, therefore you must have a strategic plan if you want to win.
 
That's the brief summary of the AI mode and how it operates the War-Captains.
In the base game you will find 6 different dice-ships, each occurring twice. In the AI mode you must engage all 6 of the ship types. The entry point of each die-ship is the city it controls. The 6th die-ship’s entry point is the Neutral Ground - giving an extra advantage to the War-Captains. With the War-Captains spread all over the Grand Compact your task as the Navy Commander is a difficult one
 
Link: https://www.kickstarter.com/projects/magecompany/aether-captains-0

Ninja Division and MAGE Company bring Aether Captains on Kickstarter. Aether Captains is a steampunk themed, scenario-based, asymmetric board game for 1-5 players. One player commands the mighty naval zeppelins of the Grand Compact: Dauntless and Dominion. As Commander, you have been tasked by the Emperor to defend the Grand Compact and Arkady from the merciless sky pirates. With your staunch crew of steam welders, engineers, navigators and gunners, you fly with honor to confront the pirates threatening Arkady. The remaining players command waves of attacking sky pirates, each with their own unique objectives which may pit them against any player when it results in the greatest profit for themselves. Infamous and feared, you have risen through the cutthroat cadres to become a War Captain. You swear to never rest until you control the skies and the Grand Compact falls!

Please note that we have added a special pledge level for retail stores that includes base game and expansion and all applicable stretch goals as well as bulk pack for groups who want to get the game plus all extras in deep discount. The project was funded in the first 6 hours, new stretch goals unlock every day and still 16 days to go. There is also Limited Pledge for Hand Painted Miniature Ships. We hope you like our new project and support this effort. We though to contact you through email, since we receive emails from people who say that they do not receive our newsletter, so we try through main email too. 

You can check the campaign's link on Kickstarter here: https://www.kickstarter.com/projects/magecompany/aether-captains-0

 

Alexander Argyropoulos
MAGE Company LTD
 
Official Website
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Aether Captains Kickstarter

Aether Captains returns on Kickstarter by MAGE Company & Ninja Division! An asymmetric steampunk board game for 1-5 players, of villainous sky pirates and heroic naval zeppelins in epic conflict above the skies of Arkady. A game by Todd Sanders! 

What is Aether Captains?
Here one player commands the mighty naval zeppelins of the Grand Compact: Dauntless and Dominion. As Commander, you have been tasked by the Emperor to defend the Grand Compact and Arkady from the merciless sky pirates. With your staunch crew of steam welders, engineers, navigators and gunners, you fly with honor to confront the pirates threatening Arkady. The remaining players command waves of attacking sky pirates, each with their own unique objectives which may pit them against any player when it results in the greatest profit for themselves. Infamous and feared, you have risen through the cutthroat cadres to become a War Captain. You swear to never rest until you control the skies and the Grand Compact falls!

Aether Captains offers a unique gaming experience and playstyle which begins with the different roles players assume. The Navy Commander protects Arkady from the raiding War Captains, using a “points selection” system. The War Captains who are attacking Arkady play using an “action choice” system. Although War Captains have the same goal of raiding Arkady, they do not play cooperatively except when it will result in the greatest benefit for them based upon each player’s unique objectives. Aether Captains use 6-sided dice to form the different ships which compose the fleet of the Navy Commander and the War Captains. These “dice-ships” play a strategic role in the game, but players do not roll them. The dice-ships represent the power and life of each player’s fleet. All ships begin the game with their starting face up. As the ships take damage, players turn the die face to the next side. Each side of the ship’s dice represent several numbers: attack, strength, and value.

Each War Captain recruits a fleet of up to three dice-ships with a value equal to or lower than five points. Each War Captain plays the game with their own unique objectives. Each objective card creates different elements and conditions in the game, increasing the replayability. Each objective has an Entry Point, which specifies a city or an area on the game tiles where the War Captain’s fleet begins the game. Aether Captains uses twelve-sided dice (d12) as a randomizer for attacking, damage, value of resources, and other elements of the game which require a randomizer. Aether Captains attributes are mechanically built upon a small set of cardinal numbers: 2, 3, 4, 6. A D12 nicely combines with these cardinal numbers for multiplying and dividing, and provides the game with a smooth and natural feeling.

The ship miniatures are used to mark your fleet’s location and movement on the game board as they make their way over the skies of Arkady. Movement can be affected by not only other players’ ships, but by the wind and weather. Choose the path you take carefully. The enemy is waiting, hidden in the clouds—ready to attack! The dice used in the game act as miniature ships for the players. As a ship takes on damage, the dice are rotated to show different faces and the players can see the damage to their ships mounting. So you get a nice realtime visual effect of the ship in trouble. Cannons on sections of the ship also lose range as damage is taken so it is important for the player to spend time repairing the ship which takes away from attack and defense so there is a strategic balance to contend with. Here you see all the 6 dice of a zeppelin ship from the top to the bottom. From the left to the right you see the different faces of each die while it gets damaged more and more.

 
CHECK OUT THE PROJECT. CLICK HERE
   
Aether Captains is a steampunk themed, scenario-based, asymmetric board game for 1-5 players. One player commands the mighty naval zeppelins of the Grand Compact: Dauntless and Dominion. As Commander, you have been tasked by the Emperor to defend the Grand Compact and Arkady from the merciless sky pirates. With your staunch crew of steam welders, engineers, navigators and gunners, you fly with honor to confront the pirates threatening Arkady. 
 
The remaining players command waves of attacking sky pirates, each with their own unique objectives which may pit them against any player when it results in the greatest profit for themselves. Infamous and feared, you have risen through the cutthroat cadres to become a War Captain. You swear to never rest until you control the skies and the Grand Compact falls!
 
Now Aether Captains returns with the complete expansion Clash of Corsairs and Fleet of Doom and a lot of stretch goals. The project is funded in the first 6 hours! and now we unlock stretch goals!
 
 
 
© Chris Baylis 2011-2015