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Zeppelins vs. Pterodactyls

This is a board/card/dice game for up to 6 players. All dice are six-sided.

You are flying a zeppelin over a Lost World that is itself filled with dinosaurs and natives. You are trying to collect 3 treasures.


To begin the game, lay out the deck of terrain cards into a 6×6 grid.

Each player, in turn, places a pterodactyl on top of any terrain card that does not border the grid. There are a total of 5 pterodactyls.

Each player then places his or her zeppelin on top of one terrain card on the border of the terrain.


Play proceeds in rounds. Each player has a turn in each round. The pterodactyls also have a turn in each round, and they always go first.

Starting The Round: Pterodactyls

At the beginning of each round, each pterodactyl will attack the nearest zeppelin. Roll a die; normal pterodactyls hit a zeppelin that is adjacent or in the same square on 5 or 6, while cannon pterodactyls hit on 4-6. From one square away, a pterodactyl will hit on 6, cannon pterodactyls on 5-6.

Player Turns: Moving

On her first turn, the player places their zeppelin on any unoccupied square on the border of the grid.

At the start of every other turn, the player must move her zeppelin to an adjacent square (moving orthogonally, not diagonally) that does not already contain a zeppelin. Zeppelins cannot stay in one square for multiple turns.

If the card beneath the zeppelin shows only the map, flip the card over. This reveals whether the terrain card has treasure or salvage. Salvage can include zeppelin armor and cannonballs.

A zeppelin can, upon entering a new terrain card, decide to lower its altitude. If it does this, it will immediately grab whatever treasure or salvage that exists on the terrain card (or has crashed there), and also immediately faces an attack from one of the critters on the card (see the terrain card for a list of critters and attacks). A card's critter must be defeated before the salvage or treasure on that card may be taken.

Critters on each type of terrain:

1-3: T-Rex1-3: T-Rex1-3: T-Rex
4-6: Gigantosaurus4-5: Gigantosaurus4-5: Gigantosaurus
6:Terrosaurus6: Collision!

Once the critter is determined, roll a die for its attack. A T-Rex hits on a roll of 5-6, a gigantosaurus on a 4-6, and a terrosaurus on a 3-6. All critters do 1 damage. A collision automatically does 3 damage (no roll).

A crashed zeppelin (see below) can always be raided for 5 cannonballs. The crashed zeppelin will continue to have infinite ammunition.

Player Turns: Attacking

After moving, each zeppelin can fire a cannon at another zeppelin or a pterodactyl. A zeppelin can hit an enemy in its own square or an adjacent square on a 4-6, one square away on 5-6, and two squares away on 6. Each zeppelin starts with 10 cannon balls.

Each zeppelin has armor that protects it from six hits, while a pterodactyl can only take one hit.

If a cannon pterodactyl is hit, it crashes to the ground and becomes salvage, worth 2 cannonballs.

Crashed Zeppelins

When all of a zeppelin's armor has been destroyed, the zeppelin crashes onto its terrain card, but the player may now play a crashed zeppelin crew, which can attack at the still-flying zeppelins. A grounded zeppelin has a better chance of hitting other zeppelins: 3-6 for an adjacent zeppelin, 4-6 for a zeppelin one square away, etc.

Also, grounded zeppelins have infinite ammunition.


The first zeppelin that collects 3 treasures wins the game.

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