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Sky Team

Cooperative 2-player game where the Pilot and Co-Pilot place dice on the Control Panel to land a commercial airliner.

Credits: Jarrod Moore

Source documentBoardGameGeek

Contents

This covers the basic game (YUL Montréal-Trudeau). All other module components stay in the closed compartment.

  • Place the Control Panel between the two players, each sitting next to their own colour
    • The arrow on the Axis disc should point at the black triangle at the top
    • All 10 Switches should cover the green lights
  • On the Speed Gauge:
    • Place the blue Aerodynamics marker between 4 and 5
    • Place the orange Aerodynamics marker between 8 and 9
  • Place the red Brake marker to the left of 2 on the Brake track
  • Assign roles and dice:
    • The player on the blue side plays the Pilot and takes 4 blue dice
    • The player on the orange side plays the Co-Pilot and takes 4 orange dice
  • Slide the Altitude Track (green/yellow side) into the top right slot until 6000 is visible
  • Slide the YUL Montréal-Trudeau Approach Track into the top left slot until the airplane icon is visible in the Current Position screen
  • Place a Reroll token on each Reroll icon on the Altitude Track
  • Place Airplane tokens on the Approach Track:
    • On every space showing a Traffic icon, place as many Airplane tokens as icons shown
  • Create a reserve of 3 Coffee tokens next to the board (not on it)
  • Give each player a screen and read the reminders inside

The game is played over 7 rounds, where in each round players will work through 3 phases in order:

  1. Strategy Discussion & Dice Rolls
  2. Dice Placement
  3. End of Round

Players will alternate placing dice on the Control Panel during Phase 2, executing the Action on each space as dice are placed. Once all 8 dice have been placed, the round ends and the Altitude Track advances one space. The game continues until the plane lands, crashes, or the final round is triggered.

Once all 8 dice have been placed, the silence rule ends and players move through the end of round steps in order:

  1. Advance the Altitude Track one space (the plane descends 1000 feet)
  2. Take back your dice from the Control Panel, ready for the next round:
    • Axis, Engines, Concentration, and Radio spaces all empty out
    • Dice on Landing Gear, Flaps, and Brakes spaces also return to their owners, but their Switches and the Brake marker stay deployed
  3. Check for landing:
    • If the Airport image is in the Current Position screen and the Airplane image is in the Current Altitude screen, proceed to Final Round & Landing
    • Otherwise, begin a new round back at Strategy Discussion

The final round begins the moment the Airport image appears in the Current Position screen and the Airplane image appears in the Current Altitude screen at the same time.

The final round is played exactly like a normal round, with one key change to the Engines Action:

  • When the second Engine die is placed, compare your speed to the position of the red Brake marker — not to the Aerodynamics markers
  • Your speed (the sum of both Engine dice) must be less than the position of the Brake marker

You do not need to have deployed all of the Brakes to land safely, but if your speed is greater than or equal to the Brake marker's position, the plane runs off the end of the runway and you lose the game.

At the end of the final round, all four of the following conditions must be met for the crew to win the game:

  • A — There are no Airplane tokens remaining on the Approach Track
  • B — All Flaps and Landing Gear Switches are showing the green light
  • C — The Axis is completely horizontal, with the arrow pointing at the black triangle at the top
  • D — Your speed (the sum of both Engine dice) is less than the position of the red Brake marker

Failing any one of these conditions means the landing fails and you lose the game.

There are also several situations which will end the game immediately, mid-round, before the final round is even reached:

  • The Axis arrow reaches or passes an X on either side — the plane enters a spin, immediate loss
  • Airplane tokens are in a space you must advance into or through — collision, immediate loss
  • The Airport image is in the Current Position when you are required to advance — overshoot, immediate loss
  • The round ends with fewer than 1 die of each colour on either the Axis or the Engine spaces — immediate loss