Co-op for two pilots
This is a co-op game for two players in which you take on the role of pilots behind the wheel of an airliner. Your goal is to work as a team to land your plane in different airports around the world. To land the plane, you need to place your dicedice in the correct places in the cockpit to balance the axis of your plane, control its speed, deploy the flaps, extend the landing gear, contact the control room, and even drink some coffee to improve your concentration.
The game contains 21 exciting scenarios and 11 airports - along with a new unique scenario for the Ukrainian edition with Boryspil Airport.
Game board
The game lasts 7 rounds. Each round consists of 3 phases:
- Discussion of the plan of action and rolling of the dice. At the beginning of each round, you discuss your plan of action. It is forbidden to discuss the meaning of the dice. After the discussion is over, throw all 4 dice behind the screen so that the other player cannot see them. From now on, both players must remain completely silent until the end of the round, except for correcting possible game errors.
- Dice placement. Take turns taking turns. On your turn, place one of your remaining dice in an empty cell on the control panel. Follow the color and value restrictions. Read about dice effects and actions in the next section.
- End of Round. After placing all 8 dice, you can finally speak again! Move the altitude track 1 division or 1000 feet and take all your dice from the control panel.
If the current position display has an airport division and the current altitude display has an airplane division, the final round of the game begins, which determines the victory conditions.
Actions
Dice effects depend on the values of those dice and on the cells where they are placed.
- Axis. After one of the players has placed the second die, compare the values of the two dice. If the values of the dice differ, then rotate the plane axis dial by the number of divisions equal to the difference between the values of the two dice.
- Engines. After one of the players has placed the second die, add the values of both dice in the engine cells. This is your speed. Depending on the ratio of the sum of the numbers and the aerodynamic markers, advance the approach track or leave it in place.
- Radio. The first pilot has only 1 radio cell to place a dice on, and the second pilot has 2 cells. Count the number of visible divisions of the approach track, starting from the current position, and remove 1 aircraft token from the division whose sequence number corresponds to the value of the die.
- Chassis. The order in which you release the chassis does not matter. Below the cell with the dice is a switch. Slide it to the left to reveal a green bulb. Move the blue aerodynamic marker 1 division to the right.
- Flaps. Release the flaps in sequence, from top to bottom. Below the cell with the dice is a switch. Slide it to the left to reveal a green bulb. Move the orange aerodynamic marker 1 division to the right.
- Focus. The first and second pilots can place any die in any empty space with a coffee symbol. Immediately place the coffee chip in one of the 3 matching cells. Whenever you place a die in any cell on the control panel, you can spend 1 or more coffee chips to change the value of the placed die. Each coffee token spent allows you to increase or decrease the value of the die by 1.
- Brake. You must activate the brakes in sequence starting from the cell with a value of 2. Move the red brake marker 1 division to the right. The effect of brakes is taken into account only in the last round of the game.