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First in Flight: Stunt Pack

Expansion for First in Flight

First in Flight: Stunt Pack Rulebook

Table of Contents

Table of Contents

  • Overview
  • Setup
  • The Stunt
  • Winning or Losing
  • After the Stunt
  • Ending the Year
  • Solo & Two-Player Rules

Overview

This promo introduces a new card type: Stunt Cards. In this promo, each Stunt Card represents a race.

Setup

Place the 3 Stunt Cards face up in the center of the Game Board, inside the ring of Action Spaces.

The Stunt

At any time during your Fly Action, before playing your Descend Card, you may attempt one of these Stunt Cards. A Stunt is not a separate Action. Cards played during a Stunt are part of your current Flight.

To try a Stunt, choose an available Stunt Card and add it to your Flight. Stunt Cards do not count as Flight Cards. The 4 Flight Cards after your Stunt Card are your Stunt Attempt.

Reveal the number of Upgrade Cards shown as the Stunt's Target icon. Add their Distance values together. This is the Target Distance.

To win the race, the total Distance of the 4 Flight Cards in your Stunt Attempt must exceed the Target Distance.

Draw cards from your deck of Flight Cards one at a time, adding each card after your chosen Stunt Card and resolving it as normal. Continue until there are 4 Flight Cards after your Stunt Card.

You may use Skill Cards and other abilities during a Stunt as you normally could while Flying. Abilities can add or remove cards from your Flight as normal, and might help or hurt your odds of winning the race.

Your Stunt Attempt is complete once there are 4 Flight Cards after your Stunt Card and you have chosen to use no more Skill Cards or abilities.

If a card or ability adds a 5th Flight Card after your Stunt Card, that card remains part of your Flight, but is not considered for your Stunt Attempt unless it is added by the Motorcar Race.

Winning or Losing

If for any reason you play a Descend Card during a Stunt, your Stunt fails and you lose. If you Crash during a Stunt, you lose. When checking whether you Crash, count all Problem Cards in your Flight, not just Problem Cards in your Stunt Attempt.

Cards that add overall Distance to your Flight do not add Distance to your Stunt Attempt.

If you do not Crash, add the Distance values of the 4 Flight Cards in your Stunt Attempt. If this total is greater than the Target Distance, you win the race. If this total is equal to or less than the Target Distance, you lose the race.

If you win, gain the reward shown on the Stunt Card. If you gain a Flight Card, add it to your Flight.

If you lose, pay 2 Coins or else gain 1 Basic Flight Problem, adding it to your Flight. If gaining the Basic Flight Problem then causes you to Crash, resolve the Crash as normal.

After the Stunt

After resolving the Stunt, shuffle any revealed Upgrade Cards you did not gain back into the Upgrade deck.

If your Stunt did not result in a Crash, continue your Flight as normal. Cards in your Stunt Attempt remain part of your Flight. They contribute Distance, trigger abilities and Problems, and may contribute to a Crash. Keep the Horse Race Stunt Card in your Flight as a reminder of its +1 Distance reward.

After your Flight ends, return the Stunt Card to the center of the Game Board. If you won the Stunt, flip it over; it is unavailable for the remainder of the Year. If you lost, leave it face up so it remains available.

Ending the Year

At the end of each Year, flip all Stunt Cards face up.

Solo & Two-Player Rules

Look for the upcoming First in Flight: Barnstorming Expansion for more stunts, and rules for playing solo or with Gustave Whitehead at two players!