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Panic in the Air

Panic in the Air Rulebook

Table of Contents

Table of Contents

  • Start of the Game
  • Game Turns
  • Opening Your Parachute
  • End of the Game
  • Card Functions

Start of the Game

Prepare the card deck: Take the RIP card, the three 500 Fall cards and six random cards and mix them up. That will be the bottom of the card deck. Shuffle the remaining cards and place them on top of the bottom deck. The cards that the players will pile up in front of them, face up, will represent their parachute jump. They will not be able to look into their own falling deck or the one of another player's during the game.

  • From 2 to 6 players: deal 6 cards per player.
  • From 7 to 10 players: deal 3 cards per player.

Game Turns

The players take turns playing clockwise. In turn, each player must perform 2 actions, they can do twice the same:

  • Place 1 card on his character or that of another player.
  • Take 1 card from the deck.

There is no card limit in hand or in their stack of fall.

Opening Your Parachute

When a player no longer has a card in his hand, he can open his parachute by turning the stack of his character face down, he gets out of the game and no longer acts. This does not count as an action; the player can open his parachute at any time during his turn.

End of the Game

The game stops when a player draws the R.I.P. card, or all players have opened their parachute. Players who have not opened their parachute crash and lose the game. The other players count their Click-clack cards: if they have an odd number, it is because their harness was loose when they opened their parachute and they crashed too.

Survivors add up the values on their falling cards, the player having the distance of highest fall wins the game.

When all but one of the players have opened their parachute, it continues to play alone until he opens his parachute or picks up the R.I.P. card. It is forbidden to count cards remaining in the card deck.

Card Functions

  • Fall cards (200) accumulate on a player's stack and allow to calculate his total distance of Fall.
  • Click Clack cards open or close the harness. At the end of the game, an odd Click-Clack total on a character means that the harness is detached and that you will crash if you open your parachute.
  • Solo cards prevent you during one turn from being affected by other players' cards.
  • The Wind cards move the last card (except the solo card) of each character on its neighbor's, in the direction of the arrow (the Windward Gust card also moves).
  • The Risk cards allow you to take 2 cards in the hand of the player on whom you have placed the card, or 2 cards in the deck if you have placed the card on your own fall deck.
  • The RIP card announces the end of the game and the death of players who have not opened their parachutes.