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Turbulences

Turbulences Rulebook

Table of Contents

Table of Contents

  • 1. Base Components
  • 2. Presentation
    • Goal of the Game
    • Objectives
    • Course of the Game
    • End of the Game
    • Going Further
  • 3. Setup
    • Create the Landscape
    • Assess the Danger
    • Which Company?
    • Distribute the Parcels
    • Start the Engine
    • Who Starts?
  • 4. Phase I: Weather
    • Observe the Sky
    • The Wind Blows
    • The Calm Before...
    • The Tempest!
    • End of the Phase
  • 5. Phase II: Piloting
    • Take Off!
    • Obstacles
    • Base Movement
    • Bonus Movement
    • The Aircraft
    • Landing
    • Transporting Parcels
    • Overload
    • Delivery
    • Boost
    • End of the Phase
  • 6. Phase III: End of Turn
  • 7. Fasten Your Seatbelts!
    • It's Going to Shake!
    • Emergency Landing
    • Crash!
    • Back in the Game
  • 8. Play as a Team
    • With 4 or More Pilots
    • With 2 or 3 Pilots
    • End of CLASSIC Mode
  • 9. EXPERT Mode
    • Additional Components
    • Preparation
    • Fuel
    • Altitude
    • Breakdown
    • Half-Tiles
    • Emergency Runway
    • End of EXPERT Mode
  • 10. Special Powers
    • Secret Material
    • The Parachute
    • Lightning Strike
    • The Legendary Aircraft
  • 11. NIGHT FLIGHT Mode
    • Goal and Objectives
    • Course of the Game
    • Setup
    • End of the Game
  • 12. Missions
    • Baptism
    • Training
    • Aerobatics
    • In CLASSIC Mode
    • In a Team
    • In EXPERT Mode
    • In NIGHT FLIGHT
    • Collector
    • Crash!
    • Customisation
    • Oops!
    • In the Clouds
    • Secrets

1. Base Components

LANDSCAPE box:

  • x3 MOUNTAIN tiles
  • x12 PLAIN tiles, x2 PLAIN Runways*, x2 PLAIN half-tiles*
  • x12 SEA tiles, x2 SEA Runways*, x2 SEA half-tiles*
  • x12 DESERT tiles, x2 DESERT Runways*, x2 DESERT half-tiles*

WEATHER box:

  • x3 MOUNTAIN pawns (kit**)
  • x1 WIND ROSE (kit**)
  • x12 CLOUD tokens (CUMULUS on one side, STORM on the other)

AIRCRAFT box:

  • x2 BIPLANE pawns (kit**)
  • x2 SEAPLANE pawns (kit**)
  • x2 ZEPPELIN pawns (kit**)

COMPANIES box:

  • x30 PARCEL tokens (5 per colour)
  • x6 BOOST tokens
  • x6 AIRPORT tiles
  • x6 REGION boards

*These elements are optional modules used in some scenarios and in EXPERT Mode. **Assemble the kit material with the separately provided assembly instructions.

2. Presentation

Welcome, new recruit! Before flying on your own wings, take the time to read this manual. You will learn to observe the clouds, some piloting techniques and many tips to organise your journey. Beware the TURBULENCES that await you on the way... Never forget our company motto: "It passes or it crashes!"

Goal of the Game

As a pilot, be faster than your opponents to deliver your Parcels while avoiding accidents and the whims of the weather. Each Parcel of your colour brought back to your Airport earns you as many points as its weight. Accumulate points faster than the other pilots to win!

Objectives

1. Explore the map. 5 Parcels of different colours and weights wait in the SHIPPING ZONE of each Airport. Their colour indicates their destination and the heaviest ones will earn you more points... but you must first find them! Land in an Airport to discover the weight of the Parcel of your colour. Warning! It is forbidden to look at or carry an opponent's Parcel.

2. Optimise the journey. If a Parcel interests you, load it (onto the base of your Aircraft) before resuming your journey. Each Aircraft can carry one or two Parcels, but beware of overload, which will slow you down! You can leave a Parcel "in transit" in another Airport (if a space is free in its SHIPPING ZONE) and come back to get it later.

3. Deliver your Parcels. When you bring back one of your Parcels, it joins your DELIVERY ZONE and increases your total score. Its weight (indicated on the back) is always kept secret from opposing pilots, even after delivery. The total weight of the Parcels of each colour is 16 kilos (2+2+3+4+5).

Course of the Game

A game turn is divided into 3 successive phases:

  • PHASE I: WEATHER (section 4). The first player activates the Wind Rose and moves the Clouds.
  • PHASE II: PILOTING (section 5). Pilots move their Aircraft in turn, starting with the first player.
  • PHASE III: END OF TURN (section 6). The first player changes (clockwise).

From the weather phase of the second turn: FASTEN YOUR SEATBELTS (section 7), because many TURBULENCES will disturb the Aircraft's trajectories!

End of the Game

It is triggered when a DELIVERY ZONE contains at least 3 Parcels. Finish the current game turn before revealing and counting the total weight of the Parcels delivered per colour.

1 kilo = 1 point. +1 additional point is gained by the pilots for each empty space of the SHIPPING ZONE of their Airport.

The highest score wins the game. In case of a tie, whoever delivered the most Parcels (not counting their weight) wins. If the tie persists... Play another game!

Going Further

CLASSIC Mode offers a competition on a random map. If you prefer to fly at night or in teams, see the end of the manual to discover different game modes...

3. Setup

Create the Landscape

  1. Assemble the 6 Region boards. The board closest to you will be your Region. Boards without a pilot are considered neutral.

  2. Place the tiles randomly. The landscape is made of 37 coloured hexagonal tiles representing different biomes: PLAIN, SEA, DESERT, MOUNTAIN. On a random map, the landscape must always include 12 PLAIN tiles and 12 SEA tiles.

Each Region board is composed as follows: a number (for assembly), 3 CITIES, a SHIPPING ZONE (5 spaces marked +1, one for each Parcel), a BOOST ZONE, a DELIVERY ZONE, and a notch for the Wind Rose.

Assess the Danger

The number and position of the Mountains and Clouds influence the weather conditions you will encounter during your journey.

  1. Adjust the position of the MOUNTAIN tiles according to the desired difficulty level and place a Mountain pawn on each of these tiles.

  2. Place the 12 Cloud pawns according to the diagram corresponding to the chosen level: EASY (1 Mountain, at the centre of the landscape), NORMAL (2 Mountains), DIFFICULT, EXTREME. (The diagrams show Mountain and Cloud positions on the hexagonal map; they are not reproduced here.)

Which Company?

  1. Choose the colour of your Company then build an Airport on the city of your choice on your Region board (1 colour = 1 Company). Only your Airport gives access to the SHIPPING and DELIVERY ZONES of your Region.

THERE ARE ALWAYS 6 AIRPORTS IN PLAY! Even if there are fewer pilots. Build the remaining Airports on the central city of the neutral Regions (those with no pilot or Aircraft).

Distribute the Parcels

  1. Shuffle the Parcels of your colour then place one in each SHIPPING ZONE space of the other Region boards (opposing and neutral) without looking at its weight! The order of colours in this zone does not matter.

DO NOT PLACE PARCELS OF YOUR COLOUR ON YOUR REGION BOARD! With fewer than 6 pilots, do not distribute the Parcels of the unused colours.

Start the Engine

  1. Place your Aircraft in your Airport then load your BOOST (token face up).

Who Starts?

  1. A flick on the Wind Rose designates the first player of the first turn. He or she takes the Wind Rose and places it in the notch of the symbol to the right of his or her Region.

4. Phase I: Weather

Observe the Sky

The colour of the Cloud tokens changes according to their type:

  • Cumulus (front side) are white.
  • Storms (back side) are black.

The Wind Blows

  1. The weather is activated by the first player. He or she flicks the tail of the Wind Rose to determine the wind direction and then moves, if possible, all Clouds to the adjacent tile in that direction, taking the following events into account:

A. Cumulus move simultaneously. They do not stack. The wind can blow them under an Aircraft or out of the landscape but they never cross Mountains.

B. A Cumulus blocked against a Mountain turns into a Storm. Flip this token to its black side.

C. A Mountain blocks the wind! The Clouds on all following tiles of its line are not blown.

D. Storms also move. Like Cumulus, without crossing Mountains.

Clouds only move over landscape tiles. They never cover cities.

E. A Storm blocked against a Mountain stays immobile and black. A Tempest may even form... (see 4.3 below).

F. A Cumulus or Storm blown out of the landscape is replaced by a Cumulus. Place the same token (white side) on the opposite tile of the same line, in the direction of the wind.

To avoid any error during the weather phase, let only the first player move the Clouds, proceeding line by line, in the direction of the wind.

The Calm Before...

  1. When the arrow points to a sun in a corner of the Wind Rose... the wind does not blow during this turn. You can remove the arrow to remind yourselves.

The Tempest!

  1. When a Cloud is blown onto another Cloud that is already blocked or immobile... they both turn into a Tempest! Stack the 2 tokens on their black side.

THE WEATHER IS ACTIVATED ONLY ONCE PER COMPLETE GAME TURN! All Aircraft will then be moved by their pilot during PHASE II: PILOTING (section 5) before the end of the turn and the next weather phase.

  1. The Tempest can still grow... During the following weather phases, if the wind blows in the same direction, other Clouds can stack and thus make the Tempest grow; it cannot cross the Mountain.

  2. A Tempest never moves. It splits into several Storms. If the wind blows in another direction, only the top token is moved to an adjacent tile. The lower token(s) remain immobile during this weather phase only.

  3. If during the same weather phase another Cloud is blown onto the immobile base of the Tempest that is splitting... stack the 2 tokens on their black side to create a new Tempest.

End of the Phase

When all the Clouds blown by the wind have been moved and all events resolved, the weather phase is over.

From the second weather phase, once the Aircraft have taken off, other events will occur. See section 7. FASTEN YOUR SEATBELTS!

5. Phase II: Piloting

Take Off!

Each pilot moves his or her Aircraft, in turn, clockwise, starting with the first player. Note that the weather is not reactivated between each pilot's turn.

A JOURNEY comprises all the movements (BASE + BONUS) that you make during your turn.

  1. Each tile of your JOURNEY must be free (no obstacle), whatever its colour. Only one Aircraft is allowed per tile.
  2. Cumulus are not obstacles but they modify the colour of tiles.

Obstacles

  1. The following elements are obstacles: Mountain, Storm (and Tempest) or Aircraft. Occupied tiles must be bypassed.

You cannot voluntarily destroy your Aircraft on an obstacle or by leaving the board.

Base Movement

  1. Your Aircraft must advance at least one tile per turn in any direction.

An Aircraft that is blocked:

  • in flight is immediately destroyed,
  • on the ground (in a city or Airport) passes its turn.
  1. Your Aircraft may advance to a second adjacent free tile (optional) without making a U-turn.

Bonus Movement

  1. Your Aircraft can gain a bonus movement if the tile on which it ends its base movement is the same colour as its base.

This bonus movement (optional and not cumulative) is to be used immediately toward an adjacent free tile.

A Cumulus covering a landscape tile temporarily changes the bonus of this tile, which becomes a Cumulus bonus only.

The Aircraft

Each Aircraft has a base movement and a bonus movement that corresponds to the colour of its base. There are 3 types:

  • The BIPLANE has a bonus on PLAIN tiles.
  • The SEAPLANE has a bonus on SEA tiles.
  • The ZEPPELIN has a bonus on CUMULUS.

Landing

  1. You can land in a free Airport. Landing ends your JOURNEY, even if you have not used all of your base movement.

During the next piloting phase, you must take off if at least one of the adjacent landscape tiles is free. Otherwise, pass your turn.

It is forbidden to land in cities without an Airport except in emergencies (see section 7.3.D).

Transporting Parcels

  1. Your Aircraft can carry a single Parcel without difficulty, whatever its weight.

If your Aircraft is in an Airport, you can look at, load or unload one or more Parcels of your colour only there.

It is also possible to unload a Parcel and leave it "in transit" in the SHIPPING ZONE of this Airport to come back and get it later... or not.

Overload

  1. Carrying 2 Parcels simultaneously causes an overload penalty! The base movement of an overloaded Aircraft is reduced to a single mandatory tile. The bonus movement remains possible.

To cancel an overload penalty, or for any other reason, you can throw a Parcel of your choice overboard... This Parcel is lost and stays face down outside the board. At the end of the game, it is ignored.

Delivery

When you land in your Airport with your Parcels, they directly join your DELIVERY ZONE (even if you had planned to deliver them later).

Boost

  1. At the end of your turn, you can activate your BOOST to play again immediately. Flip your token and make a second journey of at most 3 tiles (BASE + BONUS). The minimum number of movements before or after activating the BOOST does not matter.

The consumed BOOST stays deactivated for the rest of the trip. It recharges only when you return to your Airport, and it cannot be activated again during the same turn.

End of the Phase

When all Aircraft have been moved (or forced to pass their turn), the piloting phase is over.

6. Phase III: End of Turn

If a DELIVERY ZONE contains 3 Parcels, the game is over (see section 2).

THE FIRST PLAYER CHANGES BEFORE STARTING A NEW TURN. The next person clockwise takes the Wind Rose and places it in the notch of the symbol to the right of his or her Region to become the first player of the next turn and activate the weather.

7. Fasten Your Seatbelts!

It's Going to Shake!

These events can occur from the second weather phase, when all Aircraft have taken off. They must be resolved immediately.

  1. A Cumulus blown under an Aircraft slides under it without consequences. Place the Cumulus token under the Aircraft pawn.

  2. A Storm blown onto an Aircraft destroys it. Leave only the Storm token on the tile.

  3. An Aircraft flying over a Cumulus is moved with it... But beware, during this gust of wind:

A. if the Aircraft meets another Aircraft... the two collide and are destroyed. Place only the Cumulus token on the tile.

B. if the Cumulus turns into a Storm... the Aircraft is destroyed (see CRASH below).

C. if the Cumulus turns into a Tempest... the Aircraft is destroyed (see CRASH below).

If the Cumulus ejects an Aircraft out of the landscape... (see EMERGENCY LANDING below).

Emergency Landing

During the weather phase, if a Cumulus ejects your Aircraft out of the landscape:

D. toward a free city... You make an EMERGENCY LANDING! But you cannot take or deliver Parcels from this city. During your turn, you must imperatively take off again toward an adjacent free landscape tile before continuing your journey, or pass your turn if both are occupied.

E. toward a free Airport... You make an EMERGENCY LANDING! Play normally during your turn.

F. toward an occupied area... You collide. The 2 Aircraft are destroyed. The Parcels on board both Aircraft are lost.

G. outside the board... You are lost! Your Aircraft is destroyed.

In all cases, the Cumulus is replaced on the opposite landscape tile of the same line, in the direction of the wind (see section 4.1.F).

Crash!

When your Aircraft is destroyed, any Parcel on board is definitely lost! Remove it from the board face down. It will give no points at the end of the game.

But you survived! Wait for the reconstruction of your Aircraft outside the board in order to leave your Airport free.

Back in the Game

  1. On your next turn after a crash, recharge your BOOST then place your "new" Aircraft in your Airport to take off immediately.

If you wish, or if your Airport is already occupied, you can also:

  • pass your turn,
  • consume your BOOST to take off immediately from another city of your Region only.

Make the rest of your movements normally.

8. Play as a Team

With 4 or More Pilots

Do you want to do something other than solo acrobatics? To reach seventh heaven... take off as a duo! Choose your partner and show them what your Aircraft still has under the hood!

If the number of pilots is odd, one person can control 2 Companies and embody 2 pilots. But he or she must respect the turn order of his or her Companies during the weather and piloting phases.

SETUP. Similar to CLASSIC Mode, but:

  • pilots form teams of 2 and are partners for the whole game,
  • partners sit side by side around the table and build their Airports on 2 adjacent Region boards.

The distribution of Parcels is identical to CLASSIC Mode: your Airport therefore contains a Parcel of your partner, and vice versa.

COURSE OF THE GAME. Similar to CLASSIC Mode, the destination of Parcels is always that of their colour... but:

  • between partners, share all the information you know (weight of Parcels, placements...),
  • you can also look at, carry and deliver your partner's Parcels.

An Aircraft will always recharge its BOOST in its own Airport only!

END OF THE GAME. Only one of the Companies needs to have 3 Parcels of its colour in its DELIVERY ZONE to trigger the end of the game. The points of partner pilots are added together to determine the winning team.

With 2 or 3 Pilots

This game mode allows Parcel relays between 2 Companies (hence between 2 colours). Each pilot controls 2 Companies (hence 2 colours) on 2 adjacent Region boards. (This is the original version of TURBULENCES presented at festivals.)

SETUP. Similar to CLASSIC Mode, but:

  • take the material of your second colour,
  • build your 2 Airports on 2 adjacent Region boards.

The distribution of Parcels is identical to CLASSIC Mode: your first Airport therefore contains a Parcel destined for the second, and vice versa.

COURSE OF THE GAME. Similar to CLASSIC Mode, the destination of Parcels is always that of their colour, but:

  • you control 2 Companies so you embody 2 different pilots and you pilot 2 Aircraft,
  • each of your Companies can also look at, carry and deliver the Parcels of the other.

An Aircraft will always recharge its BOOST in its own Airport only!

You can be first player for each of your Companies. This means that:

  • you will often activate the Wind Rose during 2 successive weather phases, once for each Company,
  • you must respect the turn order of your Companies during the piloting phase.

END OF THE GAME. Only one of your Companies needs to have 3 Parcels of its colour in its DELIVERY ZONE to trigger the end of the game. The points of your Companies are added together.

End of CLASSIC Mode

The following section is reserved for veteran pilots: collect 5 stars to discover new horizons (see section 12. MISSIONS).

9. EXPERT Mode

Additional Components

EXPERT MODE box:

  • x6 ALTITUDE dials + 6 needles
  • x10 JERRYCAN tokens
  • x6 FUEL tanks

Preparation

EXPERT Mode does not change the base rules. Playable asymmetrically, this mode allows the most seasoned pilots to fly in EXPERT without disturbing new recruits, during the same game. If you feel ready:

  1. Add an ALTITUDE dial on a free city of your Region board. This city disappears from the board and can no longer be used, even for the NIGHT token (see Night Flight Mode). Warning! An Aircraft will be lost if a gust of wind pushes it toward this inaccessible zone.

  2. Add the FUEL tank of your colour to your Region board.

  3. Shuffle the 10 Jerrycan tokens. Choose one at random and place it face down on the number 10 of your counter without looking at its content. The remaining tokens form a draw pile off the board.

Add the following to the rules of CLASSIC Mode:

Fuel

  1. Each movement (even bonus) costs 1 FUEL. Use your Jerrycan token to count and subtract the FUEL after your movement. Your tank contains 10 FUEL. If it falls to 0... it is a dry breakdown! (See the Breakdown section below.)

When your Aircraft is on the ground (in a city or Airport), you can consume your Jerrycan token (by flipping it) and add its content to your tank (+7, +6, +5, +4, +3 or even 0). Warning! Single use! The surplus will be lost and the Jerrycan will remain empty for the rest of the trip.

You can refuel only in your own Airport: draw a new Jerrycan token and place it on the number 10 of your tank without looking at it before putting the consumed one back in the draw pile.

Altitude

PHASE I: WEATHER 5. A Cumulus that slides under your Aircraft raises your ALTITUDE dial by 1.

PHASE II: PILOTING You always take off with 0 ALTITUDE.

  1. Each Cumulus flown over by your Aircraft raises your ALTITUDE dial by 1. The maximum ALTITUDE is 3.

In flight, you can keep your ALTITUDE between turns. You can also spend it to:

A. Glide to save FUEL. Replace it as follows: 1 FUEL = 1 ALTITUDE. Subtract the ALTITUDE after your movement.

B. Cross an obstacle. In a straight line or diagonally... Use as many ALTITUDE points as there are stacked obstacles:

  • 1 Aircraft = 1 ALTITUDE
  • 1 Aircraft on 1 Cumulus = 1 ALTITUDE
  • 1 Storm = 1 ALTITUDE
  • 2 Storms = Tempest = 2 ALTITUDES
  • 3 Storms = Tempest = 3 ALTITUDES

A Mountain remains impassable!

You cannot use your ALTITUDE to increase your base or bonus movements.

CROSSING AN OBSTACLE CONSUMES ALL OF YOUR BASE MOVEMENT. It is impossible to do this action while overloaded. Also remember to subtract the FUEL. The bonus movement remains possible afterward.

PHASE III: END OF TURN Check that the altitude of Aircraft on the ground is equal to 0.

Remember to use your ALTITUDE before landing... or you risk wasting fuel.

An Aircraft that ends its turn on a Cloud will have at least 1 ALTITUDE that cannot be used this turn.

Examples (from the diagrams): flying over a Cumulus gives +1 ALTITUDE; with 2 tiles of base movement, gliding costs ALTITUDE instead of FUEL (for example -1 ALTITUDE and -1 FUEL, or -2 ALTITUDE, or -2 FUEL). In each of these examples it would also be possible to replace one or more points of FUEL by the same number of ALTITUDE points.

Breakdown

If your FUEL tank and your Jerrycan are empty while your Aircraft is on the ground in an Airport or a city... then your Aircraft is immediately out of service (therefore destroyed). The Parcels carried can be delivered, left in transit, or destroyed if no space is available.

An Aircraft will never break down in its own Airport... because its tank will always be full there.

If your FUEL tank empties in mid-flight... you can still use your ALTITUDE to glide.

  1. If your FUEL tank and your ALTITUDE both fall to 0 simultaneously in mid-flight... your Aircraft crashes (see CRASH, section 7).

Half-Tiles

This EXPERT module is optional.

SETUP. Remove one PLAIN, one SEA and one DESERT tile then add the six half-tiles before creating the landscape. 2 half-tiles can thus form a hexagonal tile representing 2 different biomes. Their bonus is therefore directional (for example PLAIN -> SEA: the bonus depends on the side the Aircraft enters from; see the diagram in the manual).

Emergency Runway

This EXPERT module is optional. Decide before starting the game whether you allow the building of Runways. If so:

A. In case of a crash due to lack of FUEL only... you can drop your Parcels on the landscape tile where your Aircraft is located if a Runway of the same colour as the tile is available in the LANDSCAPE box, but your Aircraft is still destroyed. Replace the landscape tile with the Runway and place your Parcels saved at the last moment on it. The installed Runway is permanent.

B. A Runway works like a neutral Airport with a SHIPPING ZONE of 2 spaces... but it can be covered by a Cloud, and therefore temporarily inaccessible. During your JOURNEY, you can ignore the Runway and fly over the tile normally. Its bonus colour remains available. You can end your JOURNEY on an accessible Runway to block it.

C. An Aircraft that ends its JOURNEY on an accessible Runway is on the ground (ALTITUDE = 0) but remains sensitive to the weather! You can look at, load or even unload your Parcels (in transit) there depending on the space available. An Aircraft on the ground is always an obstacle!

Remember to load or unload your Parcels quickly because if a Cumulus covers the Runway during the next weather phase, it will be too late.

(Diagram: with 0 FUEL and 0 ALTITUDE, landing is possible on an accessible Runway and impossible if a Cloud covers it.)

End of EXPERT Mode

The following section is reserved for the most intrepid pilots: collect 15 stars to explore new skies (see section 12. MISSIONS).

10. Special Powers

Secret Material

MYSTERY box:

  • x4 LIGHTNING tokens
  • x1 NIGHT token
  • x1 PARACHUTE pawn

COLLECTOR box:

  • x3 POWER tokens
  • x3 LEGENDARY AIRCRAFT

Before taking off, take a look in your secret reserve. There you will find a Parachute and Legendary Aircraft with particular powers.

The Parachute

The Parachute is a rare piece of equipment that can save your cargo in case of a crash, but it replaces your BOOST and therefore cancels the possibility of playing again at the end of the turn. It cannot be used by Legendary Aircraft.

If the Parachute is available when you take off from your Airport, you can reserve it: replace your BOOST with the Parachute pawn.

PHASE I: WEATHER

  1. If your Aircraft was destroyed by a Storm or by a collision... and only in these cases. You can place your Parachute with your Parcels on the Cloud token covering the tile of the crash (if the token is a Storm, it calms down and becomes a Cumulus). On your turn, you recover and recharge your BOOST.

  2. The Parachute will be moved by the winds with the Cumulus it is flying over. It can therefore be destroyed with its cargo in the same way as Aircraft (section 7.3).

If the Parachute is blown toward an Airport, its Parcels are delivered, put in transit or destroyed depending on the space available. A destroyed, emptied or rescued Parachute becomes available again.

PHASE II: PILOTING

The Parachute is an obstacle, but the owners of the parachuted Parcels can still recover them.

  1. To save all or part of its cargo... Reach the Parachute's tile and replace it with your Aircraft with the saved Parcels. This rescue ends your JOURNEY (like a landing).

You can exchange the saved Parcels with those you carry aboard your Aircraft, but if you lack space... the remaining Parcels are lost.

Lightning Strike

PHASE I: WEATHER Add this to the base rules:

  1. A Storm (or Tempest) that remains blocked against a Mountain becomes charged with electricity. Place a single Lightning token per Storm or Tempest (even if another Cloud stacks afterward), always on the top Cloud.

At the end of the same weather phase, when you have resolved all other events:

  1. Lightning strikes all Aircraft in flight on adjacent tiles (even the Parachute). The Cloud is then discharged even if no Aircraft was struck. Remove the Lightning token.

A struck Aircraft loses a Parcel (of its choice). If it carries no Parcel, nothing happens.

Warning, Lightning greatly increases the difficulty level! Remove the Parachute pawn if Lightning empties it.

The Legendary Aircraft

Their movements are similar to the other Aircraft (BASE + BONUS) but each has a particular Power that replaces that of the BOOST and therefore cancels the possibility of playing again at the end of the turn.

SETUP. Replace your BOOST with the Power of your Legendary Aircraft and load it (symbol visible).

THE FAKIR has a bonus on DESERT tiles and a FLYING CARPET that lets it fly instantly between 2 DESERT tiles when it is not overloaded.

Activate its FLYING CARPET only if you are flying over a DESERT tile at the start of your piloting phase (by flipping the token). The second DESERT tile can be anywhere in the landscape. No Cloud must cover these 2 tiles and there must exist a path free of any obstacle linking them, whatever its shape or length.

This Power replaces all your movements of the turn. In EXPERT Mode, do not count the FUEL spent or the ALTITUDE gained during this special movement.

This Power recharges in its Airport.

BESIXDOUZE has a bonus on DESERT tiles and its ASTEROID can temporarily turn into a Mountain.

Activate its ASTEROID at the end of your piloting phase (by flipping the token) and announce it to the other pilots. During the next weather phase only: your Aircraft is considered exactly like a Mountain and can therefore influence the weather. Then resume your turn normally.

This Power recharges in its Airport.

THE SAVOIA S.21 has a bonus on SEA tiles and a DODGE that lets it cross an obstacle (except a Mountain) in a straight line or diagonally.

Activate its DODGE at the start of your piloting phase (by flipping the token). This Power replaces your base movement. The bonus movement remains possible afterward.

This Power recharges in all Airports.

11. NIGHT FLIGHT Mode

Variant: if you are not afraid of the dark, collect 10 stars to take off at night (see section 12. MISSIONS).

Goal and Objectives

NIGHT token x1. Created as a tribute to the real heroes of the Compagnie Générale Aéropostale, NIGHT FLIGHT Mode is compatible with all other game modes. The mail is sacred. Do not wait for daybreak to take off!

Course of the Game

Similar to CLASSIC Mode but time-limited on an unexplored map.

Setup

Identical to CLASSIC Mode, but the landscape tiles are placed face down. The difficulty level is random: the landscape may include between 1 and 3 hidden Mountains.

  1. Shuffle all the landscape tiles without the MOUNTAIN tiles.
  2. Each pilot draws 2 at random and places them face down as in the diagram (next to each pilot's Region).
  3. Shuffle the remaining tiles with the 3 MOUNTAIN tiles and arrange them randomly face down to complete the landscape.
  4. Put the 2 superfluous tiles back in the game box, without looking at them.
  5. Do not place the Cloud tokens and Mountain pawns! They will appear in play later.
  6. Place the NIGHT token on the city of PARIS.

End of the Game

The game ends when the NIGHT token returns to PARIS. Count points as in CLASSIC Mode.

Similar to CLASSIC Mode, but add this:

PHASE I: WEATHER Always determine the wind direction, even without a Cloud. Clouds can fly over unknown tiles. A blown Cumulus can carry an Aircraft flying over it to a free unknown tile without consequence.

PHASE II: PILOTING It is possible to cross one or more unknown tiles without discovering them by flying over Clouds.

  1. If you advance toward an unknown tile and its visibility is good (no Cloud), flip it and immediately apply its effect:

A. A PLAIN or SEA tile creates a Cumulus (within the limit of available tokens). Place a Cumulus token on the tile, under your Aircraft. B. A MOUNTAIN tile directly destroys your Aircraft. Then place a Mountain pawn on the tile. C. A DESERT tile... nothing happens.

A discovered tile stays discovered for the whole game.

PHASE III: END OF TURN Advance the NIGHT token to the next city clockwise. This token does not block Aircraft and vice versa.

12. Missions

"For some, who travel, the stars are guides. For others they are nothing but little lights," said the Little Prince of Saint-Exupéry.

In this manual, they reflect your pilot career: for the success of each of these missions, you earn a star (to tick). Alone or in a team: accumulate stars to level up and discover new horizons!

(Progress bar shown at the bottom of the mission pages, in pictorial order: Take-off stamp, 5 stars, Expert Mode stamp, 10 stars, Night Flight stamp, 15 stars, ... 20 stars, Besixdouze stamp, 25 stars, Fakir stamp, 30 stars, Parachute stamp, 35 stars, Lightning stamp, 40 stars, ... 45 stars, ... 50 stars. Some stamps/QR codes are not legible; the stamps listed in this manual's sections state their unlock thresholds above: Expert 5, Night Flight 10, Mystery/Collector material 15.)

Each mission has a "Mission accomplished on:" date line.

Baptism

  1. NEW RECRUIT: Read the whole manual.
  2. ROYAL GREASE: Correctly assemble the Aircraft.
  3. TAKING YOUR OWN WINGS (Voler de ses propres ailes): Take off for the first game.

Training

  1. SECOND WIND: Take off for the second game.
  2. REACHING THE SUMMITS: Create a landscape with 2 Mountains.
  3. LOOPING: Turn in circles with a bonus movement.

Aerobatics

  1. NEVER TWO WITHOUT THREE: Take off for the third game.
  2. MOVING MOUNTAINS: Create a landscape with 3 Mountains.
  3. CUT THE WIND (Fendre la bise): Advance 6 tiles in one phase (with the BOOST).
  4. KEEP CALM...: Do not use your BOOST during a game...
  5. ... AND CARRY ON: ... and win it anyway!
  6. MOSQUITO: Make 3 laps around a Mountain without crashing.

In CLASSIC Mode

  1. AIRLINE PILOT: Win with at least 15 points.
  2. SETTING OFF AS A MAIL CARRIER (Partir en facteur): Win with only 2 Parcels delivered.
  3. FOUR-LEAF CLOVER: Deliver 4 Parcels of the same colour.

In a Team

  1. UNITY IS STRENGTH: Win as a duo with 25 points or more.
  2. ENIGMA: Communicate only by secret code.
  3. HIGH FIVE (Tape m'en cinq!): Deliver 5 Parcels of the same colour.

In EXPERT Mode

  1. FLYING ACE (As du pilotage): Win a game in EXPERT Mode.
  2. GLIDING FOR ME (Ça plane pour moi): Glide with 0 FUEL in the tank.
  3. LEAPFROG (Saute-mouton): Cross a big Tempest (3 Storms).
  4. OIL SHOCK (Choc pétrolier): Win without using a Jerrycan.

In NIGHT FLIGHT

  1. REACH FOR THE MOON (Décrocher la lune): Win a game in NIGHT FLIGHT Mode.
  2. NO ANIMAL WOULD HAVE DONE IT (Aucune bête ne l'aurait fait): Win after having hit a Mountain.
  3. ALL FIRE, ALL FLAME (Tout feu, tout flamme): Play a game lit by candlelight.
  4. MARCO POLO: Discover all the landscape tiles.
  5. NYCTALOPE: Discover fewer than half of the landscape tiles.
  6. HALLUCINATED MOUNTAINS (Montagnes hallucinées): Discover no Mountain.

Collector

  1. IT'S THE POMPOM! (C'est le pompon!): Take off with KLAUS on Christmas day.
  2. GOLDEN PARACHUTE: Save a Parcel with the Parachute and deliver it.
  3. PIG'S TURN (Tour de cochon): Leave a blocked Airport with the DODGE Power.
  4. LUCKY STAR: Save another Aircraft with the ASTEROID Power.
  5. 1001 NIGHTS: Travel 7 tiles with the FLYING CARPET Power.
  6. FARADAY CAGE: Be struck by Lightning and win.
  7. AIR MEETING: Have at least 12 Aircraft.
  8. DRAW ME A SHEEP: Box dedicated by a crew member.

Crash!

  1. ALONE IN THE WORLD: Crash on a SEA tile.
  2. GREMLINS: Lose at least 9 kilos in a single crash.
  3. SATANAS AND DIABOLO: Suffer 3 crashes during the same game.
  4. THE 4TH DIMENSION: Leave the board 4 times (four boxes to tick).
  5. SO MUCH FOR THE WIND (Autant en emporte le vent): 6 Aircraft destroyed in a single weather phase.
  6. AGAINST WIND AND TIDE (Contre vents et marées): Finish a game without a single crash.

Customisation

  1. PIMP MY FLIGHT: Customise your Aircraft.
  2. LOW COST: Make and fly a paper plane.
  3. COSPLAY: Play dressed as a pilot.
  4. D.I.Y.: Write and propose your own scenario.

Oops!

  1. BESCHERELLE: Find a typo in the manual.
  2. HEAD IN THE CLOUDS (Tête en l'air): Forget to load your Parcel at take-off.
  3. TOURIST: Make an emergency landing 3 times in the same game.
  4. BREAK THE SOUND BARRIER (Franchir le mur du son): Make noises for your Aircraft throughout a game.
  5. DOUBLE STANDARDS (Deux poids, deux mesures): Throw a Parcel overboard.
  6. HE WHO SOWS THE WIND... (Qui sème le vent...): Create a gigantic Tempest (4 Storms).
  7. DOLDRUMS (Pot au noir): All Clouds on the landscape are Storms.

In the Clouds

  1. #TURBULENCES: Post a photo of the game on a social network.
  2. TAILWIND (Le vent en poupe): Follow us on Facebook or Instagram.
  3. BAROMETER: Rate the game on Tric-Trac or BoardGameGeek.
  4. FRIENDS IN HIGH PLACES: Play with a real pilot.
  5. SEVENTH HEAVEN: Play with a member of the crew.
  6. UNDER MY WING (Sous mon aile): Introduce the game to someone.
  7. CROSSOVER (Chassé-croisé): Use the Aircraft in another game.

Secrets

  1. ... --- ... (Morse code for "SOS"); the description is a further line of Morse code.
  2. BETWEEN THE LINES (Entre les lignes): One lost...
  3. LOST PROPERTY (Objets trouvés): Somewhere on ludenbois.fr
  4. JURASSIC PARK: ???