Vol de Nuit
Vol de Nuit Rulebook
Table of Contents
Table of Contents
Game Components
Tiles
- 1 Dawn Tile
- 6 double-sided Terrain Tiles
- 1 Dusk Tile
- 3 Relay Tiles
Figures & Tokens
- 1 Plane Figure
- 1 Hope Cube
- 1 Captain Marker
Cards (152 in total, including)
- 30 Disturbance Cards
- 31 Star Cards
- 35 Fog Cards
- 9 Crew Cards
- 48 Fuel Cards
Hexes
- 16 Hex Tokens
- 4 Target Tokens
Symbols
Hex and card symbols used in the game:
- Fuel Card
- Fog Card / Hex
- Star Card / Hex
- Disturbance Card / Hex
- Mountain Hex
- Night Hex
- Wind Hex
- Storm Hex
- Rain Hex
- Hurricane Hex
- Moon Hex
- Dawn Hex
- Relay Hex
Goal of the Game
You must cooperate to move the plane on the board, avoiding as many dangerous spaces as possible. Your crew's goal is to fly until dawn, and see the sun rise on a new day.
To advance, you must prepare a detailed Flight Plan – however, the quality of your communications will depend on many cards, as well as on the Hope Gauge that will progressively decrease as your group encounters various disturbances. To go forward, you'll need to elaborate your strategy, listen to each other, and trust the Captain of the turn.
If you manage to reach a Dawn Hex (sun symbol), then you all win! You'll be able to deliver the mail, and live to see another day. If you run out of Hope however, or if you exhaust your Fuel Draw Pile, then the game is lost: the plane crashed into the deep of the night.
Setting Up the Game
9:52 pm – Planning the Route
- Place the Dusk Tile (1).
- Then, place 2 Terrain Tiles of your choice (2). (For your first game, we recommend the "Quiet Night" Terrain, plus any other Terrain of your choice.)
- Then, place the Dawn Tile (3). The board is now complete. Leave some room next to it for the Active Effects Area (4): this is where you will place Disturbance Cards as they show up (decide together which player will place these cards). Also, leave some room on the opposite side of the board for the Flight Plan Area where you will play your Fuel Cards during the Planning Phase of each turn (see The Game Turn on p.7).
- Fuel Cards will be revealed one by one during the Piloting Phase, from the bottom (Dusk) to the top (Dawn).
10:38 pm – Pre-flight Check
- Sort out the 5 types of cards to prepare 5 draw piles: Crew, Fuel, Fog, Star and Disturbance. Shuffle each draw pile separately.
- Place the Fuel (6), Fog (7), Star (8) and Disturbance (9) Draw Piles on the four corners of the board. Leave some room next to each draw pile for their respective discards. Place the Crew Draw Pile at the end of the board (11).
- The Hex and Target Tokens (12) must remain within easy reach of the players.
11 pm – Boarding
- Place the Plane Figure on the Starting Hex (13).
- Place the Hope Cube on the space #16 of its gauge, on the Dusk Tile.
- Give the Captain Marker (14) to the last player to take a plane. That player goes first, and they are your Captain for this turn. For a better game experience, the Captain (and the Captain alone) should always be the one revealing the cards from the Flight Plan Area (5).
- In turn order (going clockwise), all players draw a Crew Card and place it face up in front of them (15).
- Before starting the game, the Captain draws and reveals 3 Disturbance Cards. The players must decide which card is to be placed in the Active Effects Area (see Disturbance Cards on p.18). The two other cards are discarded.
You're all set now. Get ready to take off!
The Game Turn
Before explaining the game turn, here are two important concepts of the game:
Hope (see The Hope Gauge on p.10)
Hope defines how players are allowed to communicate during the game. It may be affected by some cards or spaces of the board. Hope also defines the visibility of the Flight Clue in the Flight Plan during the Drawing Phase, and the number of announcements that each player is allowed to make during the Planning Phase.
Communication
- During the game, players need to cooperate to move the plane on the board. Between two turns, they may define strategies to progress. However, during the whole game, they cannot share information about their cards, nor influence the other players' decisions. If several players disagree, or in case of litigious decisions, the Captain has the final say.
- Any mistake, lie or cheating attempt inflicts a penalty of -2 Hope on the Hope Gauge (see p.10).
Each turn is divided in three phases.
1. Drawing Phase
Starting from the Captain and going clockwise:
- 2 players: Each player draws until they have a hand of 4 Fuel Cards.
- 3 players: The Captain draws until they have a hand of 4 Fuel Cards. The other players draw until they have a hand of 3 cards.
- 4 players or more: All players, including the Captain, draw until they have a hand of 3 Fuel Cards.
If, at the beginning of this phase, a player already has the required number of cards (or more) in hand, they do not draw.
Then, the Captain draws an extra Fuel Card without looking at it and places that card in the middle of the Flight Plan Area. This card is the Flight Clue. Depending on the Hope Gauge (see p.10), the Flight Clue will be placed face up or face down. A new Flight Clue is drawn on each turn.
IMPORTANT! If the Fuel Draw Pile runs out during the Drawing Phase, making it impossible for a player to complete their hand or for the Captain to reveal a Flight Clue, then the game immediately ends in a defeat.
The fuel has been loaded, the engine roars in your hands; it is now time to plan your route through the stars.
2. Planning Phase
Starting from the Captain and going clockwise, each player must place a Fuel Card face down in the Flight Plan Area. When a player places a Fuel Card, and unless stated otherwise (see Fuel Cards p.14), they announce their Course and their Action. Disturbance Cards or the Hope Gauge status may affect this rule. The Captain can make an extra announcement.
IMPORTANT!
- A player must always place their Fuel Card before or after the cards of the Flight Plan (including the Flight Clue), not between two cards.
- Any card placed in the Flight Plan can no longer be switched, moved, or checked.
- If a player cannot place a Fuel Card in the Flight Plan, they simply skip their turn. This situation can happen because of other cards played previously.
Players should place their cards strategically, using the rare information given by the other players when they announce their Course and Action. They should also consider the position of the plane, and the route that they intend to use to avoid dangerous areas.
The Planning Phase ends:
- 2 players: as soon as each player has played 2 Fuel Cards in the Flight Plan. Phase sequence: P1 (Captain) → P2 → P1 → P2. Important! The Captain cannot use an extra announcement for their second card.
- 3 players: as soon as the Captain has played a second Fuel Card in the Flight Plan. Phase sequence: P1 (Captain) → P2 → P3 → P1. Important! The Captain cannot use an extra announcement for their second card.
- 4 and 5 players: as soon as each player has played 1 Fuel Card in the Flight Plan. Phase sequence: P1 (Captain) → P2 → P3 → P4 (→ P5).
Now, your route has been planned. However, true pilots know that they cannot tame the dark; they simply offer themselves to the night, and hope that the night will spare them.
3. Piloting Phase
Once the Planning Phase is over, the Captain reveals the Fuel Cards from the Flight Plan, one by one, starting from the bottom (Dusk) to the top (Dawn).
Each Fuel Card must be resolved as soon as it is revealed. The Captain chooses how each card is resolved (see Fuel Cards p.14). They move the Plane accordingly, depending on the moves that are available, and resolve the extra actions indicated on each card (discarding a card from a draw pile, move the Hope Cube on the Gauge, etc.).
Moving the Plane
You must resolve the effect of each hex that the plane uses, and not only the last hex of the turn. For instance, you play a first Fuel Card that allows the plane to move twice. If the plane ends its first move on a Disturbance Hex, then you must immediately play a card from the Disturbance Draw Pile. If the plane ends its second move on a Wind Hex, the plane moves according to the wind. Once this first Fuel Card is resolved, the Captain reveals the second card from the Flight Plan, and so on. Every hex must be considered, and every move is important!
Any time during their turn (from the Drawing Phase to the Piloting Phase), players may also decide to play Fog Cards and Star Cards from their hand to gain some bonuses or advantages.
Once all the cards from the Flight Plan have been resolved, they are all discarded, and the Piloting Phase is over.
IMPORTANT! Borders (1) and Mountains (2): the Plane cannot cross these areas. If the Plane should cross a Border, it does not move and the players must discard the two top cards of the Fuel Draw Pile.
(Illustration on the rulebook page: the Captain Marker reads "Commandant: +1 annonce, cap ou action", i.e. "Commander: +1 announcement, course or action".)
End of the Turn
The turn ends after the Piloting Phase. The Captain gives the Captain Marker to the player on their left, and a new turn begins.
Is the storm behind you, or in front of you? What dangers lie ahead, for the next hours of flight?
Hope
Hope is critical for the game and the communication between players, as it defines how they can communicate during the game and allows them to see (or prevent them from seeing) the Flight Clue. During the game, the Hope Gauge will vary depending on the cards played and the hexes crossed by the Plane.
The Hope Gauge
Hope varies from 20 to 0. At the beginning of the game, it starts at 16. Hope affects the visibility of the Flight Clue during the Drawing Phase:
- From 20 to 11, the Flight Clue is placed face up (visible) in the Flight Plan.
- From 11 to 1, the Flight Clue is placed face down (hidden) in the Flight Plan.
- If Hope falls to 0, you lose the game.
Hope also defines the number of announcements that players can make during the Planning Phase:
- From 20 to 17, players announce the Course and Action of their Fuel Card.
- From 16 to 5, players announce either the Course or the Action of their Fuel Card; the Captain can use an extra announcement (only on their first card of each round in a 2- or 3-player game).
- From 4 to 1, players do not announce anything; the Captain only has one announcement.
The Hope Gauge track is labelled, from 0 upward: Crash (0); Silence Radio (1 to 4); Action / Cap (5 to 16); Action + Cap (17 to 20). The gauge also shows the Flight Clue states Visible (20 to 11) and Hidden (Cache, 11 to 1), matching the rules above.
Terrains
Terrain Tiles are placed during setup (see Setting Up the Game). There are six double-sided Terrain Tiles, giving twelve Terrains in total:
- Quiet Night
- Unfathomable Horizon
- Turbulent Currents
- Eye of the Storm
- Hidden Treasure
- No Rescue
- Dangerous Detour
- Starry Storm
- Jagged Valley
- Sinuous Path
- Steep Ravine
- Malevolent Stars
For your first game, we recommend the "Quiet Night" Terrain, plus any other Terrain of your choice.
Tokens
The cards that you play during the game sometimes allow you or your teammates to collect tokens. These tokens can be useful to help the plane reach its destination.
- Hex Tokens cannot be placed on a Dawn Hex.
- Hex Tokens must be placed in front of the Plane, or on the same line (east/west) as the Plane.
- Mountain Tokens cannot be placed on a hex that is adjacent to a Border.
- Night Tokens may be placed on any hex of the board.
- You cannot place a Hex Token over another Hex Token.
- Target Tokens (Star and Fog) can only be used by the Instructor Player. After the Planning Phase, the Instructor can target two hexes with their Target Tokens.
- If at the end of the turn, the Plane is on a Star Target hex, then the player draws 1 Star Card.
- If at the end of the turn, the Plane is on a Fog Target hex, then the player draws 1 Fog Card.
- If at the end of the turn, the Plane is not on a targeted hex, then you lose 1 Hope.
Token Types:
- 2 Star Target Tokens
- 2 Fog Target Tokens
- 16 Mountain/Night Tokens
The Instructor card ("Prediction") reads, in its printed French form, approximately: after the Planning phase ("phase de Réflexion"), you may target 2 hexes with the Target Tokens. If at the end of the turn: the Plane is on a Star Target hex, draw 1 Star Card; the Plane is on a Fog Target hex, draw 1 Fog Card; the Plane is not on a targeted hex, lower Hope by 1.
Cards
Your hand includes all the Fuel Cards, Star Cards and Fog Cards that you collect during the game when drawing cards or when the Plane crosses specific hexes on the board.
All the cards obey the same rules:
- When you draw a card, immediately add it to your hand (except Disturbance Cards).
- If a card is played directly from a draw pile, its effect immediately applies, then the card is discarded. Otherwise, the card must remain in the Active Effects Area as long as it applies; then it is discarded.
- When several cards are played for the same action, they must be resolved in turn order. A card is resolved once you've completely applied its effect (except for some Disturbance Cards with permanent effects, see p.18). Players cannot change their mind (about a decision, a move, etc.) once a card has been resolved.
Fuel Cards
The Fuel Draw Pile is basically the fuel tank of your plane. There is no limit to the number of Fuel Cards you can hold in your hand. These cards allow you to move the Plane on the board. If you cannot complete your hand to the required number of cards during the Drawing Phase, or if you cannot place the Flight Clue because the Fuel Draw Pile is exhausted, then the plane crashes and the game is lost. Fuel Cards must be played in the Flight Plan during the Planning Phase.
IMPORTANT! Some cards allow you to play Fuel Cards directly. In that case, players should apply the cards' effects without placing them in the Flight Plan. Such cards allow you to move the Plane outside of the Piloting Phase.
The Hope Gauge. Some Fuel Cards will increase or decrease Hope.
- Increase Hope (+1 / +2): If players choose that kind of move, and if the plane arrives on that kind of hex, then you can increase Hope as indicated.
- Decrease Hope (-1 / -2): If players choose that kind of move, and if the plane arrives on that kind of hex, then you must decrease Hope as indicated.
Fuel Card Anatomy (example card titled "J'AVANCE", meaning "I advance"):
- Action & Course: During the Planning Phase, and depending on the Hope Gauge, you will announce the Action and/or Course of the card that you place face down in the Flight Plan Area. If the card indicates East/West (EST / OUEST) then you must choose a Course and announce it.
- Direction: Make sure that the card points to the Dawn.
- Position: The current position of the plane.
- Movement: Possible moves.
Types of Movement
There are 4 different types of movement:
- Simple Move: The Captain moves the Plane to the indicated hex.
- Multi-Choice Move: The Captain moves the Plane to one of the indicated hexes.
- Double Move: The Captain moves the Plane to the first indicated hex, then to the next hex, applying the effects of each hex, if any.
- Optional Move: The Captain moves the Plane to the indicated hex. Then, the players may decide to move the plane to the next indicated hex (usually at a cost).
Movement Costs (-1 Fuel Card): Some Fuel Cards offer moves with a Movement Cost. Such costs must be paid before moving: discard the required amount of Fuel Cards from the draw pile.
Types of Action
There are 5 different types of actions:
- Moving Forward (J'AVANCE, "I advance"): This move includes at least one of the two hexes directly in front of the plane.
- Stalling (JE DÉCROCHE, "I stall"): This move includes the two hexes directly behind the plane. (Hope icons on this card: +2 / +2.)
- Drifting (JE DÉVIE, "I drift"): This move includes at least one of the two hexes that are directly to the left (west) or to the right (east) of the plane. (Hope icon on this card: -2 on one hex.)
- Fluttering (JE VOLTIGE, "I flutter"): These moves allow you to jump over hexes, to perform double moves, or to move onto any hex adjacent to the plane. (This card has a Movement Cost of -1 Fuel Card.)
- Gliding (JE PLANE, "I glide"): This move copies the latest move of the plane (not the Fuel Card effect!). This move has no Course, which means that a player can only announce its Action during the Planning Phase.
IMPORTANT! You must discard one Fuel Card from the draw pile to play a Fluttering Card.
Fog Cards
Fog Cards are events that happen during the flight. They can either be positive or negative. Fog Cards from your hand may be played at any moment, unless stated otherwise.
Usually, Fog Cards will be played directly from the Fog Draw Pile when the Plane stops on a Fog Hex. However, some cards allow you to draw Fog Cards, which means that you will hold these in your hand. You cannot hold more than 3 Fog Cards in your hand. If you're instructed to draw a Fog Card while you already have 3 Fog Cards, discard one of them before drawing your new card.
When the Fog Draw Pile is exhausted, shuffle the discard to form a new draw pile.
(Example card on the page: the Fog card "Pilotage économique", i.e. "Economical Piloting", whose text is partly obscured in the printed image.)
Star Cards
Star Cards have a positive influence over the course of the game. Usually, you'll draw them thanks to a Star Hex, because such hexes allow each player to draw a Star Card. However, some cards allow you to play Star Cards directly from the draw pile. Star Cards from your hand may be played at any moment, unless stated otherwise.
You cannot hold more than 3 Star Cards in your hand. If you're instructed to draw a Star Card while you already have 3 Star Cards, discard one of them before drawing your new card.
When the Star Draw Pile is exhausted, shuffle the discard to form a new draw pile.
IMPORTANT! It is difficult to win the game without stopping on a Star Hex at least once. Star Hexes are critical if you want to have a chance to reach Dawn.
(Example card on the page: the Star card "Maestro", whose printed text reads "Move 1 token (Night or Mountain) on the board".)
IMPORTANT! The Star Card "The Deserter" cannot be used in a 2-player game. Once a player has played that card, adapt the rules to the number of players remaining. We recommend playing your first games without the Deserter Card, in order to ensure that you'll play a 100% cooperative game without risking someone to betray the group!
Disturbance Cards
Disturbance Cards are permanent penalties that override standard rules. Usually, you'll suffer from their effects when crossing the Disturbance Hexes. However, other cards may force you to draw Disturbance Cards. When a player plays a card from the Disturbance Draw Pile, they reveal that card and place it on the Active Effects Area. The effects from Disturbance Cards are cumulative with other effects, and remain active during the whole game, unless you find a way to discard them.
There cannot be more than 5 cards in the Active Effects Area. If you should place a new card while there are already 5 cards, discard a card of your choice before placing the new card.
(Example Disturbance card on the page: "Test de Confiance", "Trust Test": during the Planning Phase, the Captain must lie about the action and course of the card they announce.)
Crew Cards
Crew Cards represent the role and personality of your character. Each player has their own Crew Card and can decide where and when they want to use it. There is no limit to the amount of Crew Cards than a player can have.
Crew Cards are drawn at the beginning of the game, but some cards allow you to draw extra Crew Cards from the draw pile. If the draw pile is empty, shuffle the discarded cards to form a new draw pile.
(Example Crew cards on the page, as printed in French:)
- "Le Radio" ("The Radio"), "Sur écoute" ("Listening in"): On your turn during the Planning Phase, you may look at 1 card of the Flight Plan. If you do so, lower Hope by 1.
- "Le Déserteur" ("The Deserter"), Star Card: You can only play this card between the passing of the Captain token and the Drawing Phase. You are not obliged to play this card. You jump out of the plane by parachute; you no longer play. You win the game alone if the plane crashes before the Planning Phase of the next turn. This card is not valid in a 2-player game.
End of the Game
- Victory Conditions: You win if the Plane reaches one of the Dawn Hexes (see below). Bravo! You've managed to overcome the perils of this long night, but there are other flights to come...
- Defeat: The plane crashes and you lose the game:
- If you fall to 0 Hope.
- Or if you're out of cards to complete the Drawing Phase (see The Game Turn on p.6).
"You may have to order this pilot tomorrow night to start on a dangerous flight. He will have to obey you." – Antoine de Saint-Exupéry, Night Flight
Special Game Mode: The Line
The Line ("La Ligne") is the nickname given by the aviators to the complete mail route of the Aéropostale. This route is supposed to be divided in several stages, but tonight, there are no other pilots than you. You prepare for a long and dangerous trip over the Andes Mountains through a hopeless sky. Only experienced pilots can rise to the challenge of The Line.
The Line is an alternative game mode. The goal is to cross 6 terrains in a row and reach dawn. This game mode was designed for experienced players only, and will severely test your aviator skills. It can also serve as a Challenge Mode to improve your gaming (and flying) performance.
Be prepared: Game length may vary, but the game may last several hours. The rules remain unchanged; only the setup is different.
Relay Tiles Rules (only in this game mode): the Relay Hex: +5 Hope, then refuel 10 Fuel Cards. Then, the Captain draws a Star Card, discards 1 Disturbance Card from the Active Effects Area, and places a Night Token on the Relay Hex.
Setup
During the setup, choose 6 Terrain Tiles. Prepare the board with 4 Terrain Tiles and 3 Relay Tiles (one between each terrain). Do not place the Dawn Tile for now. Once the players have passed the second terrain, they must remove the first terrain, move its Relay Tile at the other end of the board, add a new terrain of their choice after it, then slide the Dusk Tile to the bottom of the second terrain tile. Once they have passed another terrain, they do the same to place the final terrain. Once the 6th and final terrain has been placed, place the Dawn Tile right after it.
Once you've passed a terrain, always recover its Hex Tokens.
Hexes
When the Plane moves onto a Hex, resolve that Hex's effect:
- Starting Hex: Place the Plane on this Hex at the beginning of the game.
- Dawn Hex: The game ends. Congratulations, you've made it!
- Relay Hex (only in The Line, see p.20).
- Border & Mountain: The Plane cannot cross these areas. If the Plane should cross a Border, the move is canceled and 2 cards must be discarded from the Fuel Draw Pile. It is possible to cover a Mountain token with a Night Token.
- Fog Hex: Play a card from the Fog Draw Pile.
- Disturbance Hex: Play a card from the Disturbance Draw Pile in the Active Effects Area. Then, the Captain places a Night Token on that hex.
- Star Hex: In turn order, each player draws a Star Card. Then, the Captain places a Night Token on that hex.
- Moon Hex: Hope increases by 4. Then, the Captain places a Night Token on that hex.
- Rain Hex: Hope is decreased by 1.
- Storm Hex: Hope is decreased by 3.
- Hurricane Hex: Hope is decreased by 4. The next move planned for the plane is canceled.
- Wind Hex: The Plane is moved by 1 hex in the indicated direction.
The Game Turn (Summary)
This summary sheet is printed on the back of the rulebook.
- At the end of the Drawing Phase, the Captain draws the Flight Clue and places it face up (or face down, depending on remaining Hope) in the Flight Plan.
- Players place their Fuel Card face down in the Flight Plan and announce their Course and/or their Action, one by one. The Captain has an extra announcement on their turn.
- After the Planning Phase, the Captain reveals the cards from the Flight Plan, one by one, from the bottom (Dusk) to the top (Dawn). When you reveal a card, immediately resolve its effects, before revealing the next one. The Captain:
- decides how the card is resolved;
- moves the Plane;
- resolves the necessary actions: discarding a card from a draw pile, moving the Hope Cube, drawing a Disturbance Card and applying its effect, etc.
- Once all cards from the Flight Plan have been played and resolved, they are discarded. The Piloting Phase is over.
- At the end of the turn, the Captain passes the Captain Marker to the player on their left.