Paragliders
Paragliders Rulebook
Table of Contents
Table of Contents
Components
- 61 Map Tiles (double-sided). Map tiles are made of 3 hexagons depicting one of 4 possible terrain types: Mountain, Forest, Lake, Field (all other ones)
- 6 Map Edges (labeled from A to F)
- 7 Clouds
- 10 Cloud tokens
- A Cloud Bag
- A Weather Board (in 3 pieces)
- A Sun Exposure token
- 2 Windsock tokens
- 6 Aerodrome tiles (double-sided)
- 18 Weather Tiles (double-sided)
- A Thermal Lift Board
- A Thermal Indicator
- 12 Antenna tokens (in 3 colors)
- 24 Landmark GPS Markers
- 6 Solo GPS Markers
- A Time Marker
- 6 "Skill Move" cards (in 4 languages)
- 7 Stunt cards (in 4 languages)
- 4 Rule Books (one in each language)
- A Map Bag
- An Altitude Track (double-sided and in 3 pieces)
- 28 Stunt Markers (in 4 colors)
- 4 Altitude Markers
- 4 Score Markers
- 4 Summary Boards
- 4 Paragliders
Organization of the game components in the tray: B Solo tokens/spare parts; C Antenna and Starting tiles; D Weather tiles; E Cards; F Cloud rings; G Aerodrome tiles/Sun token/Windsock tokens; H Time Marker; I Thermal indicator; J Thermal lift board; K Middle weather board; L Side weather boards (put the left one upside down); M Altitude track; N Summary boards.
Use one plastic bag per player for all their components (paraglider, altitude marker, score marker, antenna tokens, GPS markers and stunt markers), keep the cloud tokens and map tiles in their respective bag.
Before your first game, peel off the plastic protective film from all the acrylic tokens, on both sides.
Setup
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Assemble the six Map Edges that form the border of the map, using their alphabetical order in a counter-clockwise way. Use the letters printed in the corner of the Map Edges to assemble them in counter-clockwise order.
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Separate the Starting Tile and the three Antenna Tiles from the rest of the tiles. Put the rest of the tiles in the large green bag.
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Draw random tiles from the bag to form a three-pointed "star" in the center of the map. Start from corner A, and lay 4 tiles in line. If you draw a mountain tile, put it aside and draw another one. For the balance of the game, it is important to make sure that the star is connected to the corners A, C and E. (Make sure to start from corner A and to put aside any mountain tiles that you draw.)
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Add the Starting Tile in the center.
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Complete the other two points of the star, starting from corners C and E. Like for the first point, draw random tiles and put aside any mountain tiles. Once complete, the star shouldn't contain any mountains (except for the Starting Tile). If you draw more mountain tiles, continue to put them aside.
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Draw 3 more random tiles and place them around the center tile. This time you can use mountain tiles when you draw them. If you do so, connect them in priority to the starting mountain.
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Put any tiles that you put aside back in the bag and mix them up.
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To improve setup time and a more diverse map, you should not create the whole map yourself. Try to enlist your fellow players to be your setup assistants:
- With 2 players: you create the star and fill 1 sector. Your setup assistant fills 2 sectors.
- With 3 players: you create the star and fill 1 sector. The 2 setup assistants fill a sector each.
- With 4 players: you create the star. The 3 setup assistants fill a sector each.
Notes from the setup diagrams: For the sector on the right, the mountain tiles need to be connected to the existing mountain in the center. Also the tri-hex tile in the bottom needs to be rotated to ensure mountain connection. In the bottom sector, the mountain tiles can be placed closer to the edge, but they still need to form a single cluster.
- Place the Weather Board next to the map.
- Shuffle and draw 12 random Weather Tiles to fill the weather board. Place them on a random side (whatever comes first), above the time track. Each tile lasts one hour.
- Game Variant: For a less predictable weather and a more difficult game, you can place only 3 weather tiles above the time track. Then during the Weather Change round, draw one tile and add it to the weather timeline.
- Place the Time Marker at the beginning of the time track (08:00).
- Place the hexagonal Sun Exposure Token at the marked spot on the weather board (12:00).
- Stack the two Windsock Tokens and place them on their spot on the map edge showing the correct wind strength. The wind's initial direction is indicated on the starting tile, but the first weather tile may turn the wind, in such case adjust the wind direction: Look at the direction of the windsock printed on the starting tile and adjust it according to the first weather tile.
- Place the Thermal Lift Board next to the weather board, and place the Thermal Indicator on top. The initial temperature level is the middle one, but the first weather tile may adjust the temperature. Check if the temperature changes on the first tile and adjust the thermal indicator in consequence from the center.
- The initial number of clouds is 3, but the first weather tile may adjust this number. Check the number of clouds added to or removed from three (sum up the two initial cloud values), and spawn the correct number of clouds on the map. Then move those clouds if there is any wind (see the Weather Change chapter to know how to spawn clouds and move them).
- Assemble the Altitude track next to the map. Altitude Track pieces have two sides: an easy side and a difficult one, indicated with an exclamation mark. For your first game it is recommended to use the three easy sides. Experienced players can agree on using some difficult sides. If you prefer a random setup, here is a quick way: draw a cloud number from the Cloud Bag, if it is an even number, place the first Altitude Track piece on the easy side, and if it is an odd number, place it on the difficult side. Repeat the operation for the two other Altitude Track pieces.
- Place as many Antenna tokens and GPS Markers as players on each of the map and Altitude Track slots.
Playing the Game
Game Round and Time Marker
Players take turns clockwise, starting with the first player. The last player is in charge of moving the Time Marker after their turn, and updating the weather when needed (see the Weather Change chapter later). The first player should always make sure that the time marker has been moved before taking their turn. Therefore, the last and the first players share responsibility in making sure the time marker has been updated at the end of each round. It is recommended the player that is most familiar with the game is the last player.
Game rounds continue until all players have landed, or when the time marker reaches the end of the time track.
Your Paraglider
In the game your pilot is represented in two parts: Your marker on the Altitude Track shows your height above the ground and your pawn shows your position on the map. Together, the pawn on the map and the marker on the altitude track locate your pilot precisely in the 3D space of the sky.
Direction. Your paraglider pawn has an orientation. The chevron on its wing is pointing forward. Make sure to keep the base of your pawn correctly aligned with the map hexagons, so that the chevron clearly indicates the hexagon in front of you. (Make sure to align the hexagonal shape of your pawn with the hexagon of the map.)
Altitude. You start the game on top of the mountain, but the weather conditions and your flight maneuvers will modify your altitude. To fly for a long time, you will need to carefully manage your altitude. If your altitude marker reaches the bottom of the altitude track, that means you have just landed.
Landing prematurely is not great, but ultimately you want to land at the end of the game after reaching the 3 antenna landmarks.
Example: The altitude track was set up on the difficult side, which reduces the height of the mountain. The mountaintop is at 700 m but the mountain is actually 500 m high because the ground is at 200 m. The Red player is at the mountaintop. The Green player is 3 altitude above the ground. And the Yellow player has landed.
Taking off
You start the game with your paraglider pawn in your hand. During your first turn, you can place your paraglider on one of the two hexagons of the takeoff area in the center of the map, and do your first move. However, you can also skip your turn and take off in a later turn. You may choose to do that to follow the exact path of a paraglider who took off in front of you. You can delay your take off for as many turns as you want, but once in the sky, you are obliged to move until you land.
Example: the yellow player is the first player. They take off to immediately collect the crop circle GPS marker. The blue player, who plays second, also wants to collect that GPS marker, so they accelerate (see next page) to not end up at the same place as the yellow player. The red player, who also prefers to collect the crop circle GPS marker at the beginning of the race, decides to skip their turn in order to collect it during their second turn.
Your Turn
Move Your Paraglider
During your turn, you only do one thing: move your paraglider to an adjacent hexagon. Moving is mandatory, you cannot stay on your current hexagon. If you change direction, you rotate your paraglider in steps, so that it aligns with the hexagon beneath.
You can do a normal move or a hard turn:
- Normal Move: move your paraglider forward, or rotate one hexagon step to the left or to the right and then move forward.
- Hard Turn: rotate two hexagon steps to the left or to the right then move forward and lose one altitude.
- You can never move to the hexagon behind you.
Make sure you always orient your paraglider correctly on your new hexagon: you must always keep your back to the hexagon you came from. You may find rotating first on your current hexagon then moving straight forward less confusing. (After moving, your paraglider should be oriented so that your previous hexagon is at your back.)
Adjust your Altitude
After moving to an adjacent hexagon, you must check how much altitude you gain or lose. This is the sum of the hard turn penalty and the weather modifiers. This includes the thermal value of the new hexagon, and the benefits of the wind, sun and clouds (see the weather modifiers on next page). Then adjust your marker on the Altitude Track based on the computed altitude change.
Eventually Accelerate
After moving and updating your altitude, you have the possibility to accelerate. Accelerating is optional. If you accelerate you lose 2 altitude and can move to the hexagon directly in front of you. You cannot change your orientation when accelerating. Do not apply any of the weather altitude modifiers from your new position.
Example: After a normal turn above the forest, the yellow player decides to accelerate over the lake. The weather conditions above the forest make them gain 1 altitude and the acceleration makes them lose 2. In total, at the end of their turn they will be 1 altitude lower than at the beginning of their turn. The weather conditions above the lake are ignored!
"Skill Move" cards
Players who received "Skill Move" cards during setup can play them during their turn. These cards are single use and give a small edge to balance the disadvantage of playing after your opponents.
You can discard a "Skill Move" card to perform a hard turn or an acceleration at a lower altitude cost (hard turn for free, or acceleration for only one altitude loss).
Example: The yellow player played first and moved above the antenna. Now, the blue player wants to do a hard-turn to also collect the antenna GPS marker. But the altitude penalty will force them to accelerate, so as to not collide with the yellow player (see the first flying rule page 12). In total they would lose 3 altitude (1 for the hard turn penalty + 2 for the acceleration), so they decide to use their "Skilled Move" card to hard-turn without losing altitude. They can still accelerate after that, and even use another "Skilled Move" card to only lose one altitude for the acceleration.
Weather modifiers
After moving on your new hexagon, you must check the 4 weather conditions on this specific hexagon. Each condition can increase or decrease your altitude. Sum all altitude modifiers up before moving your Altitude Marker.
Thermal value. Each terrain type absorbs and releases heat differently. The Thermal Lift Board tracks the thermal value of each terrain type according to the current ambient temperature. The current temperature is represented by the Thermal Indicator that slides left or right depending on the temperature variation.
Check the altitude modifier inside the Thermal Indicator frame for the terrain type of your current hexagon. The value inside the frame indicates how much your altitude marker will move. A positive value moves the marker up, and a negative one moves it down.
Example: At this current temperature, the yellow player who is flying above a lake, will lose 2 altitudes. The red player, flying above a mountain, will gain 1 altitude.
Sun exposure. The sun rises from the east and sets in the west. When the sun is not at the zenith, its rays will heat the facing mountains. Morning sun heats the east facades of mountains, creating ascending currents there. Afternoon sun heats the west facades.
If you are on a hexagon adjacent to a mountain, but not on a mountain hexagon, check if that mountain side is exposed to the sun. You will gain 1 altitude if it is.
A mountain hexagon side is exposed to the sun if it matches one of the mountainsides displayed on the sun token. Pay attention to the two sides showing a mountain texture on the Sun Exposure token. They indicate where the mountain needs to be from your current hexagon position to gain one altitude.
Example: The red lines show the facades exposed in the morning: hexagons with a red "+1" grant one altitude in the morning. The orange crosses show the hexagons that will grant one altitude in the afternoon. (Hexagons not adjacent to a mountain are not exposed.)
Cliff under wind. The current wind strength and direction is indicated by the Windsock Token sitting on the Map Edge A. The windsock token has a shape of an arrow showing the wind direction towards the displayed mountainsides.
Winds are naturally deviated by mountains creating an ascending air flow. If you are on a hexagon adjacent to a mountain but not on a mountain hexagon, check if that mountainside is under the wind. You will gain 1 or 2 altitude if the mountainside matches the windsock token. Being under the wind is slightly different depending on the strength of the wind:
- At wind strength 1, the mountain needs to be specifically in the direction of the wind. In that case, you will gain 1 altitude.
- At wind strength 2, the adjacent angled mountainsides also catch the wind. In that case, you will gain 2 altitude.
The windsock token displays the mountainsides which are under the wind. Wind strength 2 blows on three mountain's facades, while wind strength 1 blows only on one. Wind strength 1 grants 1 altitude for hexagons which have a mountain directly in the wind direction. Wind strength 2 grants 2 altitude for hexagons which have a mountain in the wind direction with more or less one rotation step.
Cloud Suck. Clouds are a good indication of thermals (rising currents of warm air). If you are on the same or on an adjacent hexagon of a cloud, that means you are under a cloud and you will gain 2 altitude.
If you are under several clouds at the same time, you still only get 2 altitude. (Every hexagon under the cloud, inside the cloud ring and all around, grants 2 altitude. In the example, the crop circle is under two clouds but this hexagon still grants 2 altitude, not 4.)
Flying rules
While flying you must respect these rules:
- You cannot finish your move at the same place as another paraglider (same hexagon and same altitude). If that happens, accelerate or if you already have accelerated roll back and move another way. In the rare case where you cannot move another way, you are crash-landed (see the Landing Prematurely chapter).
- Example: The yellow player moves on the same hexagon as the blue player. The current thermal value for the forest is +1. This will bring the yellow player at the same location as the blue player (same hexagon and same altitude). Yellow is then obliged to accelerate to avoid the collision.
- Check your current altitude before moving to a mountain hexagon. You cannot move to a mountain hexagon if your altitude is lower than the mountaintop. When you fly below the top, mountain hexagons are considered wall obstacles. Altitude gain after moving on a mountain can only be applied if you are high enough to enter the mountain hexagon.
- While flying above the mountain, you cannot end up at an altitude lower than the mountaintop. This rule blocks you from performing a hard-turn, accelerating or resisting the wind (see Wind Push round chapter for more details), if you would end up lower than the mountaintop.
- Example: The current thermal value for the mountain is 0. The blue player is flying one altitude above the mountain. They can move on the mountain tile, but they cannot accelerate (that would make them crash on the mountaintop). The yellow player, flying under the mountaintop, cannot move straight and is obliged to move around the mountain. The red player can move above the mountain with a normal move, but not with a hard turn that would make them crash.
- If you land in the forest or in the lake, or if you are trapped in a dead end between mountains, you are considered crash-landed. In that case, you lose 10 (move your score marker 10 points backward) but you can take off again if you wish (see the Landing Prematurely chapter).
- Example: In this example all the players crashed: Yellow reached the ground in a forest. Blue, flying under the mountaintop, entered a dead end. Red moved on a field hexagon that made them lose altitude and trap them in a mountain ring.
- You can land with more altitude loss than what you need to touch the ground without any consequences.
Collectible Tokens
Collecting Tokens
Whenever you fly over an Antenna token or GPS marker that you don't already have, collect it. You cannot collect the same token multiple times.
If the wind pushes you over an Antenna token or GPS marker (see the Wind Push Round chapter for more details) you can also collect it, even if the wind pushes you for two hexagons and the token is on the first one. You can collect a token before and/or after accelerating.
Example: During the wind push round, the yellow player is pushed for 2 hexagons over the megalithic stone site GPS marker. They can collect this token since they don't have it in their collection yet.
Example: The yellow player moves on the forest hexagon and gains one altitude according to the current thermal value. They can collect the balloon GPS marker. Then they accelerate which makes them lose 2 altitude and in the same turn they can also collect the crop circle GPS Marker.
Antenna Tokens
Collecting the 3 Antenna Tokens is your primary objective: you will lose victory points at the end of the game if you don't collect all three.
You can collect them in the order you like, and choosing this order is an important strategic part of the game.
When you collect an Antenna Token you need to score it immediately. An antenna token has a point value depending on the time. Look below the current position of the time marker on the time track and score that amount of victory points. This game is a race, so the faster you collect the antenna checkpoints, the more victory points you gain.
Example: The yellow player flies over the blue antenna for the first time. They look under the time marker on the weather board to know how many victory points they gained and score them immediately. Then they collect the blue antenna token to remind them which antenna they have scored.
GPS Markers
When collected, GPS markers are kept next to you and scored at the end of the game. They score exponentially depending on the size of your collection.
There are 6 different GPS markers, 2 on the altitude track (a balloon and the cloud ceiling) and 4 on the map (a ruined castle, a megalithic stone site, a crop-circle and a golf course).
The golf course GPS marker can be collected if you fly on any of the 3 golf course hexagons. The GPS markers on the altitude track can be collected if your altitude marker reaches them.
Example: The yellow player flies over one of the three golf course hexagons. They can collect the golf course GPS marker and add it to their collection.
Weather Change
Update Time
Once the last player of the round has finished their turn, they move the time marker. If the time marker lands on a new weather tile, then they need to update the weather. Therefore the weather is not updated every round.
The weather update happens between the turns of the last player and the first player (so after the last player completely finished their turn, and before the first player starts their turn).
When the time marker lands on a new hour, check the weather icons above it. The circled numbers indicate the recommended order for updating the weather: start with the temperature, then the sun exposure, cloud count and finish with the wind.
Update Types
There are 4 types of weather updates, but not all necessarily happen during the weather change. The icons on the weather tile (and also eventually on the weather board), indicate which types will update.
Temperature change. The thermometer icon moves the Thermal Indicator. Use the sum of the thermometer icons on the weather tile and the board. If the result is positive, move the frame indicator to the right. If the result is negative, move it to the left. If the indicator reaches the left or right extremity and needs to move further, ignore the extra moves.
Examples: With two + thermometer icons, the frame is moved 2 steps to the right. With two thermometer icons that cancel each other, the frame doesn't move.
Sun exposure change. The game starts with the sun exposure on the east side, as printed on the Map Edge. The Sun Exposure Token is not used yet.
When the time marker reaches 12:00, move the sun exposure token to the Map Edge, showing the zenith side to cover the east exposure. At 14:00, flip the token to show the sun exposure to the west side. At 18:00 flip it again on the zenith side to remove the sun exposure benefit.
Cloud number change. The cloud icon adds or removes clouds on the map. The number inside the cloud icon indicates how many clouds to add or remove.
Ten specific hexagons on the map have a number, those are the possible spawn positions for the clouds. To add a cloud on the map, draw a cloud token from the cloud bag and find the hexagon with that number on the map then place a random cloud ring there. If there is already a cloud on the spawn position, draw another cloud token.
Example: you need to add two clouds. First you draw a 5, so you place a cloud ring centered on the spawn position hexagon number 5. Then you draw a 9, but the position is already occupied by a cloud, so you need to draw another token. Next you draw a 3 so you spawn the second cloud there. Cloud rings are wide enough to let a paraglider pawn be placed inside the ring.
Cloud rings have dots used to identify which to remove. To remove a cloud, draw a cloud token from the cloud bag, and remove the cloud ring that holds the same number of dots as the number indicated by the cloud token. If that specific cloud is not on the map, draw another cloud token until you draw a number that identifies a cloud on the map.
Example: you need to remove one cloud. First you draw a 10, but, since there are only 7 clouds in the game, you need to draw another token. Next you draw a 4, but the cloud number 4 is not on the map. Next you draw a 7, so you can now remove the cloud number 7 from the map.
Once you have added or removed all the clouds, put all the drawn tokens back in the cloud bag.
Wind strength and direction change. The windsock icon and the number under it show the strength of the wind (no number means there is no wind). If the current wind strength is different from the one shown on the weather tile, flip the Windsock Tokens accordingly. Make sure to preserve the wind direction during the flip even if you flip it to the no wind side.
Tip for the windsock token flip:
- From no wind to any wind (or vice-versa): flip the two tokens together.
- For a wind strength change: flip the top token only.
The rotation icon under the windsock icon indicates in which direction (clockwise or counterclockwise) the wind will rotate. The absence of this rotation icon means that the wind keeps its current direction. The value indicates how many hexagonal steps the wind will rotate: 1 step or 2 steps. Rotate the windsock tokens accordingly, while keeping them together.
Example: first flip the windsock token(s) to show the wind strength 1 side. Then rotate the windsock tokens together two steps in a clockwise direction. Now the wind will blow in the South direction.
Once the weather is updated, if there is any wind (if the wind strength is not zero), the clouds and the paragliders will be pushed during a special round called the Wind Push Round (see below). The arrow icon(s) at the bottom of the weather tile is a reminder for this special round: the arrow in the bottom reminds you to now perform a Wind Push Round to push the clouds and the paragliders by one hexagon (or two if there are two arrows).
Wind Push Round
Push Clouds
First move all the clouds in the wind direction one or two hexagons depending on the wind strength. If a cloud moves out of the map, return it to the pool.
Example: The wind is blowing in the South-East direction with a strength of 2. First all the clouds must be moved in that direction by two hexagons. This pushes the cloud #3 outside of the map.
Wind Push Turn Order
This round is played in a special order: from the lowest altitude paraglider to the highest one. For paragliders at the same altitude, order them according to their position along the wind direction, from the farthest in the wind direction to the nearest. This order minimizes the cases where a paraglider would be blocked by another paraglider.
Example: the yellow player will be first (lowest altitude). Blue and Green are at the same altitude but Green is more in the North-East than Blue, so Green will go second, then Blue. Finally Red, who is at the highest altitude, will go last.
Push Paragliders
In the order specified above, players decide if they let the wind push them or if they want to resist (or a mix of both).
- If you let the wind push you, move your paraglider in the direction of the wind without changing the orientation of your paraglider. Move one or two hexagons according to the wind strength.
- If you want to resist, leave your paraglider on its hexagon, but lose one or two altitude according to the wind strength.
- If the wind strength is 2, you can also do a mix of both by moving to one hexagon in wind direction and losing one altitude.
If you are blocked by a mountainside or by the edge of the map, you don't move and you don't lose any altitude.
Also, as stated in the Flying Rules, you cannot resist if you fly over a mountain and would lose too much altitude to stay above the mountaintop. In this case you must let the wind push you.
In case another paraglider is blocking the space just under you, then you cannot resist and you must let the wind push you.
Once all the players have taken their wind push turn, the first player can take their turn as normal.
Example:
- The yellow player decides to let the wind push them. They should normally move 2 hexagons (the wind strength is 2), however they are flying below the mountaintop, and after being pushed by one hexagon they get blocked by the mountainside. So they ignore the rest of the push without losing altitude. They cannot voluntarily resist to lose one altitude (and land on target in this case). They could resist first but that would make them land before they could be pushed.
- The green player prefers a mixed approach by being pushed for one hexagon and losing one altitude.
- The blue player decides to let the wind push them completely. They are now flying just above the green player.
- The red player prefers to resist entirely and lose 2 altitude. They are flying high above the mountain, so losing 2 altitude will not make them crash on the mountain. If it was not the case, they would have to let the wind push them.
Stunts
Stunts are remarkable performances that you can do to gain additional victory points (VP). They give a base amount of victory points plus additional points depending on how well you achieve them. However, you cannot get more than 12 VP for each stunt.
Each stunt can only be scored once per game. Therefore you are not obliged to score a stunt when you perform it. You may take the risk to score it later with a better performance. When you decide to score a stunt, collect the corresponding stunt marker to indicate that you have scored it and won't be able to score it again during the game.
Stunts are scored during your turn, before or after moving and/or accelerating, but not during a wind push round.
The Sky Climber
You can score this stunt when your paraglider gains 2 or more altitude during a single turn, while being under a cloud. You can gain 3/6/9/12 VP for 2/3/4/5 or more altitude gained during your turn. Sum all the altitude modifiers on your new hexagon (before accelerating) including an eventual hard turn penalty, to determine your score. If you gain 2 or more altitude without the help of a cloud, then you cannot score this stunt.
Example: The yellow player is moving above the forest. The Thermal value for the forest is now at +1. They also benefit from sun exposure (+1), and wind bonus (+2). In total they gain 4 altitude during their turn, but they are not under the cloud, so they cannot claim the "Sky Climber" stunt. If they continue to fly straight in the next turn, the thermal lift, sun and wind conditions will be the same but they will also move under a cloud which will give them a +2 altitude bonus, for a total gain of 6 altitude. This is enough to score the maximum of 12 VP. Note that if they accelerate to enter the cloud during this turn, they won't benefit from the cloud bonus, as the weather modifiers are only considered on the first hexagon. Since they wouldn't benefit from the cloud bonus, they couldn't score this "Sky Climber" stunt this turn by accelerating.
The Overflyer
You can score this stunt when your paraglider is on the same hexagon as another paraglider and above them on the altitude track. The base reward is 2 VP, and you gain 1 additional VP for each altitude between you and the paraglider below (to a maximum of 12 VP). Which means you score 3 VP if you fly just above, 4 VP for a two levels difference in altitude and 12 VP for a 10 levels difference or more. If there is more than one paraglider on the same hexagon below you, you can consider the lowest one which gives you the most victory points.
Example: During their turn, the yellow player moves to the same hexagon as the blue player. They first apply the altitude modifiers: -1 for the hard turn and +2 for the thermal value of the mountain hexagon, so in total they gain 1 altitude. Then they decide to score their "Overflyer" stunt. They are now 5 altitude above the blue player, so they can score 2 + 5 = 7 VP. Finally they decide to accelerate which makes them lose 2 altitude.
The Survivor
You can score this stunt when you manage to fly higher than the mountaintop after reaching a low altitude below the mountaintop level.
During the setup of the game, your stunt ruler (a ruler shaped stunt marker) is placed on the altitude track at the designated setup position. When your paraglider reaches that altitude, move your stunt ruler next to the altitude track, aligned with the mountaintop.
Later on, whenever you fly at an altitude above the mountain, you can decide to score this stunt. You can score the victory points indicated on the stunt ruler at your current altitude (if you fly above the top of your marker, you will score the maximum of 12 VP). In that case, take the marker next to you.
If you landed prematurely and decide to take off again (see the Landing Prematurely chapter), replace your stunt ruler on the designated setup position.
Example: The red player reached 400 m of altitude. They move their "Survivor" stunt ruler next to the altitude track aligned with the top of the mountain. Many turns later, they reach 1100 m. They decide to score their "Survivor" stunt before accelerating. They will score 10 VP and end their turn at 900 m (due to the acceleration penalty). Meanwhile the blue player also reached their stunt ruler and started to go back up.
The Cliff Surfer
You can score this stunt if you benefit the Sun or Wind bonus for several turns.
When you benefit from the Sun Exposure and/or Wind altitude modifier during your turn, you can choose to place your stunt ruler under the Weather Board. You only have one chance during the game to perform that stunt. Once you are committed (with the stunt ruler placed under the weather board) the stunt will be scored no matter what.
From now on, during your following turns, you should focus on continuing to benefit from the Sun or Wind bonus. As soon as you do not benefit from any of these two bonuses during your turn, you must score the stunt: gain the victory points indicated by the Time Marker on your stunt ruler. Then collect your stunt ruler.
If the Time Marker is already aligned with the 12 or is further away at the beginning of your turn, you don't need to seek for a Sun or Wind bonus anymore, just score the maximum of 12 VP and collect your token.
Example: The yellow player moves close to the mountain and benefits from the sun bonus. They decide to try to perform their "Cliff Surfer" stunt, so they place their stunt ruler under the weather board aligned with the Time Marker (at 13:20). Next turn (13:40), they move along the cliff and benefit from both the sun and wind, so their stunt is still in progress. Next turn (14:00), the blue player also decides to start their stunt, so they place their token below the yellow one, aligned with the Time Marker. Yellow can still benefit from the wind by moving along the cliff, but the following turn (14:20) there is no more wind or sun, so the stunt reaches an end and they must score 4 VP.
The Explorer
You can score this stunt when your paraglider reaches the edge of the map. In that case, check which other paraglider is closest to the edge of the map, and count the number of hexagons from that paraglider position to the edge. Add the base reward of 6 VP to that number of hexagons, to know your score for this stunt (to a maximum of 12 VP).
Note that the three weather hexagons on the Map Edge A are not part of the map, therefore you should ignore them when considering the edge of the map.
Example: The red player has reached the edge of the map and decides to score their "Explorer" stunt. The yellow player is at 4 hexagons from the edge, and the blue player at 3. Blue is the closest so the red player will score 6 + 3 = 9 VP.
The Lone Hiker
You can score this stunt if you are the only one to fly above mountains during several turns.
During your turn, if you are the only player on any mountain hexagon, you can choose to place your stunt ruler under the Weather Board. Like for the "Cliff Surfer" stunt, you only have one chance during the game to perform that stunt. Once you are committed (with the stunt ruler placed under the weather board) the stunt will be scored no matter what. Choosing when to start this stunt usually depends on the other players. You may fly above the mountain for a while (even alone) before deciding to start your stunt, waiting for other players to fly away from the mountains.
From now on, during your following turns you must check after your move if you are still the only player on any mountain hexagon. If any other player is now on a mountain hexagon, or if you are not on a mountain hexagon yourself after your move, you must score the stunt: gain the victory points indicated by the Time Marker on your stunt ruler. Then collect your stunt ruler. That means, if you decide to move out of the mountain during your turn, score the points indicated by the Time Marker. In particular, if the Time Marker is already aligned with the 12 at the beginning of your turn, you can score 12 points and move out of the mountain if you wish.
If the wind pushed you out of the mountain while performing this stunt, you won't be obliged to score it, as long as you come back to the mountain during your following turn (the wind push doesn't happen during your turn, but during the special Wind Push Round, and stunts are only scored during your turn).
Example: In this example the Blue player plays first, the Yellow player is second and the Red player is last for the turn order. At 13:20 the Blue player moves out of the mountain, leaving the Yellow player alone on the mountain. Yellow decides to stay on the mountain and start their stunt during their turn of the same round (13:20). At 14:00 the Yellow player is still alone on the mountain after their move, because the Red player hasn't taken their turn yet. So the stunt of the Yellow player is still ongoing. Then the Red player decides to move on the mountain during their turn of the same round (14:00). The Yellow player doesn't score their stunt yet, they need to wait for their next turn. At 14:20, during their following turn, the Yellow player must score their stunt. It doesn't matter if they leave the mountain or if they move South to stay on the mountain because the Red player is also on the mountain so Yellow won't be alone after their move. Yellow will score 4 VP because that's what the time marker shows during their turn.
Example: The yellow player was pushed by the wind outside the mountain during the Wind Push Round. During their turn following the Wind Push Round, they move back over a mountain hexagon. Since they are the only player on a mountain hexagon after their move, they can continue their "Lone Hiker" stunt.
Top Lander
You can score this stunt if you perform your final landing on one of the two starting hexagons.
When this stunt card is in play, the two starting hexagons can now be landed on. Those hexagons are located on the mountain, so you need to be at the mountaintop altitude to land there. You may also lose more altitude than the mountaintop when moving on those hexagons without being considered as crash-landed. More specifically, when the thermal value of the mountains is positive, you will have to hard-turn, accelerate or resist the wind above those hexagons to have a chance to land.
If you manage to do your final landing on one of those two hexagons you can score a base reward of 6 VP.
Normally, when your paraglider is at mountaintop altitude (1100m on the easy side, 700m on the hard side) on a mountain hexagon, you would be considered as flying. With this stunt in play, if you are at mountaintop altitude on a starting hexagon, you may continue to fly away or you may declare that you want to land: in that case you perform a soft landing, which gives you 3 additional VP. And finally if you land facing the wind, you can gain 3 additional VP. You can still gain those extra points even if the wind strength is zero, just consider the direction of the windsock.
Example: The Yellow player is flying at mountaintop altitude above the field. They are high enough to move onto the starting hexagon which is on the mountain. The temperature is quite hot and the thermal value for the mountain is currently +1. This means the altitude of the Yellow player will move one step above the mountaintop. They decide to accelerate to lose 2 altitude and land on the other take off hexagon. Note that this maneuver is normally forbidden by the third rule of flying, but in this case it is authorized since the "Top Lander" stunt card is in play.
Landing facing the wind means your paraglider direction is opposite to the Windsock token direction, once landed on the starting hexagon.
Note that if you land on one of the starting hexagons, you will be one hexagon away from the target, hence, you will score 12 VP for the distance to the target reward, not 15 VP.
Example: In this example the weather is cold and the thermal value above the mountain is zero. The Blue player is flying one altitude above the mountaintop. They decide to move on the take off hexagon with a hard turn, which makes them lose one altitude. That makes them reach the mountaintop altitude which is a soft landing. So they score 6 + 3 = 9 VP for this stunt. The Red player is already flying above the mountain at the mountaintop altitude. Moving over the take off hexagon will not change their altitude. After moving, the Red player declares that they want to land and that is also a soft landing. Moreover they land facing the wind (even if the wind strength is zero). In total they gain 6 + 3 + 3 = 12 VP.
Landing
Landing prematurely
If you are forced to land prematurely and want to continue flying, it is possible to take off again from the closest mountain from your landing point. You have to spend time walking to your new take off area, or you can spend victory points to start earlier.
Place your altitude marker on the closest mountain hexagon from your landing point (your choice if several hexagons are at the same distance), this will be your next take off position (that won't impact the other players, this is just to remember your future take off position). Count the number of hexagons from your landing point to that mountain hexagon and add the mountain's height. Then place your paraglider that number of points behind your current Score Marker on the Score Track.
From now on, during your turn, you have the choice of moving your paraglider 6 points ahead on the Score Track (but not further than your score marker), or take off from your reserved hexagon.
When you decide to take off, you must move your Score Marker to where your paraglider was on the Score Track. Then, place your Altitude Marker back at the mountaintop level on the Altitude Track, and take your turn normally.
Example: Turn 1 (landing): The yellow player was forced to land. The mountain is 2 hexagons away and its height is 9, so they place their paraglider 9 + 2 = 11 behind their score marker. They also move their altitude marker from the altitude track to the map, on the mountain hexagon where they will take off, as a reminder. Turn 2 (walking): After advancing their paraglider on the score track for a turn, the yellow player decides to take off in the following turn. Turn 3 (taking off): they move their paraglider to the mountain, their score marker moves backward, and they replace their altitude marker on the mountaintop. Then they take their turn as normal.
Final Landing
When you land intentionally and don't want to take off again, place your Altitude Marker on your landing hexagon, and your paraglider under the Weather Board aligned with the Time Marker. The game is over for you, but other players can continue to take their turns.
Example: The red player has landed. They move their altitude marker on the map and their paraglider under the Weather Board.
Aerodrome mini-extension
The aerodrome mini-extension is a Crowdfunding stretch goal that was included in the final game. It consists of 6 individual double-sided hexagons that can be assembled together to add airfields of various shapes on the map. Airfields are very strict no-fly zones. You can ignore this extension for your first game and add it later to create new challenges.
Aerodrome Setup
Once you have finished the normal setup of the game, you can modify the map to add aerodromes. Remove one or two map tiles from the map. Do not remove a mountain tile, a tile with a collectible token, or a tile with a cloud spawn number.
Then fill the hole with the aerodrome tiles. Some aerodrome tiles have a forest or lake on the back side that you can use if you want to add less aerodromes. You can also remove two adjacent map tiles, rotate one and insert it back in the center of the hole. This will let you add two smaller aerodromes.
These instructions are just general recommendations to facilitate the insertion of the aerodrome tiles, but ultimately don't be afraid to move the tiles the way you want, as long as in the end, the map is complete, all the tokens and spawn numbers are present, and that the mountains stay connected as they were in the original setup.
Examples: In the first setup example, two common map tiles are removed (one lake and one field with a village) to make room for aerodrome hexagons. On the left a small aerodrome is created, using the back of an aerodrome tile depicting a forest. On the right an aerodrome covering 3 hexagons is added. In the second setup example, two adjacent tiles are removed and one is placed back in the center after rotating it by 60°. Then the new, smaller holes are filled with the aerodrome hexagons. Note that you can separate these two aerodromes even more, by removing 3 (or more) aligned map tiles, and placing 2 of them back in the middle after rotation.
Aerodrome Rules
Aerodrome hexagons are no-fly zones, no matter your altitude. They are considered to be impassable obstacles. This means you cannot move onto an aerodrome hexagon during your turn and not accelerate over it.
Moreover, aerodrome hexagons are unlike mountains or map borders that block you without losing altitude during a wind push. If the wind pushes you over an aerodrome you are forced to resist (lose altitude). Even if the wind power is 2 and the wind would push you on a field hexagon after passing over the aerodrome, you still must resist and lose 2 altitude to avoid flying over the aerodrome. Losing altitude this way, the strict no-fly zone rule may also force you to land, or crash land.
Example: In this situation, the blue player must resist the wind and lose 2 altitude during the Wind Push Round.
Solo Variants
This game offers two solo game modes, the second one being quite different as it is not a race.
Solo Race mode
If you want to practice for your next multiplayer game, it is possible to follow the normal game rules in solo with these adjustments for those three stunts:
- The "Explorer" stunt: Score 6 VP if you reach the edge of the map.
- The "Overflyer" stunt: During setup, spawn the 5 Solo GPS Markers depicting an altitude, using the cloud tokens. Keep the blank GPS Marker in the box. During the game whenever you fly over a Solo GPS Marker you can consider it as an opponent for the purpose of scoring the stunt. The middle altitude written on the Solo GPS Marker represents the altitude of your pretended opponent.
- The "Lone Hicker" stunt: this stunt is not playable in the solo race mode.
Cross mode
The Cross Mode is a more challenging solo game mode.
Setup change. During setup leave the Stunt Markers, Antenna Tokens and GPS Markers in the box. Take instead the 6 Solo GPS Markers. Once you have finished the setup, take your time to analyse the map and the weather. Use from 3 to 6 Solo GPS Markers, depending on how hard you want to challenge yourself (4 markers being the normal difficulty, 6 is very hard). For each of them choose the side you want to play with and place it on any of the 4 possible GPS spots and/or 3 antenna spots on the map.
Return the Solo GPS Marker(s) that you didn't use to the box. Take also the 6 "Skill Move" cards next to you. You can use them during the game.
Game Rule Change. To win the game, you need to collect all the Solo GPS Markers that you placed on the map, then land on the target or on an adjacent hexagon to the target. You lose the game if you land elsewhere, do not land before the day is over or did not collect all the GPS Markers before landing (you cannot take off again once landed).
To collect a GPS Marker, your altitude must be one of the three written on the marker. You must first adjust your altitude (including the acceleration penalty) before claiming the marker. The blank GPS Marker can be collected at any altitude.
Scoring. If you want to evaluate how well you complete a cross-country fly, use your Score Marker on the Score Track:
- Each time you collect a GPS Marker: If your altitude equals to the middle one of the GPS Marker, score 3 VP, otherwise score 2 VP. Also score 2 VP when you collect the blank GPS Marker.
- At the end of the game, score 1 VP for each unused "Skill Move" card.
- At the end of the game, score also the victory points indicated by the Time Marker on the Weather Board.
Game end and Scoring
When all the players have landed or if the time marker reaches the end of the time track (20:00), then the game ends. You can then proceed to the final scoring for all the players. Your final scoring depends on your paraglider situation (follow the diagram). In summary if you didn't collect the 3 antenna tokens you will lose points according to the remaining altitude and distance needed to collect them, but if you have all of them and you landed (which is the most common situation) you will gain extra victory points based on your rank, landing time and distance to the target.
For the rank scoring, consider only the players who landed and have the 3 antenna tokens. Ties are friendly for the rank scoring (all tied players get the same VP).
Note that, as indicated by the diagram, if you landed but didn't get the 3 antenna tokens, you don't score any points for rank, landing time or distance to the target. Remember, collecting the 3 antenna tokens and landing is your primary objective: if you fail it, you will lose points.
Scoring diagram
- Did you land or are you still flying?
- Landed: Lose 10 VP if you crash-landed in a forest or lake. Then: did you collect the 3 antenna tokens?
- Yes: Gain 9 / 6 / 3 VP for rank 1st / 2nd / 3rd, plus the VP indicated by the time marker, plus gain 15 / 12 / 8 / 3 VP for 0 / 1 / 2 / 3 hexagons to the target. Then score your landmark GPS marker collection.
- No: Lose the remaining distance in VP. Remaining distance = the most optimal path to collect all the antennas. Then score your landmark GPS marker collection.
- Flying: Lose 1 VP for each step of your current altitude. Then: did you collect the 3 antenna tokens? If no, lose the remaining distance in VP (as above). In either case, score your landmark GPS marker collection.
- Landmark GPS marker collection: 1 GPS = 2 VP; 2 GPS = 5 VP; 3 GPS = 9 VP; 4 GPS = 14 VP; 5 GPS = 20 VP; 6 GPS = 27 VP.
The winner of the game is the player with the highest score. Tie breakers are most antenna tokens, then most GPS markers, then most stunt markers.
Scoring example
- The green player crash-landed in a forest (-10 VP) but collected the 3 Antenna tokens. They landed first (+9 VP) at 17:40 (+7 VP) and their distance to the target is 2 hexagons (+8 VP). In total they gain -10 + 9 + 7 + 8 = 14 VP.
- The red player crash-landed in a forest as well (-10 VP) and only collected the blue Antenna token. Because of this, Red is ignored for the race ranking and moreover they cannot get the points related to the landing time (4 VP). For the remaining distance scoring they are closest to the red antenna, so they count this distance (3 hexagons) + the distance from the red to yellow antenna (5 hexagons). In total they lose -10 - 3 - 5 = -18 VP.
- The yellow player collected the 3 Antenna tokens, so is part of the race ranking and has landed after Green and Red. Since Red is ignored for the race ranking, Yellow came in second (+6 VP) at 19:20 (+2 VP). Their distance to the target is 1 hexagon (+12 VP). In total they gain 6 + 2 + 12 = 20 VP.
- The blue player is still flying at an altitude of 400 meters above the ground (-4 VP). They didn't collect the red Antenna Token, so they count the distance to the red antenna (3 hexagons). In total they lose -4 - 3 = -7 VP.