Sky Team
98 questions players ask about Sky Team, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-29.
98 questions players ask about Sky Team, answered in plain words and graded by where the answer comes from. See also the full rulebook.
Updated 2026-10-29.
No — the game is simply won or lost: you land successfully or you do not. Any scoring would be a house rule.
Several players agree on this reading; no official ruling.
Yes, but only during the strategy discussion before dice are rolled, and never about the dice. Once the dice are rolled you cannot say what a die should do or what values you hold.
Players agree on the spirit of the rule, but nothing official addresses placement order.
The rulebook sets no order for the Concentration spaces, but choosing a placement purely to signal information to your partner goes against the no-communication rule. Most players treat it as off limits, though one player argues it is the point of the game.
Not officially — it is a two-player game. Fan-made solo variants exist, but they play quite differently from the real game.
Several players agree on this reading; no official ruling.
Red/black is the harder side: it provides only one Reroll token, while green/yellow provides two. Scenarios are grouped by difficulty, so start with green.
One player stated this and no one disagreed; no official ruling.
Place a random Intern token face up on each space; they are not set in any fixed order.
Several players agree on this reading; no official ruling.
It depends on the altitude track: the plane drops one altitude space at the end of each round, and the game ends when it lands. In the basic scenario the final round is round seven. Reaching the airport early does not end the game.
The rulebook's dice placement rules require every die to be placed.
Yes. Players alternate placing one die each until all eight are down, and only then does the round end. Spare dice can go on Coffee or Radio spaces, where they have little or no effect.
The rulebook describes alternating single-die placement.
No. Players alternate, and on each turn a player places just one of their remaining dice.
Immediately. Each die's action takes effect the moment it is placed. Marker changes also apply at once, though they only influence the next flying action.
No official rule exists; this reflects how experienced players handle it.
The rules give no take-back procedure. Many groups allow a correction only if it is noticed immediately; otherwise the placement stands.
Several players agree on this reading; no official ruling.
Yes. Placing a die on an already-activated switch, or on a Radio space when no plane matches, is legal and simply does nothing. It is a way to burn a die when nothing else is open.
Several players agree on this reading; no official ruling.
Yes. After the mandatory Axis and Engine dice are placed, further dice may go on flaps, brakes or landing gear, and more than one die can go in the same area, though not on the same space.
The designer answered this directly on BoardGameGeek.
Yes — Reroll tokens can be held together, and unused ones carry over between rounds. Three is the most that can be available at once, and you can use several in a row, even in the same turn.
Several players agree on this reading; no official ruling.
It returns to the spare supply and can be earned again by abilities that grant tokens. Only three exist, so you can never hold more than three.
Three: two come on the switch punchboard and one on the intern punchboard. An earlier forum answer of two was corrected.
The designer answered this directly on BoardGameGeek.
The player who spends the token decides alone, with no discussion. Both players then reroll at the same time, each choosing how many of their own dice to reroll (any number, or none). Afterwards each player announces how many dice they rerolled.
Yes. Either player may spend a Reroll token during the round, and nobody is forced to reroll any particular die or any dice at all.
Several players agree on this reading; no official ruling.
No. Only available tokens count: the spare one or one already used. Tokens still on the altitude track cannot be taken until they come into the altitude window, and tokens already held by players cannot be taken either.
The designer answered this directly on BoardGameGeek.
No total limit. Only three Coffee tokens can be on the board at once because there are three Coffee spaces, but a used token returns to the supply and can be made again.
The designer answered this directly on BoardGameGeek.
Yes, that is the designer's recommended way: show the die's original value, say how many Coffee you spend, then place the changed die. Some players read the rulebook as placing first and adjusting after, but the designer prefers the open method.
The rulebook's Concentration example shows this.
Yes. The rulebook says you can spend one or more Coffee tokens on the die you are placing, each adding or subtracting 1 (always staying between 1 and 6).
No. Coffee is spent for free whenever you place a die, and the token produced by one placement can be spent without another die.
The rulebook's Concentration section describes changing dice before placing.
Yes. Change the die with Coffee before placing it, so it can satisfy a number requirement such as a flap space, and it is then placed at its new value.
One player stated it with no dissent; no official ruling.
Yes. Coffee modifies a die before you place it anywhere on the Control Panel, and a changed die can go on the Kerosene gauge.
The designer answered this directly on BoardGameGeek.
Only when it is placed through Synchronisation, and then only within its range of 2 to 5 (never 1 or 6). You cannot use Coffee on the Traffic die rolled for air traffic.
One player stated it with no dissent; no official ruling.
Yes. Once Coffee changes the die, it counts at its new value, so a matching pair still triggers Control.
Several players agree on this reading; no official ruling.
No. The aerodynamics and brake markers sit between whole numbers, never on them, so the total is always strictly below or above each marker.
Several players agree on this reading; no official ruling.
Below the blue marker it does not move, between the two markers it moves one space, and above the orange marker it moves two. A marker at 12 is effectively beyond 12, so a total of 12 moves only one; with the Wind module, totals above 12 are possible and move two.
Several players agree on this reading; no official ruling.
Yes. The plane moves the moment the second engine die is placed, whether or not the Axis dice are down yet. Any Axis requirement on the spaces you leave is checked against the Axis as it stands at that moment.
The designer described axis constraints as a door you must respect when passing through.
When leaving it. Each space the plane moves through must be legal for the current axis when you pass it; if the plane does not move, no axis check applies.
Several players agree on this reading; no official ruling.
Yes. The plane's tilt carries over, and the Axis moves one more notch from its current position each time the two Axis dice are placed, taking effect once the second Axis die is down.
A red X is forbidden, a white arrow is allowed during the approach, and the black arrow is the centred position required to land.
Several players agree on this reading; no official ruling.
A plane arriving in your Current Position is survivable, but if a plane is already in your Current Position and you must advance the Approach Track, you collide and lose. With a two-space move, a plane on the first space you move onto is hit by the second step. Use Radio to clear planes first.
Several players agree but others dispute parts of it; no official ruling.
Yes, as long as the current position is clear when you advance, though all Airplane tokens must be cleared by the end of the final round.
The rulebook's special cases cover reaching the airport too soon.
You may hold over the airport for more rounds as long as your engine speed does not push the approach track forward. Moving forward from the airport loses the game.
The designer answered this directly on BoardGameGeek.
You crash. Touching down without the airport in the current position window loses at once, and there is no extra round to catch up.
A few players agree with each other; no official ruling.
No. The token is not reset between rounds; it moves by the same number of notches as the axis, so any offset accumulates.
Several players agree on this reading; no official ruling.
Once per round, immediately after the Axis phase (after both Axis dice are placed). It does not turn after each player's turn.
Normally no, because full flaps push the upper marker beyond 12. With the Wind module, an engine total plus wind above 12 can still move you two spaces.
Several players agree on this reading; no official ruling.
Flaps and brakes must be filled in the order the arrows show; only the landing gear can be filled in any order.
Yes. Apart from the fixed order of the brake spaces, nothing limits when you place brakes; you prepare the braking system during the approach rounds, and it is used in the last round.
The designer answered this directly on BoardGameGeek.
No. Once a flap or landing gear die is placed, it stays activated, and fully deployed flaps cannot be taken back to allow a double move.
One player stated this and no one disagreed; no official ruling.
Only on the recessed brake spaces — before the 2, between 2 and 3, between 4 and 5, and after the 6. It never sits on a number.
Several players agree on this reading; no official ruling.
You must be on the lower (left) side of the marker. With the marker between 4 and 5, a total of 4 lands and 5 does not; with it between 2 and 3, you need 2 or less. The marker never sits on a number, so there is no "equal".
The designer answered this directly on BoardGameGeek.
Yes. At least one brake level must be deployed, even if wind or speed would allow a zero or negative total. With at least one level deployed, any lower final speed is fine, and there is no minimum speed and no crash for going low.
It has no 1 and no 6: the faces are 2, 3, 3, 4, 4, 5. The designer left out the 1 because it could break some scenarios.
The plane token goes on the last space, the airport. This differs from Radio, where a die higher than the remaining spaces clears nothing.
The designer answered this directly on BoardGameGeek.
Yes. A Radio die only clears planes from the space whose number equals its value; a higher value clears nothing, unlike the Traffic die.
Several players agree on this reading; no official ruling.
Yes. Cleared Airplane tokens return to the supply and can be placed again by later traffic rolls.
No. The only limit is the total number of plane tokens in the box.
Several players agree on this reading; no official ruling.
At the start of the turn: roll the Traffic dice first, then plan, then roll your own dice. This also applies in round 1 when the starting space shows traffic.
Several players agree on this reading; no official ruling.
No. Only the space you end on triggers traffic; passing through a space with a Traffic icon while moving two spaces does not.
Yes. Staying on a space showing traffic icons triggers another roll each round you remain there.
Several players agree on this reading; no official ruling.
One per die, placed that many spaces ahead. Two black dice add two planes, one at each result.
The designer answered this directly on BoardGameGeek.
One for each traffic symbol on the current space; the number depends on the scenario and can be one, two, three or more.
The designer answered this directly on BoardGameGeek.
Yes. The designer suggested adding one or two planes with the Traffic die during setup for a harder game.
Once per round, when in that round one die is on a landing gear space and one die on a flaps space.
Two players agree, one disputes; no official ruling.
The co-pilot places it, immediately, as an extra action before the next player in turn order. Per the digital implementation they may put it on one of the pilot's spaces or one of their own, and no talking is allowed before it is placed.
Several players agree on this reading; no official ruling.
Yes. The card allows any colour and the die may go on any space, including the Control Panel spaces and Kerosene.
One reply addresses it; no official ruling.
An Intern token goes only where the die it replaces could go. One reply reads that as the player's own spaces only, while another reasons that because the Synchronisation die can go anywhere, so can the token. The point is not settled.
Each player uses their own Adaptation, once per game, at their own timing (for example round 1 for one and round 4 for the other). The card text says once per game, though some groups house-rule it to once per round.
Players reading the card text agree, but no official ruling.
Reading the card and the Coffee rule, yes: Adaptation flips an unplayed die once per game, and Coffee can still be applied when it is placed. Only a couple of replies address this.
Yes, each triggers at most once per round, but can trigger every round when two matching dice land on the Axis or Engines.
Yes, the other player places it right away; the German text says "sofort" (immediately). A minority reads it as by the end of the round.
Several players agree on this reading; no official ruling.
Yes. It is placed right away in place of a die and cannot be saved for later.
Several players agree on this reading; no official ruling.
Only spaces your own die colour could occupy. It also cannot go on Coffee spaces and cannot be used to gain a Coffee token.
Several players agree on this reading; no official ruling.
No. The die must differ from the value of the next available Intern token. The token taken can then go on any legal space of your colour.
No. Each side of the Intern track is tied to one colour, so the other side is not available.
No. Each player may use only one Intern token per round, because each side has one spot on the Intern track.
Several players agree on this reading; no official ruling.
They are removed from play at the end of the round, like dice, and each can be used only once.
One player stated this and no one disagreed; no official ruling.
Yes, on any space where you could place a die, except Concentration spaces.
The designer answered this directly on BoardGameGeek.
Treat the Turn icon as a door: you need an allowed axis only when you move through it. If you do not advance, the axis does not matter; if you advance two spaces, both spaces' angles must be met, and each is checked as you leave it.
No. Each move checks the icon of the space you are leaving, so if the two need different angles you cannot make both in one move.
The black triangle is the centre axis, white triangles are permitted left or right angles, and a red cross is a crash.
Several players agree on this reading; no official ruling.
No. 0 is an ordinary space; you lose only on reaching the red X below it. If no die is on Kerosene, the level drops by 6 at the end of the round.
Several players agree on this reading; no official ruling.
Yes, even after a successful landing, and you lose if it reaches the X. It may sit at 0.
The designer answered this directly on BoardGameGeek.
Yes. The Ice Brakes marker must reach the end of its track (past 5) by the end of the game or you lose. In the last round your speed is compared with the brake marker when the second engine die is placed, and at that moment the marker may not yet be at the end.
As soon as the second engine die is placed, not at the end of the round. Brakes added afterwards are too late to help.
The designer answered this directly on BoardGameGeek.
Axis and Engine dice are still mandatory in the final round. The designer says that once those are placed, if every victory condition is already met you can consider the game won without placing the remaining dice (this is how the digital version ends it); otherwise spare dice go on spaces where they have no effect. Speed is checked against the brakes when the second engine die goes down.
Several players agree on this reading; no official ruling.
Yes. Only the speed-versus-brakes check happens when the second engine die goes down; flaps, landing gear and axis conditions are checked at the end of the round.
The designer answered this directly on BoardGameGeek.
No. Only the engine comparison is immediate; the axis can be levelled until the end of the round. You can start the final round at any tilt.
The designer answered this directly on BoardGameGeek.
Yes. When the airport is in the current position window and the plane is at altitude zero, play that final round and check the landing. The game does not end earlier.
Yes. Wind affects speed in the final round too, so a head wind helps. You still need at least one brake level open if the result is 0 or negative.
Several players agree on this reading; no official ruling.
No. The final round begins when the airport is in position and the plane is in the altitude window, and the landing happens in that round.
Several players agree on this reading; no official ruling.
Mostly no. It is a normal round with the same mandatory Axis and Engine dice, and victory is judged at the end. The one exception is that engine speed is compared with the brakes as soon as the second engine die is placed, so deploy any brakes before that die.
Yes, as an extra die with no effect, though it only clears a plane if its value matches the plane's space.
Several players agree on this reading; no official ruling.
No. The Axis and Engine dice are still mandatory each round, and the plane must be level at the end of the round, so the Axis dice must keep it level (matching dice, or Coffee, if you are already centred).
Several players agree on this reading; no official ruling.
You may pick any face-down Alarm token, but because they are shuffled face down you cannot know which Alarm it is, so the result is effectively random.
One player stated it; no official ruling.
Yes, it is removed and does not return to the board.
Several players agree on this reading; no official ruling.
Do nothing: if all Alarm tokens are already flipped or removed, no Alarm flips.
One player explained it; no official ruling.
Use the altitude track whose colour matches the landing track; if that colour shows a letter use the matching letter track, which adds Turbulence or Bad Visibility.
One reply reads the wording this way; no official ruling.
Only the player who placed the dice rerolls, based on the wording.
One reply states it; no official ruling.
Yes. You may place it on a space with an Alarm, where it has no effect.
Two replies in one thread agree; no official ruling.
To the brakes (red marker). The blue marker is irrelevant on the last altitude space and the landing gear must be fully deployed.
Several players agree on this reading; no official ruling.
The Engines are not used: they are blocked off with face-down Intern tokens and the Engine action is not mandatory. Each round the approach track advances one space and altitude drops 1,000 feet, and you roll your 4 dice but only play 3.
The Ice Brakes marker must be at the end of its track, past 5, and your speed must be 5 or less.