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Step by step
Game Objective
In Decolar Corp., players join the Decolar Corp. team with the mission of fueling a spaceship with F.L.U. fuel and ensuring everything is ready for takeoff. The game unfolds over four missions, where players compete to play F.L.U. Cards onto the spaceship. In each mission, one player takes on the role of Pilot (who declares takeoff) and another as Copilot (who activates the button).
The main objective is to ensure that, at the moment of takeoff, there are enough F.L.U.s on the table for the mission to be a success. The game ends after the four missions, and the player with the most accumulated points is the winner.
Preparation (Setup)
To start playing Decolar Corp., follow the steps below:
- Shuffle the F.L.U. Cards and form a face-down draw pile. Then, deal three cards to each player.
- Separate the eight Score Cards and place them near the draw pile.
- Place the Takeoff Card in the center of the table, so that all players can reach it.
- Shuffle the Destination Cards and separate four of them into a face-down deck.
- Draw lots to determine a starting player to begin the game.
Game Flow
The game progresses in missions and turns. Players reveal the mission's Destination Card and check its effect (for the first mission, the Earth Destination Card is recommended, as it has no effect). Then, players take turns clockwise until a player decides to Initiate Takeoff.
On your turn, you must follow the order of the steps below:
- LOAD F.L.U.
- OPTIONAL INITIATE TAKEOFF
- RESUPPLY
If a player chooses to Initiate Takeoff, the mission ends immediately. Otherwise, the game proceeds to the next step and the turn passes to the next player.
Actions and How to Play
On your turn, you perform the following actions:
1 - LOAD F.L.U.
Choose an F.L.U. Card from your hand and play it face up in front of you. How the card is played depends on the icon on it:
- If the card has the
icon, play it face up. The effects of these cards are activated as soon as they are played. - If the card has the
icon, play it face down. The effects of these cards are activated at specific moments.
You can never look at face-down cards, even those in your own play area, unless an effect says otherwise.
F.L.U. Card Effects
- Reactor Leak: Choose an F.L.U. Card in play and place it at the bottom of the draw pile.
- Risk Analysis: Look, without revealing to other players, at 2 face-down F.L.U. Cards in play.
- Preventive Maintenance: Take an F.L.U. Card in play and put it into your hand. Then, place an F.L.U. Card from your hand in place of the card you took. The new card enters face down even if it is
. - First Class Seats: After checking if the mission was a success or a failure, you add this card to your score pile, even if you are not the Pilot or Copilot of the mission.
- Escape Pod: If you are not the Pilot of this mission, before checking if it was a success or not, you discard this card. In this case, this card does not add its F.L.U.s to the mission.
- High Volatility Flu: If another player looks at this card, either due to the effect of Risk Analysis or a Destination Card, discard it.
2 - OPTIONAL INITIATE TAKEOFF
After playing your F.L.U. Card and before Resupplying, you have the option to decide to Initiate Takeoff. To do this, say aloud "Going to Takeoff!". By doing so, you become the mission's Pilot.
As soon as you Initiate Takeoff, any other player can activate the Takeoff Button by slapping the Takeoff Card in the center of the table. The first player to slap the card becomes the Copilot. If no player activates the button, you will proceed with the mission without a Copilot.
If you choose to Initiate Takeoff, the mission ends immediately. If not, you proceed to the next step.
3 - RESUPPLY
Draw an F.L.U. Card from the draw pile and add it to your hand. Then, pass the turn to the next player clockwise.
End of Game and Scoring
End of Mission
The mission ends as soon as a player decides to Initiate Takeoff. At this moment, all face-down F.L.U. Cards on the table are revealed, and the total number of F.L.U.s from all cards in play is summed.
- Successful Mission: If the sum of F.L.U.s is equal to or greater than the F.L.U. requirement (according to the number of players) indicated on the Destination Card, the mission is a success!
- The Pilot takes a Score Card 4/-2 and adds it to their score pile with the positive side up.
- The Copilot does the same with a Score Card 2/-1.
- Failed Mission: If the sum of F.L.U.s does not meet the takeoff requirement, the mission failed!
- The Pilot takes a Score Card 4/-2 and adds it to their score pile with the negative side up.
- The Copilot does the same with a Score Card 2/-1.
Regardless of the outcome, the mission's Destination Card is discarded, and the destination of the next mission is revealed.
End of Game
The game ends after the four missions are completed. Players sum the points from their Score Cards. The player with the most points is the winner.
In case of a tie:
- Whoever has more Score Cards 4 is the winner.
- If the tie persists, whoever has more Score Cards 2 is the winner.
- If the tie still persists, victory is shared.
Tips for Winning
- Consult the manual for details on this section.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules
What is the objective of Decolar Corp.?
How do you set up Decolar Corp.?
How do you play Decolar Corp.?
How does Decolar Corp. end, and how do you score?
What are some tips for winning Decolar Corp.?
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