What do you want to do now
Ask anything about Jet Set: Distant Lands – Expansion Set 1: rules, setup, components, complexity, price, or whether it fits your group.
Step by step
Objective of the Game
Jet Set: Distant Lands – Expansion Set 1 is an expansion pack for the base game Jet Set. This pack introduces four different game expansions: Distant Lands, Hubs, Business Cards, and Investors. Players are trying to expand their airline networks, claim Flight cards, and earn points and money through various new mechanics. The ultimate goal is to achieve victory through strategic play, though the specific victory condition for the combined game is not detailed in the provided context.
Preparation (Setup)
General Expansion Setup
- This pack contains four different Jet Set game expansions: Distant Lands, Hubs, Business Cards, and Investors. Each may be added individually, or you can choose whatever combination of expansions you wish.
- In addition, there are extra Flight cards which you may choose to add to the original game. The Flight cards should not be used in place of the original cards, but should be shuffled into the corresponding decks, in order to ensure an even distribution.
Distant Lands Setup
- Remove the Vacation card from the Distant Flight deck and shuffle.
- Place the top two Distant Flight cards face-up near the Long and Short Flight card rows. If they both fly to the same city (Washington, Rio de Janeiro, Mumbai, or Tokyo), replace the second card so it goes to a different distant city.
- Count off a number of cards from the top of the deck equal to 2x the number of players, and put the Vacation card under these cards, on top of the deck.
- After setting up Jet Set as usual, place the two supplementary boards next to the game board.
- Place the City markers nearby, so that markers for all six cities can be seen.
Hubs Setup
- Set aside the hub tokens for colors that are not being played.
- Give each player the hub tokens in his color.
- Place the 1-point and 2-Euro markers beside the board.
- After the first player has been chosen, each player places one hub token on a city, starting with the last player and going counterclockwise around the table. A hub token may only be placed on a city that does not have another hub token on it. It is recommended that you place your hub on a city with many airlinks connecting to it.
Business Cards Setup
- Shuffle the Business cards and deal two to each player.
- Place the remaining cards in a face-down pile near the Flight cards.
Investors Setup
- Shuffle the Investor cards and place two of them face-down on the Vacation card spaces on the board.
- Place the rest of the Investor cards back in the box, without looking at them. Only two Investor cards will be used in each game.
Fluxo do Jogo
General Game Play
Play Jet Set as normal, with the following additions from the chosen expansions.
Distant Lands Game Play
Flight Card Phase
- There should always be two Distant Flight cards available in their own row.
- When one is taken, draw one to replace it from the top of the deck.
- If both cards go to the same distant destination city (Mumbai, Rio de Janeiro, Tokyo, or Washington), discard it and draw another card from the bottom of the Distant Flight card deck.
Vacation Time
- When two Vacation cards come up, make sure there are two Distant Flight cards in their row, and that they both connect to different distant cities.
- Then set aside the Distant Flight cards. No more will come out for the rest of the game.
Hubs Game Play
Hub Payoffs and Bonuses
- Every time a player claims a Flight card, check to see if the flight path starts in, ends in, or passes through your hub city.
- If it does, you immediately receive a hub payoff of 2 Euros from the bank, whether it was you or another player who claimed the Flight card.
- If you are the player claiming a Flight card, and the flight passes through your own hub (instead of starting or ending there), then you may choose to receive a hub bonus instead of 2 Euros.
- For a hub bonus, you may either take a 1-point marker or a 2-Euro marker, or else you may place your second hub (if it is not already on the board). If you place your second hub, it must go into a city that currently has no hub.
- If you take a 1-point marker or a 2-Euro marker, place it beside your claimed Flight cards. Each 2-Euro marker will add two Euros to your income for the rest of the game. Each 1-point marker is worth one point at the end of the game.
- Distant Flight cards and Final Flight cards can also earn you hub payoffs or hub bonuses.
- You may have no more than two hubs on the board. There is no limit to the number of 1-point or “+2 Euro” markers you may have.
- If you have two hubs on the board, it is possible to receive two hub benefits (bonuses or payoffs) from the same flight. It is also possible for more than one player to receive hub benefits from the same flight.
Investors Game Play
Getting Investment Money
- When a Vacation card comes up, remove one of the Investor cards from the board and replace it with the Vacation card.
- Read the Investor card and pay all qualifying players from the bank, according to the instructions on the card. Then discard the Investor card.
- Note: all ties are resolved in a money-friendly manner, with tied players receiving the higher amount.
- For a more strategic game, you may decide to put the Investor cards face-up.
Ações e Como Jogar
Distant Lands Actions
Place planes on an unowned airlink
- There are two airlinks that connect to each distant city. Each link can connect from one of the six major European cities; the cities on the City markers.
- When you buy one of these links, choose one unused City marker and place it on the empty end of the link. It will remain there for the rest of the game.
- Place your ownership marker on the link owner space, and one or more airplanes onto the link.
- Pay the link cost (20 or 22 Euros) and pay 25 Euros for each plane you placed on the link. You may not buy the link and place no airplanes on it.
- For each distant city (Mumbai, Rio de Janeiro, Tokyo, Washington), the two links that connect to it cannot both come from the same European city. The same player may own both of them. There are only two City markers for each major European city. Once they are both used, the remaining distant city links must connect to a different European city.
Place planes on links you already own
- Each plane placed on a distant city airlink costs 25 Euros. The service charge remains the same as it is in the Jet Set basic game.
Place planes on another player’s link
- For each plane you place on another player’s distant city airlink, you must pay 25 Euros to the player, and 5 Euros to the bank, for a total of 30 Euros.
Claim a Flight card
- In order to claim a Distant Flight card, you must remove one airplane from each link in a connected path between the two cities, just as in the Jet Set basic game.
- Treat the distant airlink as if it connected directly to the city on the City marker.
- Do not put any income markers on the Distant Flight card, as it has a permanent income value of 5 Euros.
Take income
- The income for a Distant Flight card is always 5 Euros.
Business Cards Actions
Acquiring Business Cards
- Each time you claim a Long Flight card (5 or 7 points) you also take a Business card and add it to your hand.
- There is no limit to the number of Business cards you may have. If the deck runs out, shuffle the discards.
Playing Business Cards
- If the card does not say, “Play at the end of the game,” you may play it any time during your turn.
- Playing a Business card does not count as your turn action. You may still take an action in addition to any Business cards you play.
- You may play a Business card on the same turn you draw it. You are not limited in the number of Business cards you may play during the same turn.
- When you play a Business card during the game, you will discard it to the Business card discard pile, with the following exceptions: +2 Income, Taxes, No Overhead, Vacation.
Other Uses for Business Cards
- Cash: If you don’t use a Business card for its printed purpose, you may discard the Business card and take 5 Euros from the bank.
- Business Deal: During your turn, you may make one offer of a Business Deal to another player. If he refuses, you continue your turn as normal. You may not make another offer until your next turn. If he accepts, both of you must discard a Business card. Then you will each place one of your planes on a link belonging to the other player. This does not take an action or cost any money for either of you. You may not use a Business Deal to place a plane onto a link on a Distant Lands board.
Detailed Business Card Descriptions
- +2 Income: Play this card face-up in front of you. It adds two Euros to your income for the rest of the game.
- Acquisition: Pay another player 15 Euros, then replace one of his ownership markers (on the board) with one of yours. He may not refuse. Not usable on a Distant Lands board.
- Buyout: Pay 10 Euros to the bank. Then draw the top Short Flight card from the deck and place it in front of you as if you had claimed the flight. Place two or three markers on it, as appropriate.
- Catch up: Play at the end of the game. This card is worth 0 points if you are the first to play your Final Flight card. It is worth 2 points if you play your Final Flight card, but are not the first. It is worth 4 points if you never play your Final Flight card.
- Commandeer: Play at the beginning of a turn when your turn action will be, “Claim a Flight card.” Pay one player 15 Euros. Then, when you claim the Flight card, you may use one of his airplanes on the board as if it were your own color. You may use this card when playing your Final Flight card. You may not commandeer an opponent’s airplane on a Distant Lands board.
- Delay: You may only play this card if you have not yet played your own Final Flight card.
- Discount: Do not discount the cost of planes on a Distant board.
- Dividends: Play this card when taking income, then discard it. It only works once.
- Extra Action: You may not take income as either of your two actions this turn.
- Final Flights: You will still only play one Final Flight card.
- Free Plane: You may not place your free plane on a Distant Board.
- Friendly Rivalry: You may buy fewer than three planes. The planes may go on different players’ links if you wish. This can apply to Distant Lands planes as well as normal ones.
- Lock a Flight Card: You may not claim any other Flight card (including your Final Flight) while you have a card locked. You must claim the locked card first. When you claim the card, the airplane comes off. If you never claim it, the plane will stay. You may not lock the same Flight card as another player has locked. You may not lock a Distant Flight card.
- No Overhead: Play this card face-up in front of yourself. It remains in effect for the rest of the game.
- Ownership: The marker costs nothing, and placing it is not your action. You may not use this card to place an ownership marker on a Distant link.
- Planes: Play at the end of the game. This can apply to Distant Lands planes as well as normal ones.
- Recall Planes: You may only sell planes of your own color. These planes must be on the board. You may sell planes on a Distant Lands board for €6 each.
- Relocate: Choose an airlink that you own. Remove all planes and the ownership marker from that airlink and move them to an un-owned link of your choice. If there are any opponents’ planes there, they will be moved too. You may not move the planes and ownership marker to a link on a Distant board.
- Taxes: €1: Play this card face-up in front of yourself. Each time another player takes income, they must place €1 on this card. This money comes from the income they receive. For as long as this card remains in play, you may not take the money on it, but must let it accumulate until the card is discarded. On any of your later turns, you may choose to discard this card and take all the money on it. Now the other players will not pay taxes.
- Three Planes: The planes may go onto different links. You may not place them on a Distant Lands board.
- Transfers: You may move as many planes as you wish, as long as they are all yours, they are all already on the board, and they all move to links you already own. Exception: They may not move to a link on a Distant Lands board.
- Vacation: You may only play this card if you have already claimed at least three Long Flight (5-point or 7-point) cards. Place this card on one of the two empty Vacation card spaces on the board. Then proceed as if you had drawn a Vacation card.
Fim de Jogo e Pontuação
Distant Lands Scoring
- Each Distant Flight card is worth 8 points.
Hubs Scoring
- Each 1-point marker is worth one point at the end of the game.
Business Cards Scoring
- Catch up: This card is worth 0 points if you are the first to play your Final Flight card. It is worth 2 points if you play your Final Flight card, but are not the first. It is worth 4 points if you never play your Final Flight card.
- Planes: Consulte o manual para detalhes sobre esta seção.
Investors Scoring
When an Investor card is revealed, players receive money based on specific criteria:
- Majority: The player with the most of each type of card receives money: 1 point = €10, 3 point = €20, 5 point = €25, 7 point = €30.
- Catch Up: Count your Flight cards: Fewest cards = €40, Second fewest = €30, All other players = €20.
Combining with other expansions for Investors Scoring
- Distant Lands:
- Equal - No change.
- Diversity - Only count 1, 3, 5, and 7-point cards.
- Majority - No payoff for most Distant Flight cards.
- Prominence - All points are totalled
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules