Objective of the Game
Welcome aboard, pilot! In Sky Team, you and your co-pilot are a dynamic duo tasked with the most critical mission: safely landing your airplane. This isn't just any flight; you'll be navigating through challenging scenarios, from bustling airspaces like Atlanta Hartsfield-Jackson to icy runways in Oslo Gardermoen, all while managing your aircraft's systems. Your ultimate goal is to successfully land the plane by the end of the game, avoiding any catastrophes along the way. If you run out of kerosene, fail to train your intern, or can't control your speed, it's game over!
Preparation (Setup)
Alright, let's get you ready for takeoff! Here’s how to set up your cockpit:
- Kerosene Track: Place the Kerosene Track to the left of the Control Panel. Set the Kerosene marker at 20.
- Intern Board: Place the Intern Board below the Control Panel. Then, place a random face-up Intern token on each space of the board.
- Wind Ring: Position the Wind Ring to the right of the Control Board. Place the blue Airplane token inside the Wind Ring so its nose points at the white central space.
- Scenario Specifics: Depending on the scenario you choose (like ATL Hartsfield-Jackson, HND Haneda, or OSL Gardermoen), there might be additional setup steps or rule modifications. For example:
- Real-Time Mode: If playing in real-time, be ready with a 60-second timer (your phone works great!).
- Kerosene Leak: Set up the Kerosene Track as normal, but place a face-down Intern token on the die space to indicate you cannot perform the Kerosene Action.
- Ice Brakes: Place the Ice Brakes board over the original brakes on the Control Panel.
The Turn of Play
Each round in Sky Team is a critical step towards your landing. Here’s a breakdown of the key elements:
Traffic Die
The skies are busy! At the beginning of a round, if there's a Traffic icon in the Current Position screen, you'll need to roll the Traffic die. Roll it once for each icon on that space. Each roll adds an Airplane token to the space indicated by the die's value, starting with the Current Position screen. If you stay on a space with Traffic icons for more than one round, you'll roll the die again at the beginning of each subsequent round you remain there. If you run out of Airplane tokens, you simply don't place any more. If the die roll is greater than the remaining spaces on the Approach Track, place the Airplane token on the last space (the Airport).
Kerosene Action
Fuel management is key! Either the Pilot or Co-Pilot can place a die of any value on the Kerosene Track. Immediately move the Kerosene marker down the track by the number of spaces equal to the die's value. If you don't place a die here by the end of the round, you lose 6 Kerosene (unless playing with the Kerosene Leak module).
Intern Training
Your intern needs your guidance! On your turn, you can train your Intern by placing a die of any value on your color's space on the Intern Board. Then, take the first available Intern token closest to your side. You can use this token to place it on any space where you'd normally place a die, resolving its effect with the token's number. Remember, an Intern token cannot be modified by a Coffee token and cannot be used on a Concentration space. Also, the die you place must have a different value than the next available Intern token. You *must* fully train your Intern by the time you land, or you lose the game!
Wind Effects (Axis and Engine Phases)
Wind can be a tricky beast! After the Axis phase, turn the blue Airplane token in the Wind Ring as many spaces as the current Axis position is off-centre. During the Engine phase, add the wind speed (the number of the space the blue Airplane token is pointing to) to the sum of your Engine dice. This modifier applies to all rounds, even the last one, directly impacting how many spaces you advance on the Approach Track.
Approach Track Effects
Watch your alignment! When you perform the "Advance the Approach Track" step, if the airplane's Axis is not in one of the permitted positions ( or
) in the Current Position screen, you lose the game. This also applies if you advance 2 spaces and fly through a non-permitted position. If you move 0 spaces, you don't need to follow these constraints.
Real-Time Mode
For an extra challenge, play in real-time! At the beginning of each round, immediately after rolling your dice, start a 60-second timer. Once the timer runs out, the round ends, and you cannot place any more dice. Any unplaced dice are ignored. If the Axis and Engine spaces aren't filled, you lose the game!
Kerosene Leak Rules
If you're dealing with a Kerosene Leak, you can no longer perform the regular Kerosene Action. Instead, your kerosene loss is determined by the difference between your two Engine dice, plus 1. For example, if you played a 6 and a 3 in the Engines, you lose 4 units of kerosene (6 - 3 = 3 + 1 = 4).
Ice Brakes Rules
Landing on an icy runway requires special care! If you're using the Ice Brakes, at the end of the last round, your Speed must be lower than the Brake marker. To activate these brakes, you must place two dice of the same value in the spaces above and below the track in the same round. If you place a die in one space but can't place its matching die in the opposite space in the same round, that die is lost, and the Brake marker doesn't move. You must deploy the brakes in order from left to right, and you cannot play a die in a space to the left of the Brake marker. You must move the Brake marker to the end of the track (past the 5) before the game ends, or you lose!
End of Game and Scoring
The game ends when you either successfully land your plane or experience a catastrophic failure. You win if you meet all the landing conditions for your chosen scenario. You lose immediately if:
- You run out of Kerosene (the marker hits the
space).
- Your airplane's Axis is not in a permitted position when advancing on the Approach Track.
- You fail to fully train your Intern (any Intern tokens remain on the Intern board at the end of the game).
- In Real-Time mode, the Axis and Engine spaces aren't filled when the timer runs out.
- With Ice Brakes, you don't move the Brake marker to the end of the track by the end of the game, or your Speed is not lower than the Brake marker at the end of the last round.
Tips for Winning
- Prioritize Kerosene: Especially in scenarios like OSL Gardermoen or PRG Václav Havel where fuel is critical, always keep an eye on your Kerosene marker. If you're not playing with the Kerosene Leak module, remember that not placing a die for the Kerosene Action costs you 6 units – that's a lot!
- Master Your Intern: Don't neglect your Intern! Integrating their training into your turns is crucial, particularly in scenarios like ATL Hartsfield-Jackson where you have a "nervous Intern to train." Planning ahead to use their tokens effectively can give you valuable flexibility.
- Adapt to Wind and Traffic: Each scenario presents unique challenges. In GIG Galeão, strong tailwinds mean you need to control your speed, while ATL Hartsfield-Jackson and LHR Heathrow are "packed with traffic." Pay close attention to the Wind Ring and the Traffic die rules for your specific scenario, as these elements can drastically alter your approach and require quick adjustments to your dice placement.
In English
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