The quick version
Before each round discuss the situation and desired approach, but do not prescribe particular dice or values. Then roll all four dice behind each screen. Stay silent until the round ends except to correct rules errors.
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Prepare the table
Seat the pilot and co-pilot side by side at the assembled cockpit. Use the base YUL Montréal scenario and green/yellow altitude track. Center the axis, cover all green switch lights, put the blue speed marker between four and five, orange between eight and nine, and brake marker before two. Slide altitude to six thousand and the approach to its starting icon. Place traffic and reroll tokens on every matching printed symbol. Coffee begins beside the board, not in its three storage spaces.
Pilot takes four blue dice and the blue screen; co-pilot four orange. Leave advanced modules boxed until you have learned this landing.
Play a turn
Before each round discuss the situation and desired approach, but do not prescribe particular dice or values. Then roll all four dice behind each screen. Stay silent until the round ends except to correct rules errors. Follow the altitude arrow for who begins and alternate placing one die on an empty legal cockpit space, respecting player color and printed values. Every round each player must fill their own axis and engine space.
When the second axis die arrives, move the axis toward the higher die by their difference, retaining its new angle between rounds. Reaching a loss symbol immediately loses. When the second engine die arrives, add both: below the blue marker means no movement, between the markers one approach space, above orange two. Resolve movement one space at a time. Moving away from a space containing traffic causes a collision; moving past the airport loses.
A radio die removes one traffic plane from the numbered space ahead, counting your current space as one. Landing gear spaces can activate in any order with their printed pairs of values; each newly green switch advances the blue marker one step. Co-pilot flaps must activate top to bottom, each moving orange one step. Pilot brakes activate in order with two, four, then six; each advances the brake marker. Reusing an already activated switch gives no further benefit.
Any die in a free concentration space adds one coffee to the cockpit, up to three. Either player may spend coffee while placing a die to adjust it by one per token, staying between one and six. Unspent coffee carries over. When a reroll token reaches current altitude, add it to the shared supply; spending one lets both players reroll any of their still-hidden dice once.
After all eight dice are placed, check mandatory spaces, retrieve dice and lower altitude one step. If the airport is reached early, remain there without advancing until landing altitude. Reaching landing altitude before the airport loses. When both airport and airplane landing icons appear, play the final round.
Finish and score
During the landing round engine total is compared with the red brake marker instead of moving the approach track: it must lie below that marker when the engines resolve. By the round's end all traffic must be removed, every gear and flap switch green, and axis exactly centered. Meet all conditions to win together; otherwise lose and reset for another attempt. Brakes need not all be deployed, but must be strong enough for your final speed.
Host the first game
In the Reddit Sky Team discussion, players describe the tension of executing a plan without speaking and the greater planning demanded by harder airports. Let a die placement communicate intent: resolve an urgent radio problem or offer an axis value while your partner still has choices. Treat the opening Montréal flight as practice before adding printed modules.
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Ideas & Twists
Choose a variation together before you start.
Sky Team · See main rules
Original STUDplay house twistOne starting coffee
Begin with one coffee in cockpit storage. The capacity remains three; it may be spent immediately under normal rules.
Sky Team · See main rules
Original STUDplay house twistNo saved coffee
At the end of every non-landing round return all unspent coffee to supply. Coffee still works normally within a round.
Sky Team · See main rules
Original STUDplay house twistEarly axis
Each player must place their axis die among their first two placements of every round. Engine timing remains flexible.
Sky Team · See main rules
Original STUDplay house twistEmergency briefing
Once per flight, immediately after both players have placed two dice, allow a thirty-second discussion of board priorities. Do not reveal or describe hidden dice. Resume normal silence afterward.
Sky Team · See main rules
Original STUDplay house twistOne extra traffic plane
Before the first briefing put one additional traffic plane on the approach's third space, counting the current starting space as one. Multiple planes can share a space; each radio activation removes only one. All traffic must still be cleared to win.
About this guide
Requires the named physical game and its supplied components. Rules are paraphrased teaching guidance; keep the box's cards and reference diagrams beside the table. Original STUDplay house twists are optional, untested suggestions rather than publisher rules. Agree one before setup; unchanged rules still apply.
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