Game Design #44: Flight Risk

Aug 1st, 2010 by David McD in Game Design

Introduction: In this speedy game of international globetrotting, players race around the planet to be the first the visit the hottest ten destinations and make it back home without running out of money or into trouble.

Players: 3-5

Materials:

  • One six-sided die per player, plus one extra die held in common
  • Pawns or tokens to represent each player
  • Pencils and papers for each player, for scorekeeping

Setting Up: All players first discuss and choose ten real-world locations for use during the game as Destinations. Major US or worldwide cities are recommended. Record these on a piece of paper in large, bold lettering and place it where all players can see it. Once the destinations are chosen, each player chooses one of the ten cities to be their Home Town, and records that secretly on their scoresheet.

How to Play: The goal of each player is to be the first to visit all the destinations and return to their home town. The game consists of rounds that have the following sequence:

  1. Assign Flight Risks to the Destinations
  2. Purchase Tickets
  3. Fly!

Phase 1: Assign Flight Risks: At the start of this phase, designate a player to roll the common die for each destination city. The number rolled represents that city’s Cost of Entry, in thousands of dollars. If a six is rolled for any city, roll again and add the second result to get that city’s cost of entry. If a one is rolled for any city, that city is Grounded, and no player may enter or leave the city by plane for the rest of the round.

Phase 2: Purchase Tickets: At the start of this phase, players roll their own die: the value shown is the amount of money they gain that turn, in thousands of dollars. Players may then spend as much of their money as they wish on as many tickets as they like. The player records each ticket bought in the order in which they wish to travel, secretly, on their scoresheet. During the Fly! phase, their movements will be revealed in the order they choose here. Players may also choose not to purchase tickets and hold over their money for use in later rounds. There is no limit to how much money may be saved from round to round.

Phase 3: Fly! During this phase, players reveal their ticket choices simultaneously, one destination at a time. After each reveal, players move their pawns onto the name of destination city they have just revealed. Under ordinary circumstances, players simply move from destination to destination according to the sequence of their bought tickets. However, under some circumstances more actions are possible:

Waylaying: If two players have flown to the same city at the same time, both have the option of Waylaying the other on their way out of town. Before the next reveal occurs, the player crosses out the next ticket on their list and writes “waylay” instead, followed by the name of the player they are targeting. A player may also add a waylay action to the end of their list if they have no more tickets lined up for the current round, but they may only add to the end in this way once per round. Upon the next reveal, the player announces they are waylaying their target: the targeted player is held in the city and the ticket they revealed is lost. The waylaying player also remains in the city, sacrificing the ticket they would have revealed to enact the waylay. Any combination of waylays may be declared among players in the same city, but no matter how many times a player is waylaid they lose only the current round’s ticket.

Overland: A player who finds themselves in a grounded city may escape by traveling Overland, or by ground transportation. At the time of their ticket reveal, a player may declare they are attempting to travel this way. The player rolls the die — if they can immediately pay the showing amount in thousands from their supply of money, they may move to the destination as if they were flying like normal. Players travelling overland cannot be waylaid.

Once flight tickets, overland travel, and waylays have been resolved and players pawns have been moved or held as appropriate, destination revealing continues until all players have revealed all the tickets they purchased. And unusable tickets are lost and the money spent to acquire them is not recovered.

Winning the Game: Each new destination a player visits earns them a check mark on their scoresheet. Once a player has visited all ten destinations, they must make their way back to their home town. Note that a player’s home town may not be the last city they visit to win the game. The player must travel from another city to their home town after collecting their tenth checkmark for the win to count. At the moment a player has successfully travelled back to their home town and revealed their scorecard to verify that it is their home, they win the game.

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