You are the owner of an airline company flying all over the world. You carry the world's passengers, flying from airport to airport with the airplanes of your own company. You can get many landing rights at the airports at the ECONOMY CLASS. Though the action is slower, you can get higher points in the FIRST CLASS. It is a chance to show your skill to...
Designed by John King whilst stationed at RAF Topcliffe, 1970. Players represent competing air-freight companies shuttling cargoes between airfields in northern Australia and S.E. Asia. Movement is basically roll a die and move but (simple) rules for air-lanes, airfield circuits, load sizes and fuel consumption add interest and require some planning. The...
Build an Air Empire! Start air routes and make money --- but you have to maintain them, too. Expand, bid & eliminate the competition. No business experience needed. One of the earliest AH games --- before they made their move to Harford Rd. Object of the game is to own and operate your own airline in this game of jet age transportation. Obtain route...
You have built an airship company to acquire wealth and fame. The world of airships is still in its infancy. Who will grasp the trend, overcome obstacles, and win the title of best in the industry? Embark on an airship delivery game! In a normal delivery game, you would load customers and cargo onto your own airship from the space where your piece is...
A bidding card game in which the players control airlines. The object is to have the most money at the end of the game. The game is played using a custom deck consisting of 110 cards of three different types: Planes, Landing Rights, and Events. Landing Rights cards are also called Terminals. Also required for play are a ten-sided die and a paper and pen to...
The game begins at the dawn of the 1920s, and the player-pilots aim to open the first air routes. To do this, they have at their disposal only a few military biplanes from the First World War, such as the Breguet XIV, recycled into dusty transport planes. These machines were often outdated and underpowered, forcing pilots to fly only on the shortest...
The Ad-Austral extension opens the southern air routes to Australia, Africa and South America. This expansion features yellow dice that represent the harsh weather conditions of the desert. A new module is also added with the risk of engine failure so common at this time. Ad Austral also contains a complete kit for a fifth player as well as a set of new...
Air Traffic Madness is a game for 2 to 5 people where players compete to land as many planes as possible. Each plane will score a variable number of victory points plus bonuses depending on how challenging a runway you land it on. Each player secretly chooses three orders cards to issue to their planes, two direct orders and one general order. Then players...