Sky Team

Sky Team

  • Players: 2 players
  • Play time: 20 min
  • BGG rating: 8.1

How to play

Setup, how a turn works and how the game ends, summarised from the rulebook by Eko, Meepzy's rules assistant.

Here is how to play the game, structured step-by-step based on the rules:

Setup

  • Place the Control Panel between the players, who should ideally sit next to each other on the same side of the table (p. 16).
  • Give the 4 blue dice to the Pilot and the 4 orange dice to the Co-Pilot (p. 16).
  • Set up the Altitude Track to show 6,000 feet, and insert the Approach Track into the Control Panel (p. 16).
  • Position various markers on the boards, such as placing the blue and orange Aerodynamics markers, the Brake marker, Coffee tokens reserve, and Reroll tokens on their designated spaces (p. 7, 16).

How a Turn and Round Works

  • The game is played over 7 rounds, and each round takes place in 3 main phases: Strategy Discussion and Dice Rolls, Dice Placement, and End of Round (p. 2).
  • Strategy Discussion and Dice Rolls: Discuss your strategy together at the start of every round, but remember you are not allowed to talk about the dice themselves (p. 2). Once finished, each player rolls all 4 of their dice behind their privacy screen, after which absolute silence is required until the end of the round (p. 2, 13).
  • Dice Placement: Players take turns placing one of their remaining dice onto a free space on the Control Panel (p. 13). The Pilot may only place dice in blue spaces and the Co-Pilot in orange spaces, though spaces sharing both colors can be used by either player (p. 13). You must also respect individual space number constraints and mandatory placement rules (such as placing one die each on the Axis and Engines every round) (p. 2, 5, 13).
  • End of Round: Once all 8 dice have been placed, advance the Altitude Track one space (1,000 feet) and take back your dice (p. 4, 15). If the airport and airplane images line up correctly on the screens, proceed to the end of the game; otherwise, a new round begins (p. 4).

(Note: The provided evidence mentions several ways to lose instantly—such as going into a spin, crashing, overshooting, running out of fuel, or failing to fill mandatory spaces—but does not explicitly state a comprehensive, positive final win condition at the end of the last round beyond balancing specific tracked components like brakes and switches.)

This summary was written by Eko from the game's own rulebook. It covers the essentials, not every edge case. For a specific rule, ask Eko and get the page it came from, or open the manual in the Archive.