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Nekonyancer

Let's learn how to play Sky Team!

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This tutorial exists thanks to: Nekonyancer
0000
NekonyancerWelcome to *Sky Team!* [green][tip] This 71-step tutorial is best viewed on a computer![/green] Right now, you should be able to see the *Welcome Screen.* It says pretty much everything that I would say at the beginning of a tutorial, so minimize this box, read through it, close it, and continue when you're ready. [red]Go ahead, I'll wait.[/red]1logoiconimg000
Nekonyancer[blue]All set? Okay, great![/blue] Before we can start playing, we have to decide who will play as the *pilot* and *co-pilot.* BGA randomly decided that we would make this decision. *Select "Pilot." Then click on "Confirm" at the top!*2maintitlebar_content010st-role-card-pilot 16
NekonyancerSky Team is played over [red]7 rounds,[/red] with [blue]3 phases[/blue] in each round: *1. Strategy Discussion.* *2. Dice Placement.* *3. End of round.* We're now in the Strategy Discussion Phase of Round 1!1maintitlebar_content6528802e0c15f00
NekonyancerDuring this phase, The s̶e̶a̶t̶ b̶e̶l̶t̶ [green]Limited communication sign[/green] is on. You are free to discuss strategy with your partner. However, you may [red]not[/red] discuss the dice. If you click on the sign, you'll see some examples of what you should and shouldn't say.2st-communication-info6528802e0c15f00
NekonyancerIt is highly recommended that you play Sky Team in [green]*Real-time*[/green] and use the chat box to communicate with your teammate during this phase. You should start [red]*voicechat*[/red] as well, if you have a premium subscription! [img]https://x.boardgamearena.net/data/tutorials/img6785ed3f14b8f0.01808974.jpg[/img]3st-communication-info6528802e0c15f00
NekonyancerWhen you're done communicating, you can signal your readiness for Phase 2 by clicking on "I'm Ready." So... *Click on [blue]"I'm Ready!"[/blue]*4confirmReadyStrategy6528802e0c15f10
NekonyancerOkay, we're in [blue]*Phase 2: Dice Placement!*[/blue] [red]The No Communication sign is now on.[/red] Please return your t̶r̶a̶y̶ t̶a̶b̶l̶e̶s̶ microphone to the l̶o̶c̶k̶e̶d̶ mute position.1st-communication-info6528803ac000200
NekonyancerEach player rolled [blue]*four dice.*[/blue] We will now take turns placing individual dice into action spaces on the control panel. Scroll down for the next box.2st-player-dice6528803ac000200st-player-dice 2
NekonyancerMost action spaces are either blue or orange. Only the *pilot* can place dice on [blue]*blue*[/blue] spaces. Only the *co-pilot* can place dice on [red]*orange*[/red] spaces.4axis-16528803ac000200axis-1 2 axis-2 1
NekonyancerDo you see the glowing [red]!!![/red] signs near [green]*these four spaces?*[/green] [red]!!![/red] indicates a [red]mandatory[/red] action space. At the end of the round, if any of these spaces have *not* been filled, the plane will [red]crash![/red] Luckily, the autopilot will help us out with that. If you leave a mandatory slot open and try to use your last die on something else, the autopilot will stop you. [green](Step 10/71)[/green]5flaps-16528803ac000200axis-1 3 axis-2 3 engines-1 3 engines-2 3
NekonyancerLet's start with [green]*these two spaces.*[/green] They control the plane's *axis.* When both spaces are filled, the plane will tilt one way or the other, depending on the *difference* between the two numbers.6axis-16528803ac000200axis-1 3 axis-2 3
Nekonyancer[red]Let's try it![/red] *1.* Select the *2* at the top. *2.* Place it [green]*here!*[/green] *3.* Confirm your action!7axis-16528803ac000210axis-1 3
Nekonyancer*Good!* Now it's our [red]co-pilot's[/red] turn to place a die.1st-dice-306528806f76c9800
Nekonyancer*Whoaaaa!* [red]We uhhhhh seem to be uhhhhhh experiencing some turbulence![/red] It's because our co-pilot placed a *4* here. The *difference* between this die and our die is 2, so the plane tilted 2 notches in the direction of the larger die!1axis-2652880776119300st-plane-axis-indicator 1
NekonyancerWe need to be careful with this! If the plane ever tilts so far that it points to an [red]*X,*[/red] we'll go into a [red]tailspin![/red] That means [red]we'll crash![/red] That means [red]we'll lose![/red] [blue]But don't worry. We can correct the axis next round.[/blue]2st-plane-axis-indicator652880776119300
NekonyancerAt the end of the game, the plane's axis will need to be [green]exactly level.[/green] Otherwise, [red]we'll crash![/red] If you need to read any of that again, you can click on these helpful ❔ icons. There are ❔ icons next to every feature on the control panel! Isn't that nice?3axis-1-help652880776119300axis-1-help 1 axis-2-help 1
NekonyancerNext, let's talk about the [green]*engines.*[/green]4engines-1652880776119300engines-1 3 engines-2 3
NekonyancerWhen both of the [green]*engine spaces*[/green] are filled, the plane will then [red]*advance*[/red] a number of spaces toward the airport, depending on the *sum* of the two dice and the positions of the *aerodynamics markers* (see arrows). *If the sum is*...........................*The plane will move* - left of the blue marker.............. 0 spaces. - between the markers................ 1 space. - right of the orange marker........ 2 spaces.5st-plane-aerodynamics-orange-marker652880776119300st-approach-track 1 st-plane-aerodynamics-blue-marker 12 st-plane-aerodynamics-orange-marker 11 engines-1 3 engines-2 3
NekonyancerYour distance from the airport is shown on the [red]*approach track.*[/red] When we advance toward the airport, this track will shift downward.6st-token-12-front652880776119300st-approach-track 1
Nekonyancer[red]Let's try it![/red] *1.* Select the *4* on the *right.* [red](Not the middle!)[/red] *2.* Place the die [green]*here.*[/green] *3.* Confirm your action! [green](Step 20/71)[/green]7engines-1652880776119310engines-1 3
Nekonyancer*Good!* It's our [red]Co-pilot's[/red] turn again...1st-dice-2765288084b469b00
NekonyancerDid you see the [red]*approach track*[/red] move? Our Co-pilot placed a *2* in their engine space. The sum of our two dice is *6,* which is *between* the blue and orange notches. [blue]Therefore, the plane advanced one space toward the airport![/blue]1st-dice-3165288091b7f8800st-approach-track 1
NekonyancerNext, do you see all these *airplanes* on the approach track? [red]They're in our way![/red] We'll need to make sure our path to the airport is clear.7st-token-12-front65288091b7f8800
NekonyancerTo clear the path, we'll need to use the [green]*radio.*[/green] We have one slot for this. Our co-pilot has two. When we put a die here, we can take one airplane off a space that corresponds with the value of the die.8radio-165288091b7f8800radio-1 3 radio-2 3 radio-3 3
Nekonyancer[red]Let's try it![/red] *1.* Select the *5.* *2.* Place it [green]*here.*[/green] *3.* Confirm your action!9radio-165288091b7f8810radio-1 3
Nekonyancer*Good!* We used a *5,* so one airplane flew away from this space, *5* spaces away from our current position!1st-token-8-front652880b5e4ff500
NekonyancerWe must be careful *not* to advance if there's an airplane in our *current position.* Otherwise, [red]we'll crash![/red] In other words, if this... [img]https://x.boardgamearena.net/data/tutorials/img6785ed3f309474.95140378.jpg[/img] ... then this! [img]https://x.boardgamearena.net/data/tutorials/img6785ed3f516a25.54524305.jpg[/img]2st-player-dice-wrapper652880b5e4ff500
NekonyancerWe have one more die this round. Let's put it in one of the [green]*concentration spaces.*[/green] (Scroll down.) Whenever we fill one, we can prepare one [red]*cup of coffee!*[/red] Unlike other spaces, these can be used by both the pilot and co-pilot. The dice values are not important. 1archivecontrol_editmode_centercomment652880c50b1d601st-token-reserve-coffee 1 concentration-1 3 concentration-2 3 concentration-3 3
Nekonyancer[red]Let's try it![/red] BGA automatically selected the 4 because it's our last die. *1.* Place it [green]*here.*[/green] *2.* Confirm your action!2concentration-1652880c50b1d610concentration-1 3
Nekonyancer*Good!* This cup is ready! It can be used by anyone to change the value of a die by *+1* or *-1,* but we can't change a 1 into a 6 or vice-versa. [green]We can save this cup for as long as we want. It won't get cold.[/green] [green](Step 30/71)[/green]1st-token-1-front652880d3c263500
NekonyancerOkay, both players have used all their dice! Time for [blue]*Phase 3: End of Round.*[/blue] Two things happen during this phase: *1.* The [blue]*Altitude Track*[/blue] moves down by 1 space. It functions as a round tracker. *2.* Both players retrieve all their dice.1st-token-16-front652880e00f90700st-altitude-track 2
NekonyancerNow we're in *Round 2!* We have another [green]strategic discussion[/green] phase, so you can communicate with your partner. [green]!!! After this step, all action steps will involve a continue button so you don't accidentally get stuck.[/green] *Click on "I'm Ready" at the top!*2st-communication-info652880e01194b10confirmReadyStrategy 16
NekonyancerThe slot at the bottom of the [blue]*altitude tab*[/blue] shows our *current altitude.* Last time, we were at 6000 feet, and that space was highlighted in blue, with an arrow pointing left. This time, it's orange, with an arrow pointing right. [img]https://x.boardgamearena.net/data/tutorials/img6785ed3f700592.10188847.jpg[/img] [red]This means the co-pilot will go first this round![/red]1radio-2652880eb6495e00st-altitude-track 2
NekonyancerThey placed a *3* on the *axis.* Eh, we can get to that later.1st-dice-565288112e420d00
NekonyancerLet's learn about the [green]*landing gear.*[/green] There are three wheels that need to be deployed (see arrows). Each wheel requires a die of a different value. Once we fill a space, the switch below it will flip to show a [green]green light.[/green]2engines-165288112e420d00plane-switch-landing-gear-1 11 plane-switch-landing-gear-2 11 plane-switch-landing-gear-3 11 landing-gear-1 3 landing-gear-2 3 landing-gear-3 3
Nekonyancer[red]Let's try it![/red] *1.* Select the *1.* *2.* Place it [green]*here.*[/green] (This space requires a 1 or 2.) *3.* Confirm your action! *4.* Click on "Continue" instead.3landing-gear-165288112e420d00landing-gear-1 3
Nekonyancer*Good!* This wheel is now [green]*deployed.*[/green] We'll need to make sure all three wheels are deployed before the end of the game. Otherwise, [red]we'll crash![/red]1plane-switch-landing-gear-16528812c0445400plane-switch-landing-gear-1 3
NekonyancerDid you notice that the [blue]*aerodynamics marker*[/blue] moved? Deploying landing gear increases *drag* on the plane, which makes it harder to maintain speed. Every time a wheel is deployed, [blue]*this marker*[/blue] will move one notch to the right.2st-plane-aerodynamics-blue-marker6528812c0445400st-plane-aerodynamics-blue-marker 2
NekonyancerSince the landing gear spaces are blue, only the pilot can deploy them. The co-pilot has something similar to deal with on the other side: [green]*wing flaps.*[/green] [img]https://x.boardgamearena.net/data/tutorials/img6785ed3f8e74e2.02674602.jpg[/img]3landing-gear-36528812c0445400flaps-1 3 flaps-2 3 flaps-3 3 flaps-4 3
NekonyancerUnlike landing gear, wing flaps must be deployed *in order,* from top to bottom. Whenever a flap is deployed, it increases *wind resistance* on the plane. To represent this, the [red]*orange aerodynamics marker*[/red] moves one notch to the right. We'll see a demonstration later. [green](Step 40/71)[/green]4flaps-16528812c0445400st-plane-aerodynamics-orange-marker 1
NekonyancerThere's only one more space to go over: the [green]*brakes.*[/green] [img]https://x.boardgamearena.net/data/tutorials/img6785ed3fb5c2b1.88577151.jpg[/img]1brakes-165288142f23c400brakes-1 3 brakes-2 3 brakes-3 3
NekonyancerJust like wing flaps, the brakes must be deployed *in order,* from left to right. The [green]*first space,*[/green] as you can see, requires a 2. Hmm... we don't have a 2.2brakes-165288142f23c400brakes-1 3
Nekonyancer[red]Coffee to the rescue![/red] Remember, coffee lets us change a die's value by +1 or -1. *1.* Select the *3.* *2.* Click on the *-* button to drink a cup of coffee. *3.* Place the die [green]*here.*[/green] (It should be a 2 now.) *4.* Confirm your action! *5.* Click on "Continue" instead.3brakes-165288142f23c400brakes-1 3
Nekonyancer*Excellent.* The first brake has been [green]*deployed.*[/green]1plane-switch-brakes-165288153efeed00plane-switch-brakes-1 3
NekonyancerWhen we deployed the first brake, the [red]*brake marker*[/red] moved one notch to the right. If we deploy another brake, it will move to the next notch, which is between *4* and *5.* (Not 3 and 4!)2st-plane-brake-marker65288153efeed00st-plane-brake-marker 1
NekonyancerAt the beginning of the final round, the plane will touch down. At that point, it won't make sense to compare our speed to the [blue]*aerodynamics markers,*[/blue] will it? We won't be in the air anymore! Instead, our speed will be compared to the [red]*brake marker.*[/red]3st-plane-brake-marker65288153efeed00st-plane-aerodynamics-blue-marker 2 st-plane-aerodynamics-orange-marker 2 st-plane-brake-marker 1
NekonyancerIf our total speed (the sum of the engine dice) is to the left of our [red]*brake marker,*[/red] we'll safely bring the plane to a complete stop. Otherwise, [red]we'll crash![/red]4st-plane-brake-marker65288153efeed00st-plane-brake-marker 1
NekonyancerWe still have two dice to use this round. We'd better fill up the [green]*mandatory*[/green] spaces! Our co-pilot put a *5* in the engine. We currently have *6* and *4,* and... uh oh. [red]Do you see the problem?[/red] (You might want to minimize this box.)1engines-16528815f8d2f800axis-1 3 engines-1 3
NekonyancerIf we put a 4 in the engine, the sum (9) would be to the right of the [red]*orange aerodynamic marker.*[/red] That means the plane would advance *two* spaces. [red]But there's a plane one space ahead of us![/red]2st-token-12-front6528815f8d2f800st-plane-aerodynamics-orange-marker 1
NekonyancerWe could use our last cup of coffee to change our 4 to a 3... but let's wait. Trust our co-pilot. Let's take care of the *axis* first. *1.* Select the *6.* *2.* Place it [green]*here.*[/green] *3.* Confirm your action. *4.* Click on "Continue" instead. [green](Step 50/71)[/green]3axis-16528815f8d2f800axis-1 3
NekonyancerOur [red]*axis*[/red] moved 3 notches in our direction. Still not level, but we're better off than we were!1st-plane-axis-indicator652881c8a9e2500st-plane-axis-indicator 1
Nekonyancer*Oh! Wonderful!* Our co-pilot deployed one of the [green]*wing flaps,*[/green] which moved the [red]*aerodynamic marker*[/red] to the right. Now we can safely place our 4 in the engine!1st-dice-22652881d643b0d00st-plane-aerodynamics-orange-marker 1 plane-switch-flaps-1 3
NekonyancerBGA already selected our 4 because it's the only die we have left. *1.* Place it [green]*here.*[/green] *2.* Confirm your action. *3.* Click on "Continue" instead.2engines-1652881d643b0d00engines-1 3
Nekonyancer*That's it for Round 2!* I think you got the hang of it. There are a few more things I need to mention though.1archivecontrol_editmode_centercomment652881e1583f200
NekonyancerThere's a [red]*reroll token*[/red] attached to this space. When this is our *current altitude,* we will acquire the token. Once acquired, any player may trigger it at any time, allowing *both* players to reroll as many dice as they like. BGA will inform each player how many dice their partner chose to reroll.2st-token-16-front652881e1583f200
NekonyancerThe *first space* of the altitude tab actually had a reroll token on it too. We instantly acquired it, and it's been sitting here ever since.3st-token-17-front652881e1583f200
NekonyancerEventually, our altitude will drop to *0,* which is indicated by a landed plane. We must reach the airport and clear away all the other airplanes *before* our plane touches down. [img]https://x.boardgamearena.net/data/tutorials/img6785ed3fd6c997.05235549.jpg[/img] Otherwise, [red]we'll crash![/red]4archivecontrol_editmode_centercomment652881e1583f200
NekonyancerAlso, once we reach the airport, we must be careful *not* to advance any further! Otherwise, we'll [red]overshoot[/red] our destination. That means [red]we'll crash![/red]5archivecontrol_editmode_centercomment652881e1583f200
NekonyancerIf we manage to hold our position at the airport, the plane will touch down... [img]https://x.boardgamearena.net/data/tutorials/img6785ed3ff2cd80.47372479.jpg[/img] ... and the *final round* will begin.6archivecontrol_editmode_centercomment652881e1583f200
Nekonyancer*By the end of the final round, we must...* - have our plane perfectly level. - have deployed all our landing gear. - have deployed all the wing flaps. - have an engine speed that is less than our brake marker. Otherwise - say it with me - [red]we'll crash!![/red] [green](Step 60/71)[/green]7archivecontrol_editmode_centercomment652881e1583f200
Nekonyancer[green]You're now ready for your first flight to Montreal![/green] But there are several other flights available in the lobby options. Each one features a different combination of *modules,* which increase the complexity and difficulty of the game! [blue]I'll briefly cover these modules now.[/blue]8archivecontrol_editmode_centercomment652881e1583f200
Nekonyancer[red]*Module 1: Traffic*[/red]---Some spaces on the distance tab have *dice icons* on them. If our current position has a dice icon on it at the beginning of a round, we'll roll a [blue]special die[/blue] (2/3/3/4/4/5) and place an airplane onto the approach track at a distance corresponding to the value we rolled. [img]https://x.boardgamearena.net/data/tutorials/img6785ed40216364.72589737.jpg[/img] [blue]In other words, roll a 3, place an airplane 3 spaces away.[/blue]9maintitlebar_content652881e1583f200
Nekonyancer[red]*Module 2: Turns*[/red]---Some spaces on the distance tab require us to have our axis in a certain position before advancing through them. If we advance with our axis at the wrong angle, [red]we'll crash![/red] [img]https://x.boardgamearena.net/data/tutorials/img6785ed403d4e35.03875878.jpg[/img]10maintitlebar_content652881e1583f200
Nekonyancer[red]*Module 3: Kerosene*[/red]---The Kerosene track is placed next to the control panel, with a marker pointing to 20. Any player may place a die there to reduce the marker by the value on the die. [img]https://x.boardgamearena.net/data/tutorials/img6785ed406789c9.35868156.jpg[/img] If no die is placed there, the meter goes down by *6* at the end of the round. If it reaches [red]X, we'll crash![/red]11maintitlebar_content652881e1583f200
Nekonyancer[red]*Module 4: Special Abilities*[/red]---We get 1 or 2 special ability cards! [img]https://x.boardgamearena.net/data/tutorials/img6785ed408edec3.78075748.jpg[/img] Um... that's it. They're cool.12maintitlebar_content652881e1583f200
Nekonyancer[red]*Module 5: Wind*[/red]---The wind dial is added to the board. Each round, as soon as the axis is resolved, the dial is shifted left or right a number of spaces corresponding to the plane's current axis. [img]https://x.boardgamearena.net/data/tutorials/img6785ed40b3fa12.03771258.jpg[/img] [blue]So, if we're tilted two notches left, we'll move the wind dial 2 notches left.[/blue] Whenever the engine is resolved, whatever value the wind dial is pointing to is added to our total speed.13maintitlebar_content652881e1583f200
Nekonyancer[red]*Module 6: Interns*[/red]---The Intern board is placed along the bottom of the control panel. A randomly numbered intern token is placed in each slot. Players may place dice on the board to move one intern token off the board and onto another action space. These tokens act as dice for the round. [img]https://x.boardgamearena.net/data/tutorials/img6785ed40d0fae9.59816462.jpg[/img] We must use *all* the intern tokens before the end of the game or we... well, I guess we won't crash. But [red]we'll lose![/red]14maintitlebar_content652881e1583f200
Nekonyancer[red]*Module 7: Real-Time---*[/red]Players have only *sixty seconds* to place all their dice! When the time's up, any unplaced dice go unused! If we haven't filled our mandatory spaces, [red]we'll crash![/red]15maintitlebar_content652881e1583f200
Nekonyancer[red]*Module 8: Kerosene Leak*[/red]---The Kerosene track is set up as normal. Instead of placing dice, the marker is automatically reduced each round by the difference between the two engine dice, plus 1. [img]https://x.boardgamearena.net/data/tutorials/img6785ed41058b03.20537553.jpg[/img]16maintitlebar_content652881e1583f200
Nekonyancer[red]*Module 9: Ice Brakes*[/red]---The normal brakes are replaced with this board: [img]https://x.boardgamearena.net/data/tutorials/img6785ed41201394.80024126.jpg[/img] Ice brakes must be deployed from left to right. Each step requires *2* dice in a single round to be deployed. If only *1* die is present on a step at the end of a round, it is discarded with no effect. Unlike normal brakes, ice brakes must be completed by the end of the game, AND our final engine speed must be less than 5, or [red]we'll crash![/red]17maintitlebar_content652881e1583f200
Nekonyancer[blue]*Thank you for playing through this tutorial for Sky Team!*[/blue] If you have any questions or comments about the tutorial, feel free to send *Nekonyancer* a message! A big thank you goes out to *jordijansen* for bringing this game to BGA! Have fun! :D19maintitlebar_content652881e1583f200
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Sky Team rules: interactive tutorial
Sky Team rules: interactive tutorial
Sky Team rules: interactive tutorial
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Sky Team

How to play?
Competition
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Complete rules:

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(en)
Landing Procedure_Rulebook #1
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(en)
Flight Log_Rulebook #2
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(fr)
Procédure d'atterissage_Livre de règle_1
1
(ja)
『スカイチーム』の遊び方・魅力をご紹介!
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Carnet de vol_Livre de règle_2

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Game options

Game mode
Normal mode
Game speed
Turn-based • 2 moves per day (+43200 per turn (maximum 129600))
Scenario
Green: YUL - Montreal-Trudeau (beginner)

publisher

Designer: Luc Rémond

Artist: Eric Hibbeler, Adrien Rives

Developed by: jordijansen

Release 231012-1338

Ambient music for Sky Team

Ambient music provided by our partner Melodice.org



Note: 3D is experimental

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