How to play
- 01
6 o'clock kickoff and extra throw
Rolling 6 allows an aircraft to enter the independent takeoff slot from the airport, or moves an aircraft that has already taken off; After rolling 6, you roll one more time. The aircraft only enters the outer ring during the next move.
- 02
Jumping and flying
Jump forward 4 squares once while parked on your own tiles of the same color. Stop directly at the flyover square marked with the plane, or jump to that square first, then fly 12 squares again; After flying over, no color jump occurs, and the return entrance does not trigger color jumping.
- 03
Stacking and collision machines
Friendly planes stacked in the same space; next time, the whole group will leave together. Dice lands normally, jumps to landing points, or flies over enemy planes at the landing point all return to the airport; Only passing without collision, private return lanes and takeoff spots are safe.
- 04
Precisely reached the destination
After entering your return lane, the points must exactly reach the finish line; any remaining points must be reversed. Returned aircraft with hooks are displayed on their own parking spots; This version does not have a penalty of three consecutive 6s.
These rules match the version played on this site.
Winning and losing
- The first team to have all four of their aircraft return to flight wins, and the match ends once the winner is decided.
Game controls
- First select the fleet color and number of players, then click "Start Flying." When it's your turn, click "Roll the Dice," then light up the aircraft or the numbered button below.
- Automatically moves when there is only one move. You can view gameplay, switch fleets, start new matches, and toggle or disable background music.