Update: Connecting Flights is live on Kickstarter and the campaign will run for 29 days. You may back either the standard or the Deluxe edition of the game, or also commission your portrait on a passenger card.
Our preview post below was published on April 7.
Connecting Flights is a 1-5 player pick-up-and-deliver game in which you play as an airline manager trying to get the most passengers and fly them to their chosen destinations. The game can also be played in solo/cooperative mode by 1-2 players, in which case your goal is to accommodate the ever-increasing number of passengers as well as you can. It will launch on Kickstarter on April 14.
The key aspect of the game is the creation of a flight. To make a flight, you need to connect a series of cards: 1) an airport, 2) an airplane, 3) a passenger, 4) a destination airport. In order to do this, you must make sure you meet these requirements:
- A passenger must be linked to a plane with at least the same number of stars as the passenger.
- A passenger must land at an airport with at least the same number of stars as the passenger.
- A passenger must land in the continent specified on the passenger card.
- The airplane card must receive the required fuel truck token.
- A flight cannot start and end in the same city.
If you wish, you can link multiple flights together with the destination airport of one flight being at the same time the starting airport of another flight.
The solo/cooperative mode consists of 10 rounds, of 4 phases each. These are: Marketplace, Fly, New Passenger Demand, and End Round. At the start of the game, you will shuffle and form 3 draw decks: Departure Airports, Low Passenger Demand, and High Passenger Demand. You will then draw 3 Departure Airport cards and 3 High Passenger Demand cards, and arrange them into pairs (one Departure Airport with one High Passenger Demand card). The Passenger Demand cards show different colour meeples which you will place on the board, on the Destinations shown on the card they are paired with.
You also receive a 4-capacity fuel truck token, 100 coins, and you must choose 2 airports, one conventional airplane, and one passenger to form your starting flight. In the Marketplace phase, you draw 5 passenger cards from the Passenger deck, and one airplane from the Plane deck. If you wish to keep them, you must pay their cost. If you're not satisfied with the cards, you may spend 5 coins to redraw. During this phase you may also purchase airports, fuel trucks, landing rights and electric planes.
In the Fly phase, you will be trying to create flights by linking your cards together and moving the corresponding meeples on the board accordingly. In the New Passenger Demand phase, you will draw one Passenger Demand card (Low or High depending on the round) and one Departure Airports card, and seed the board with new meeples. In the End Round phase, you will gain 45 coins, and pay any penalties that apply: 5 coins for every airport with 4 or more passengers, and 5 coins for every set of 5 meeples of the same colour on the board.
You win the game if you manage to remove all the passenger meeples from the board. If there are any remaining at the end of the Fly phase of the 10th round, you lose.