Learn 1930: The Golden Age of Airlines
Learn the game in 5 short steps. Everything links to the full rules.
The Airline Business
You and the other players invest in airlines, then help run them. Your final wealth is your cash plus the market value of your airline shares. You may operate any airline in which you own a share, so several players can help one airline grow while competing to become its CEO.
A turn has a Stock Phase, an Operation Phase with up to seven rounds, and an End of Turn cleanup. The game lasts six turns and ends after a final full-dividend flight. See Teach the Game for the full overview.
Buy Shares
On turn one, follow the First Round Turn Order cards. Each player founds a different airline by buying two shares and setting its initial price between $3 and $7. Then everyone gets two more buys, one share each, following special restrictions. On later turns, buy one share at a time or pass; once you pass, you are done buying that round.
Use a share during operations to act for that airline. Keep enough shares in your supply to make the moves you want. Read Stock and Turn Order for stock limits and trades.
Run Airlines
Spend one share of an airline to take an action for it. Expand and relocate Gates, upgrade cities, open a new city, place a Hub, research technology, fly for dividends, or stand. A player may take the action for an airline they own, even when someone else is its CEO.
Gates increase income, while a city’s occupied spaces can give a bonus or penalty. Technology opens new regions. Each airline can research and fly only once per Operation Phase. See Airline Operations for placement and income details.
Cleanup and the Final Flight
At the end of a turn, airlines that did not fly lose market value. Airlines with Gates below their technology requirements also lose value. Players may then award completed contracts for a share-price rise and a cash bonus. Advance the turn, return used shares, and pass the First Player marker to the left.
After turn six, airlines make one final flight paying full dividends. Add your cash to the current market value of your shares. See Game End and Scoring.
Contracts and Planning
Each player starts with five secret Contract cards, one of each value. When an airline serves every city on a card, you may award it during cleanup: its stock moves up and you take the printed cash. You do not need to own that airline.
Plan around the six-turn limit. Buying a share gives you both a stake in an airline and another possible action. Coordinate when it helps grow a shared airline, but watch who will gain its dividends, market value, or CEO choice.