Ludexv2026.11.01-65114139Air PostalOfficial rulebook ↗

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Flight and Ground Operations

Choose an action, prepare the aircraft, and resolve flights safely.

Choosing an action

In current turn order, place your marker in an open Flight Ops or Ground Ops space. Flight Ops resolve before Ground Ops. A player may pay the printed amount to dislodge someone from a dislodgeable Ground Ops space; the displaced player must choose another unused slot.

Flight operations

Loading and preflight

Take one available Cargo or Passenger card in Flight Ops order, respecting the matching aircraft capacity. Before flying, you may buy fuel in $5,000 increments up to the aircraft maximum, buy a Met Report, or hire the basic crew card if there is room. Reset endurance to the pilot’s maximum at the start of the turn.

Conducting a flight

Choose a route and count its map spaces; each space uses a die of that route colour. The total spaces flown this turn cannot exceed aircraft range. Roll and resolve dice in route order, spending the shown fuel and endurance. You may use installed crew and systems when their timing allows. Land if fuel and endurance remain legal through the last space; fuel reaching zero before the final space or either track dropping below zero interrupts the flight.

Arrival, objectives and delivery

On arrival, mark progress on route objectives. Completing an objective grants its listed points and money immediately. The first visit to a Hub lets you choose one of its two rewards. You may normally deliver one load card at a stop, following its destination restriction; Cargo Door or Air Stairs can raise that limit for their matching card type. A player may continue flying within the remaining range, fuel and endurance, but cannot reload or refresh those tracks between legs.

Flight interruption

An interruption causes an incident or crash based on the route’s land/water type and aircraft type. An incident forces a return to the departure city and loses the aircraft’s technology-level Glory, while preserving the aircraft, pilot and carried cards. A crash also removes the aircraft, pilot and installed cards; choose a replacement aircraft at a lower technology level and a new available pilot. A crash earns the printed crash Glory while the first three lost pilots remain newsworthy.

Ground operations

Objectives

Take exactly one objective from the river or deck. Unfinished objectives in your possession subtract their indicated Glory at game end.

Income and maintenance

Income pays the amount printed on your pilot. Maintenance lets you buy or discard system and crew cards while respecting aircraft capacity; buying several is allowed, but duplicate copies of a card cannot be installed together.

Changing aircraft

Sell your current aircraft for its resale value and pay for a new or second-hand aircraft. The pilot’s technology competence limits the level difference. If the replacement has lower capacity, discard excess load; cargo/passenger discards require returning their delivery premium and may cost objective points, while systems and crew return without a refund.

Reset

Reorder the turn markers by the order they entered each action line, remove the rightmost card from each river, slide remaining cards right, and refill empty spaces. Shuffle a discard pile if its deck runs out.

Rules

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