Ludexv2026.11.01-65114139Air PostalOfficial rulebook ↗

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Teach the Game

Learn how to fly, deliver cargo and build a reputation as an interwar pilot.

How you win

Earn the most Glory. Flights to hub cities, completed objectives and Great Firsts score during play; your aircraft technology and remaining money add points at the end. Your route choices must balance distance, weather, fuel and endurance.

The boards

The map connects cities through coloured weather spaces. The Operations board sets the turn order, available Flight and Ground actions, and the card rivers. Each player uses a cockpit to track fuel, endurance and the aircraft’s installed load.

A round

Choose an open Flight Ops or Ground Ops slot in turn order. Flight Ops lets you load and fly; Ground Ops offers objectives, income, maintenance or an aircraft change. Flight Ops resolve before Ground Ops. Then reset turn order, refresh the two rivers and begin another round.

How the game ends

The first player to reach the player-count Glory threshold at the end of their turn triggers the final round. Everyone else takes their turn that round before final scoring.

Ways to score

SourceResult
Hub cityChoose its Glory or money reward the first time you arrive.
ObjectiveComplete the route, passenger or diplomacy requirement for its printed reward. Unfinished objectives cost their listed Glory at the end.
Great FirstScore the map reward the first time that feat is completed.
CrashA crash can earn Glory for the lost pilot, but also costs the aircraft and installed load.
Final aircraftAdd the aircraft’s technology level.
MoneyEach $50,000 is worth one Glory. Add the aircraft resale value to cash first.

What each resource is for

Fuel and endurance pay weather costs during flights. Money buys fuel, equipment and aircraft, and also becomes final Glory. Cargo and passengers create delivery income or fulfill objectives; crew and systems help manage weather, endurance, capacity and range. Technology measures aircraft performance and contributes to final scoring.

Teaching tips

Start with how a weather die reduces fuel and endurance, then show how a flight can be interrupted if fuel or endurance runs out before landing. Demonstrate a safe short route, delivery, and hub reward before explaining risky long flights and Great Firsts. The Basic variant removes much of the equipment and action complexity for a first game.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close