Ludexv2026.11.01-65114139ParaglidersOfficial rulebook ↗

Visitors

Loading…

Game End and Scoring

Landing in Paragliders: premature and crash landings, walking back to take off again, the final landing, the end of the day and the final scoring flow with every value.

Landing prematurely

Forced down early but want to fly on? Walk to the nearest mountain and take off again — paying in time or in points.

  1. Put your Altitude Marker on the mountain hexagon nearest to where you landed (your choice if several are as near): your new take-off spot.
  2. Count the hexagons from your landing point to it and add the mountain’s height. Put your paraglider pawn that many spaces behind your Score Marker on the score track.
  3. On each later turn either move the pawn 6 spaces forward on the score track (never past your Score Marker), or take off: move your Score Marker back to the pawn, put your Altitude Marker on the mountaintop level and play your turn normally.

A crash landing (forest, lake, trapped among mountains) has already cost 10 Victory point (Flying rules).

Final landing

When you land on purpose and won’t take off again, put your Altitude Marker on your landing hexagon and your paraglider under the Weather Board, lined up with the time marker: that records your landing time. Your game is over; the others play on.

You may not choose a mountain for the final landing (FAQ).

Game end

The game ends when every pilot has landed or the time marker reaches the end of the time track (20:00).

Final scoring

Follow the rulebook’s flow for each pilot:

SituationScore
Landed, all 3 antennas−10 if the landing was a crash in a forest or a lake; +12 / 6 / 2 for being 1st / 2nd / 3rd to land; + the Victory point under your landing time; +15 / 12 / 8 / 3 for 0 / 1 / 2 / 3 hexagons from the target
Landed, antennas missing−10 if the landing was a crash in a forest or a lake; −1 per hexagon of the shortest path from where you are that would collect the missing antennas
Still flying, all 3 antennas−1 per altitude step above the ground
Still flying, antennas missing−1 per altitude step, and −1 per hexagon of the shortest path to the missing antennas
EveryoneGPS set: 1 / 2 / 3 / 4 / 5 / 6 markers = 2 / 5 / 9 / 14 / 20 / 27

Ties

The highest score wins. Ties go to the most antenna tokens, then the most GPS markers, then the most stunt markers.

Rules

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

Drag to move · tap to close