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.
- 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.
- 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.
- 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
(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:
| Situation | Score |
|---|---|
| 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 |
| 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 |
| Everyone | GPS set: 1 / 2 / 3 / 4 / 5 / 6 markers = 2 / 5 / 9 / 14 / 20 / 27 |
- The landing rank counts only pilots with all three antennas; ties are friendly (tied pilots score the same).
- More than 3 hexagons from the target scores no target bonus.
Ties
The highest score wins. Ties go to the most antenna tokens, then the most GPS markers, then the most stunt markers.