Ludexv2026.11.01-65114139ParaglidersOfficial rulebook ↗

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Teach the Game

A script to read aloud: how you win Paragliders, the map and the weather board, a turn, the end of the day, every way to score and what each piece is for.

How you win

“We are paraglider pilots with one day, from eight in the morning to eight at night, to fly a race over a valley we build ourselves. Fly over the three antennas as early as you can, collect landmarks on the way, maybe pull off a stunt, and land as close to the target as possible. Our only fuel is altitude — the sky gives it and takes it away. 25 to 100 minutes; most points wins.”

The boards

The map and the Altitude Track with numbered parts

  1. Lake — the coldest terrain: it usually makes you sink.
  2. Mountain — a wall unless you fly above the mountaintop; its sides catch sun and wind.
  3. Landmark GPS marker — fly over the landmark to take one.
  4. Cloud ceiling GPS marker — on the Altitude Track: reach that height to take it.
  5. Cloud spawn number — ten numbered hexagons where new clouds appear.
  6. Forest — lands here are crash landings, like lakes.
  7. Altitude Track — your height above the ground; the cliff shows the mountaintop.
  8. Antenna token — the three checkpoints of the race.

The Weather Board with numbered parts

  1. Starting weather — the day starts with 3 clouds and the wind from the North.
  2. Weather Tiles — one per hour: temperature, clouds and wind.
  3. Time Marker — moves 20 minutes after every round.
  4. Time track — 08:00 to 20:00; a new hour brings the next tile.
  5. Sun Exposure token — moves to the map at 12:00 and turns the sun west.
  6. Points row — what an antenna (and a final landing) is worth at this time.

A round

  1. In turn order, each pilot moves one hexagon — or takes off, or waits on the ground.
  2. Then adjusts altitude for the turn and the weather, and may accelerate.
  3. Collect any antenna or GPS marker you fly over; claim a stunt if you like.
  4. After the last player, the time marker moves 20 minutes. On a new hour, update the weather; with any wind, play a wind push round.

How the game ends

Ways to score

SourceHow and when
AntennasWhen you fly over one: the Victory point under the time marker (30 early, falling through the day)
Landing rankEnd, if landed with 3 antennas: 12 / 6 / 2 for 1st / 2nd / 3rd to land
Landing timeEnd, if landed with 3 antennas: the Victory point under the time you landed
Distance to targetEnd, if landed with 3 antennas: 15 / 12 / 8 / 3 for 0 / 1 / 2 / 3 hexagons
GPS markersEnd: 2 / 5 / 9 / 14 / 20 / 27 for 1–6 different markers
StuntsAdvanced game, when you claim one: up to 12 each
Missing antennasEnd: −1 per hexagon of the shortest path that would still collect them
Still flyingEnd: −1 per altitude step above the ground
Crash landing−10 for landing in a forest or a lake, or being trapped among mountains
Walking backAfter a forced landing: hexagons to the mountain + its height, recovered 6 a turn

What each resource is for

ResourceWhy you need itHow you get itHow you use it
AltitudeStay in the air, cross mountainsThermals, sun, wind, cloudsHard turns (−1), accelerating (−2), resisting wind
TimeAntennas and landing are worth more earlyIt runs: 20 minutes a roundPlan the route before the day gets late
Skill Move cardsMake up for playing later in turn orderSetup: later seats get themFree hard turn, or accelerate for −1 only
Antenna tokensYour race checkpointsFly over each antennaScore at once; all three for the landing bonuses
GPS markersA growing set bonusFly over landmarks, reach balloon / cloud ceilingScored at the end
Stunt markersShow which stunts you scoredClaim a stuntEach stunt only once

Teaching tips

Rules

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