Ludexv2026.11.01-65114139ParaglidersOfficial rulebook ↗

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Antennas, GPS and Stunts

Collecting antenna tokens and GPS markers in Paragliders, and the five stunts of the advanced game: Sky Climber, Overflyer, Survivor, Cliff Surfer and Explorer.

Collecting tokens

Whenever you fly over an antenna or a GPS marker you don’t have yet, take one. You never take the same one twice.

Antenna tokens

Antenna tokens in three colours

The three antennas are your main objective: missing ones cost points at the end (Final scoring). Take them in any order — choosing the order is the heart of your route.

Score an antenna at once: the Victory point printed under the time marker on the Weather Board, then keep its token as a reminder. The earlier in the day, the more it is worth.

GPS markers

The six landmark GPS markers

GPS markers are kept and scored at the end, rising steeply with the size of your set: 1 / 2 / 3 / 4 / 5 / 6 markers = 2 / 5 / 9 / 14 / 20 / 27 Victory point.

There are six kinds:

Stunts

Advanced game only: 2 or more Stunt cards are drawn at setup, each with a row of Stunt Markers under it (setup).

The Sky Climber

Sky Climber stunt card

Gain 2 or more altitude in one turn while under a cloud: 3 / 6 / 9 / 12 Victory point for 2 / 3 / 4 / 5+ altitude. Count all the modifiers of your new hexagon, before accelerating, hard-turn penalty included. A gain without a cloud does not qualify.

The Overflyer

Overflyer stunt card

Be on the same hexagon as another pilot, higher up: 2 Victory point plus 1 per altitude step between you (3 just above, 12 at 10 or more). With several pilots below, count the lowest.

The Survivor

Survivor stunt card

Climb back above the mountaintop after sinking low. Your Survivor ruler starts on its spot on the Altitude Track. When your altitude reaches it, set the ruler beside the track, lined up with the mountaintop. Later, whenever you are above the mountain, you may score the Victory point the ruler shows at your altitude (12 above its top) and take it. After a premature landing and new take-off, the ruler goes back to its starting spot.

The Cliff Surfer

Cliff Surfer stunt card

Ride the sun or wind bonus for several turns. On a turn when you get a sun and/or wind bonus, you may put your Cliff Surfer ruler under the Weather Board, lined up with the time marker — once per game, and from then on it will score. On the first later turn without a sun or wind bonus, score the Victory point the time marker points to on your ruler, and take it back. If the time marker is already at the 12 (or beyond) when your turn starts, just score 12.

The Explorer

Explorer stunt card

Reach the edge of the map: score 6 Victory point plus the distance in hexagons from the edge to the closest other pilot (12 at most). The three weather hexagons on Map Edge A are not part of the map.

Rules

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