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.
- You may collect before and/or after accelerating — both hexagons of the turn count.
- A wind push over a token also collects it, even when you are pushed two hexagons and it was on the first.
Antenna tokens

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
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

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
.
There are six kinds:
- on the Altitude Track: the balloon and the cloud ceiling — take them when your altitude marker reaches them;
- on the map: the ruined castle, the megalithic stones, the crop circle and the golf course (any of its 3 hexagons).
Stunts
Advanced game only: 2 or more Stunt cards are drawn at setup, each with a row of Stunt Markers under it (setup).
- A stunt gives a base reward plus more for doing it better, up to 12
. - Each stunt scores once per player, so you may wait for a better attempt. When you score it, take your Stunt Marker.
- Claim stunts on your turn, before or after moving or accelerating — never during a wind push round.
The Sky Climber

Gain 2 or more altitude in one turn while under a cloud: 3 / 6 / 9 / 12
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

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

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
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

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
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

Reach the edge of the map: score 6
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.