Ludexv2026.11.01-65114139ParaglidersOfficial rulebook ↗

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Your Turn

Paragliders turn by turn: your pilot on the map and the Altitude Track, taking off, normal moves and hard turns, altitude, acceleration, Skill Move cards and the flying rules.

Game round and time marker

Players take turns clockwise from the first player. After the last player’s turn they move the Time Marker one space (20 minutes) and, on a new hour, update the weather (Weather change). The first player checks it was moved before starting the next round — give the last seat to the player who knows the game best.

Rounds go on until every pilot has landed or the time marker reaches the end of the track (20:00).

Your paraglider

Your pilot has two halves: the pawn on the map (where you are) and the Altitude Marker on the Altitude Track (how high above the ground). Together they place you in the sky.

The Altitude Track pieces have an easy side and a difficult side (marked ”!”): the difficult side lowers the mountain, so the mountaintop is nearer the ground.

Taking off

You start with the pawn in your hand. On any turn you may put it on one of the two take-off hexagons in the centre of the map and make your first move — or skip your turn and take off later, for example to follow exactly the path of a pilot ahead of you. Once in the air, you must move every turn until you land.

Move your paraglider

Normal move, normal turn and hard turn; the hexagon behind you is forbidden

Each turn you must move to an adjacent hexagon; staying put is not allowed. Turn in steps so the pawn always lines up with the hexagon under it, and after moving keep your back to the hexagon you came from.

Rotating first on your own hexagon, then moving straight ahead, avoids mistakes.

Adjust your altitude

On the hexagon you reached, add up: the hard-turn penalty (if any) and the four weather modifiers of that hexagon — thermal value, sun, wind and clouds. Move your Altitude Marker by the total.

Accelerate

After adjusting altitude you may accelerate: lose 2 altitude and move one more hexagon straight ahead, without turning. The weather of this second hexagon is ignored.

Skill Move cards

Players later in turn order get Skill Move cards at setup (2nd and 3rd player one each, later players two). Each is single use, played on your turn: discard it to make a hard turn for free, or to accelerate for only 1 altitude. You may play two in one turn (one for each).

Skill Move card

Flying rules

Rules

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

Drag to move · tap to close