
2019 · Jeu de cartes
Yukon Airways
Players pilot a personal seaplane to transport travelers to various destinations across the Yukon. Passengers are represented by dice drafted each round, and ticket cards determine which routes can be flown. Delivering a passenger earns money, and matching a passenger’s color to a destination’s points of interest may trigger plane upgrades. At game end, players score additional income for the set of locations visited and for sold seasonal tickets; the player with the most money after the week wins.
- Joueurs
- 1–4 idéal à 3
- Temps de jeu
- 60–90 min
- Âge
- 14+
- Complexité
- 2,8 / 5
À propos du jeu
- Auteurs
- Illustration
- Éditeur
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Toutes les statistiques dans Ludoya- 119
- Parties enregistrées
- 135
- Joueurs
- 1h 7m
- Partie moyenne
- 52
- Dans des collections
- 5
- Dans des listes de souhaits
6,2/10
sur 32 avis Ludoya
Parece sencillo...pero tiene tantos tracks para subir...que te marea. Facil de reglas pero difícil de dominar y sacar su máximo rendimiento. La primera partida vas mas perdida que un pulpo en un garaje.
Evan4,6 Dice get rolled and are placed on the docks matching their values. On your turn you select a value of dice, then take all the dice of one color matching the value. You can pay VP to move dice around to try and get the quantity you want. The dice get placed on your plane. Then you do the flying phase, where in player order from whomever took the lowest pip value of dice first going up, you make a trip by discarding a set of cards that all match the same destination for each die you are carrying, and spend fuel according to the distance indicated on the map. The dice can then be dropped off in that location, by placing them on the ticket cards you played, or you can carry one or more of them to another space assuming you can pay the ticket and fuel cost again. Each time a dice is dropped off, you collect a cube. The cube goes on your player board to mark the destination for endgame vp for visiting a set of different places, but importantly if the cube color matches the die color you carried, you get to unlock a new feature for your plane. The way you build our your plane is crucial to your success in the game the the dual layered player board full of dials and switches works really well to express this. The game has a number of levels of luck mitigation. As I said, you can move dice around before selecting them by spending VP. You can also spend three tickets as one, or unlock the ability to bring the ratio down to 2. You also get bonus effects when you play three cards of the same suite, regardless of the locations on the tickets spent, which can get you the fuel you need to reach that second destination on your turn. Overall the game works well, and the package is attractive, but the process of play failed to get me very excited. You largely do the same thing each round. The mitigation is so substantial that it strikes me as odd that the elements are randomized in the first place. The only moments of player interaction come from examining what colors of dice people are collecting for cube competition purposes. ★ Art, Iconography and components functional ★ Clever or interesting mechanisms ★ Reasonably low downtime between turns with mildly AP players ☆ Multiple plays stay interesting ★ Low or mitigatable luck elements ★★☆☆☆ Raw enjoyment
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Données du jeu (joueurs, durée, âge, crédits) issues de BoardGameGeek.




























