How to Play - First in Flight Board Game

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  • เผยแพร่เมื่อ 7 ก.พ. 2025
  • Welcome to my first ever How to Play video! I have selected First in Flight as my first game to teach online. I hope to improve both the quality of each future video (apologies on the lighting) as well as pacing and structure. I put everything but the kitchen sink into this one, only leaving out the solo rules and a few miscellaneous rules. Also, additional clarifications are in the comments!
    Timestamps for ease of access:
    0:07 - Introduction
    1:36 - Setup
    6:52 - Gameplay Overview
    10:03 - Fly Action (with Flight and Crash examples)
    19:07 - Recover Action
    21:03 - Repair Action
    23:40 - Upgrade Action
    25:38 - Funding, Glide and Experience Actions
    26:11 - Development Card Actions
    27:20 - Any Action
    28:53 - End of Year/Game
    33:58 - 2-Player Rules: Gustave
    38:22 - Thank you
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ความคิดเห็น • 4

  • @TheDapperBoardGamer-ob7sb
    @TheDapperBoardGamer-ob7sb  ปีที่แล้ว +2

    Clarifications:
    [UPDATED] Repair Action: The Basic Flaws should go automatically into your flight deck, not returned to your garage (though remember that design flaws in the garage ALWAYS return to your flight deck before you take a flight action. Also, if you gain a bonus card when you repair a design flaw, you can look at it before adding it to your deck. And finally, repairing both flaws in your garage DOES count as two actions (and two actions back to back for extra resources is not allowed). But if you land on a second repair space before your next flight and wish to repair the second flaw on the right hand side, you will have to pay an additional $1.
    Resetting of Skill Development Cards: This happens right BEFORE you take a new flight action, not at the end of your current flight action during cleanup.
    Pilot Special Abilities: each player will have an asymmetrical ability that could bend a rule. Just make sure to pay attention to each ability (as well as its upgraded ability and one-time bonus for becoming famous).
    Tech Development Cards: are ALWAYS active, you never exhaust their abilities or turn them.
    Start Player Rule: turn order should be truly random, it doesn't even have to be clockwise or counter-clockwise initially, the active player will always be the left-most (furthest back) on the time/action track.
    Upgrade Action: un-chosen upgrade cards are shuffled back into that deck.
    Any Action: in case this wasn't clear, the cost is not always $1 (plus the chosen action space), some of the Any Action spaces are free to active (you still have to pay any resources if the chosen action requires an additional cost).
    Gustave: his turn order is random, he can technically start the game (though if this is your first game, I think it's okay to make him last). His pilot/flight pawns can be any color, they just have to be a matching color (he does not have to be white). And if Gustave wins the Michelin Cup at the end of a year, he does not get coins, he just blocks players from that award amount.

  • @catherinetaylor556
    @catherinetaylor556 ปีที่แล้ว

    Thanks for this - really helpful

  • @SamBordon
    @SamBordon ปีที่แล้ว +2

    I think you can only repair one flaw per repair action.

    • @nickmilliron
      @nickmilliron ปีที่แล้ว +1

      You are correct! I had to put the correction about the repair action in the clarifications comment I made on the video. Thank you for watching!