Looking for specific Sky Team rules? | Setup | Playing the Game | Discuss Strategy and Roll Dice | Placing Dice | End of Round | End of Game | Advanced Game | Airports |
Are you looking for specific information about a module? | Axis | Engines | Radio | Landing Gear | Flaps | Concentration | Brakes | Traffic Die | Turns | Kerosene | Intern | Wind | Real-Time | Kerosene Leak | Ice Brakes |
Setup
The first time you play Sky Team you should punch and throw out all parts from the Control Panel that have a trash can symbol on them. Then place the nine double-sided stickers on the indicated spaces on the inside and back of the Control Panel. Place the Airplane Axis Disc into its space in the Control Panel. Finally place a Switch on the ten green lights on the Control Panel.
This setup needs to be completed before you start each game of Sky Team. This setup is for the basic game. If you are playing one of the advanced modules, you may have to complete additional setup.
- Place the Control Panel between the two players. The two players should sit next to one another on the same side of the table.
- Make sure the arrow on the Airplane Axis disc is pointing at the black triangle at the top of the Control Panel. All of the Switches on the Control Panel should cover up the green lights.
- On the Speed Gauge you should place the blue Aerodynamics marker between the 4 and 5. The orange Aerodynamics marker should be placed between the 8 and 9.
- Place the Brake marker (red) to the left of the 2 on the Brake track.
- The player on the blue side of the Control Panel takes the four blue dice. The player on the orange side of the Control Panel takes the four orange dice.
- Slide the Altitude Track into the slot in the top right corner of the Control Panel. You should push it down until 6000 is visible in the screen. This is the team’s Current Altitude.
- Slide the YUL Montréal-Trudeau Approach Track into the slot in the top left corner of the Control Panel. The cloud symbol should be visible in the screen. This shows yours plane’s Current Position.
- Place a Reroll token on each of the matching symbols on the Altitude Track.
- Place an Airplane token on each corresponding symbol on the Approach Track.
- Place all of the Coffee tokens next to the Control Panel.
- Each player takes the screen that matches their color. They should read the reminders written inside the screen.

How to Play Sky Team
Sky Team consists of seven rounds. Each round consists of three phases.
- Discuss Strategy and Roll Dice
- Place Dice
- End of Round
Discuss Strategy and Roll Dice
During this first phase of each round, the players will discuss what they want to try and accomplish this round. They can decide what they want to prioritize. They cannot discuss the dice and what is rolled on them. For example you cannot say that a six should be placed in a certain position, or the lowest number should be used for a certain action.
After the players have finished discussing their strategy, they will roll all four of their dice behind their own screen. They should roll the dice so their teammate can’t see what they rolled. After they roll the dice, players can no longer talk outside of correcting a player that violated one of the game’s rules.

If there is a Reroll token in the Current Altitude space, a player removes it and adds it to the supply of Reroll tokens in the top left corner of the Control Panel. Either player can choose to use a Reroll token. This allows both players to reroll as many of their dice as they want. They must reroll the dice behind their screen so the other player can’t see them. For each token used, each player can only reroll their chosen dice once.

Placing Dice
At the beginning of this phase you will look at the Current Altitude screen. The arrow currently in the screen determines which player plays first this round.

On your turn you will choose one of your dice to place on the Control Panel. You can place a dice on any space that matches your color that doesn’t already have a dice on it. If a space has both colors on it, either player may place a die on the space. Some of the spaces have numbers printed on them. You may only play a die whose number matches one of the numbers on the space.
Each space on the Control Panel leads to the players taking a specific action. Most of the actions are optional. There are four spaces (Axis and Engine) that are mandatory. Each player has to play two dice on the two spaces that match their color. You don’t have to place your first die on these spaces, but each player has to play a die to each of these sections during the round. If a player fails to place one of their four dice on each of these mandatory spaces, the players immediately lose the game.
At any time when placing dice you can choose to choose to play a Reroll token. Both players can then choose as many of their dice that they haven’t already placed that they want to reroll.
Axis
This is a mandatory action for both players each round. If a player fails to play a dice in this area in a round, both players immediately lose the game.
After both players have played a die to the Axis section of the Control Panel, the players will compare the number on both dice.
If both numbers are the same, you will take no further action.
Should one die be higher than the other, you will turn the Airplane a number of marks equal to the difference between the two dice. You will turn the Airplane towards the player that played the higher number. The Airplane remains in its position until both dice have been placed in the next round.

During the game you want to try and keep the Airplane as level as possible. At the end of the game you need the Axis Arrow to point straight up in order to win the game.
Should the Axis Arrow ever go past one of the red x marks, the plane has gone into a spin. The players immediately lose the game.

Engines
This is a mandatory action for both players each round. If a player fails to play a dice to this area in a round, both players immediately lose the game.
After both players have place a die on the Engine section of the Control Panel, you will add up the numbers on both dice. This determines the airplane’s current speed. You will compare this total to the Speed Gauge towards the bottom of the Control Panel.
If the total is less than the blue Aerodynamic marker, you will not move the Approach Track this round.

Should the total be between the blue and orange Aerodynamic markers, you will slide the Approach Track down one space.

If the sum is greater than the orange Aerodynamic marker, you will slide the Approach Track down two spaces.

Some of the spaces on the Approach Track have Airplane tokens on them. If you slide one of these spaces into the Current Position (the space closest to the Control Panel), you are fine. You want to try and move the planes on your next turn though.
Should you have to slide the Approach Track when the Current Position still has Airplane Tokens on it, you have crashed into another plane. You immediately lose the game.

If the airport is in the Current Position and you still have to advance the Approach Track, you have overshot the airport. You immediately lose the game.

Radio
The Pilot has one Radio space while the Copilot has two Radio spaces. This action is optional and you can choose not to use it in a round.
When you place a dice on one of these spaces, you will look at the number of the dice that you placed on the space. The number indicates how many spaces you will count on the Approach Track starting with the Current Position and moving up. You will remove an Airplane token from the space corresponding to the number on the die you placed on the space. If you play a die with a value of one, you will remove an Airplane token from the Current Position.

Should you play a die that corresponds to a space that doesn’t have any Airplane Tokens on it, no action is taken.
Landing Gear
Only the Pilot can use the Landing Gear section of the Control Panel.
To use a die on the Landing Gear space, the number must match one of the two numbers printed on the space. For example if you rolled a four on a die, you can only play it on the 3/4 space. You can place dice on the different Landing Gear sections in any order. For example you can place a die on the second space before you place one on the top space. Once you place a die on a space, you will slide the Switch so the green light is now visible. You can place a die on a space whose light is already green, but it won’t have any effect.

After you have placed a die on one of the spaces, you will move the blue Aerodynamics marker forward (right) one space along the track. For example to begin the game the maker is between the four and five spaces. After playing the first die, you will move the marker between the five and six. When all of the Landing Gear sections are green, the blue marker should be between the seven and eight.

As you move the Aerodynamics marker you are slowing down the plane. The two players have to create a larger total in the Engines section in order to move the plane forward on the Approach Track.
To win the game you need to have to turn all three lights in the Landing Gear Section to green.
Flaps
Only the Copilot can place dice in the Flaps section of the Control Panel.
In the Flaps section you have to place a die that matches one of the numbers on the space. For example for the space 1/2 you can play either a one or a two. The Copilot must place dice on the spaces in order. For example you first must put a die on the 1/2 space, 2/3 space, 4/5 space, and then finally the 5/6 space. The Copilot can do this over a number of rounds.
When you place a dice on one of these spaces, you will slide the Switch underneath it so the green light is visible.

After you slide the switch, you will move the orange Aerodynamics marker one space to the right. To begin the game is starts between the eight and nine space. After you place the first die it will move between the nine and ten space. Once you have placed a die on all of the spaces, the marker will be past the twelve space.

In order to win the game, all of the switches in the Flaps section must show a green light at the end of the game.
Concentration
The Pilot and Copilot can place dice in the Concentration section.
When there is a die that you have no other use for, you can place it in the Concentration section. Either player can place a dice on any space that doesn’t already have a dice on it. You can place any number on the space. When you place a dice on one of the spaces, you will take one of the Coffee tokens and place it on one of the corresponding spaces in the section. You cannot collect more than three Coffee tokens at a time.

At any point during the game a player can choose to use one of the Coffee tokens. A player can use a Coffee token that the other player acquired. You can use the tokens on a dice that you use in any of the other sections. When you use a Coffee token, you can either add or subtract one from a die that you are placing. For each token you play you can add or subtract one. There is no wraparound between one and six on the dice. For example you can use a Coffee token to turn a six into a five, but you can’t turn the six into a one.

After you use a Coffee token, you will return it to the supply next to the Control Panel.
You do not have to use Coffee tokens right away. They stay on the board between rounds allowing you to use them in future rounds.
Brakes
Only the Pilot can place dice in the Brakes section.
In the Brakes section the Pilot will place dice that match the number on the spaces. You must first place a dice on the two space, followed by the four and six space. You may place dice in the section over a number of rounds. When you place a dice on one of the spaces, you will slide the switch underneath the space so the green light is visible.

After you have slid the switch, you will move the red Brake marker forward (right) one space. The Brakes only have an impact on the final round, but you can play dice to the section before the final round.

At the end of the game you don’t have to have all of the switches turned to green. It does make your landing easier though. In order to win the game your speed has to be lower the the position of the red Brake marker.
End of Round
After both players have placed all four of their dice, the current round ends.
Move the Altitude Track down one space to reduce your current altitude by 1,000 feet.

All of the players then take back their dice.
Before you start the next round you should look at the Current Position and Current Altitude sections at the top of the Control Panel. If an airport picture is in the screen on the left and an airplane is in the screen on the right, the game has ended. You will proceed to the end of the game to see if you successfully landed the plane.

If either the airport or airplane aren’t visible in one of the screens, you will play another round unless one of two special circumstances have occurred.

If the airport is visible in the left screen but the airplane is not in the right screen, you reached the airport too soon. In this situation you will play another round. You are currently in a holding pattern over the airport. Therefore you can’t advance the Approach Track any further on future rounds, or you will lose the game.

If the airplane is visible in the right screen but the airport is not visible in the left screen, you have crashed the airplane. You have lost the game.

End of Game
The final round begins when the airport appears in the Current Position screen and the Airplane appears in the Current Altitude screen. You have arrived at the airport and will now try to successfully land the plane.
The Engines action is handled differently in the final round. Both players still play a die to the Engines section. Instead of comparing the total to the Aerodynamics markers though, you will compare the total with the Brakes. The Brakes number must be higher than the speed number.

At this point the players will look at the different sections of the Control Panel to see if they successfully landed the plane.
- Make sure there are no Airplane tokens on the Approach Track.
- Check to see if all of the Switches on the Flaps and Landing Gear sections are showing the green light.
- Make sure the Airplane’s Axis is completely horizontal (the arrow is pointed straight up).
- Check to see that your final Speed is lower than the Brakes.
If you have successfully completed all of the above, you have successfully landed the plane and have won Sky Team.

Should you fail to do any of the above, the plane crashes and you lose the game.

Advanced Game
The game recommends that you successfully land the plane at least once in Montreal (the basic game detailed above) before you play the advanced game listed below.
When you choose to play one of the more advanced scenarios, you will choose which airport you want to land at. Each of these airports use all of the modules listed in the basic game, but there are additional rules to make these scenarios more challenging.
Setup
You will have to complete these setup instructions in addition to the setup for the basic game.
- Choose which of the airports that you want to land at. Find the corresponding Approach Track and place it in the slot in the upper left side of the Control Panel.
- Find the corresponding Altitude track that matches the color at the top of the Approach Track.

- Look at the top of the Approach Track. It will picture a number of symbols which correspond to the special modules that the scenario uses. You will have to setup each of the additional modules for your chosen scenario. All other modules should be kept in the box. See the corresponding module sections below for more information.
- Some of the Scenarios have a star along the top with a number inside. This number indicates how many special ability cards you will get to use. You will choose the corresponding number of special ability cards which you can use during the game.

Traffic Die
The advanced game utilizes the Traffic Die. At the beginning of each round you will look at the Current Position screen. If you see the Traffic Die icon, you will have to roll the black die a number of times equal to the number of symbols on the space.

Each time you roll the die you will have to place an Airplane token on the space on the Approach Track matching the number you rolled. If you roll a one, you will place the Airplane Token on the Current Position.

Should you move through a section that has the Traffic Die icon, you don’t have to roll the die. You only have to roll the die at the beginning of a round when the icon is pictured on the Current Position. If you are on a space that has the icon and you don’t move from the space during the current round, you will have to roll the die/dice again at the beginning of the next round.
If you need to place an Airplane token but there are none left, you don’t have to place the token.
Should you roll a number higher than the number of spaces left on the Approach Track, you will place the Airplane token on the last space (Airport) on the track.
Turns
Some of the spaces on the Approach Tracks feature an icon requiring you to turn the airplane. When you advance the Approach Track (the second Engine dice has been placed), you will look at the allowed positions for the airplane. If the plane is not moving forward any spaces, you don’t have to worry about turning the plane.
If you are moving at least one space forward, you need to compare the current airplane’s Axis to the Current Position screen. The Axis needs to be in one of the positions corresponding to the triangles. If the plane’s Axis is lined up with one of the triangles, you are fine.

If it is lined up with one of the X’s, you crash and lose the game.

Should you move two spaces on your current turn, you need to compare any spaces you move through to make sure the plane’s Axis is lined up with the triangles.
Advanced Modules
Kerosene
You will place the Kerosene Track to the left of the Control Pane. The Kerosene maker should be placed at 20.

The Pilot or Copilot can place a die on the Kerosene space. You can place a die of any value on the space. Lower the marker on the track a number of spaces equal to the value of the die you placed on the space.

If you place no die on the space, lower the marker six spaces on the track at the end of the round.

Should the marker ever reach the “X” space on the track, you have run out of kerosene and have lost the game.

Intern
During setup you will place the Intern Board below the Control Panel. Randomly place one of the face-up Intern tokens on each space of the board.

During your turn you may place a die on the space on your side of the board. The number of the die has to be a different number than the token closest to your side of the board. You will then take the first available token closest to your side of the board.

The token has a value on it. You can then use that token as if it was a die with the number printed on the token. You can place the token on any space except for the Concentration space.

Intern tokens cannot be modified by Coffee tokens.
By the end of the game the two players have to remove all of the tokens from the Intern Board. If there are any tokens left on the board at the end of the game, the players lose the game.

Wind
During setup you will place the blue Airplane token inside the Wind Ring. The nose/front of the airplane should be pointed to the white center space. You should place the Wing Ring to the right of the Control Board.

You will handle Wind as soon as both players play a die to the Axis section, and you turn the Axis corresponding to the dice played. Look at how much the Axis is currently off center. You will turn the blue Airplane token as many spaces as the number of spaces the Axis is off from center. You will turn the token in the direction that the Axis is off center. Even if the Axis did not change this round, you will still turn the blue Airplane token a number of spaces equal to the difference from the center of the Axis.

When you are determining the outcome of the Engine dice, you will add the number that the blue Airplane token is pointing at to the sum of the Engine dice. This modifier is applied in all rounds even including the final round.

Real-Time
This module forces players to make quick decisions. After both players have rolled all of their dice, you start a 60 second timer.
You have 60 seconds to try and place as many dice as possible. Any dice that aren’t placed before the timer runs out are ignored this round. If the Axis and Engine spaces aren’t filled in, the players lose the game.
Kerosene Leak
You will setup the Kerosene Track the same as in the Kerosene module. Take one of the Intern tokens and place it face-down on top of the die space. This is to show players that they cannot place dice on the space throughout the game.

Instead of losing kerosene based on what die is placed on the space, you will compare the two dice played to the Engine area. You will lose kerosene equal to the difference between the two dice plus one.

Ice Brakes
During setup you will place the Ice Brakes board on the Control Panel so it covers up the original Brakes section of the board.

Unlike the normal Brakes, both players have to place a dice that matches the number of the next value on the track. Players need to place the numbers in order starting with twos, then threes, fours, and fives. Once a number has been completed, you can no longer place dice on those numbers. To begin the game both players have to place a two on the first space. If both players place the corresponding number on the top and bottom space, move the Brake marker past the number both players played.

Should only one of the two dice be played for a number, the dice is ignored and the Brake marker is not moved forward. The player takes the dice back at the end of the round to use in the next round.

It is possible to move the Brake marker forward multiple spaces in the same round if players match the numbers for the next two spaces on the track.
By the end of the game you must move the Brake maker past the five space on the track. If you don’t move it past the five (the end of the track), you lose the game. At the end of the last round your Speed has to be lower than the Brake marker.

Airports
Here are the list of airports included in Sky Team. Their difficulty and the special modules you will have to use while playing the scenario are listed after the airports name. For information about each special module, see the corresponding section above.
- YUL Montréal-Trudeau: Routine Landing
- LHR Heathrow: Routine Landing
- HND Haneda: Routine Landing
- OSL Gardermoen: Routine Landing, Kerosene
- ATL Hartsfield-Jackson: Routine Landing, Intern
- PRG Václav Havel: Routine Landing, Kerosene, 2 Special Abilities
- LHR Heathrow: Exceptional Conditions, Intern
- TGU Toncontin: Exceptional Conditions, Kerosene, 2 Special Abilities
- GIG Galeão: Exceptional Conditions, Wind, 1 Special Ability
- KEF Keflavik: Exceptional Conditions, Ice Brakes, 1 Special Ability
- PRG Václav Havel: Exceptional Conditions, Kerosene Leak, 2 Special Abilities
- KUL Kuala Lumpur: Exceptional Conditions, Kerosene, 1 Special Ability
- ATL Hartsfield-Jackson: Exceptional Conditions, Kerosene Leak, 1 Special Ability
- PBH Paro: Elite Pilots Only, Kerosene, Real-Time, 2 Special Abilities
- HND Haneda: Elite Pilots Only, Kerosene, Intern, 1 Special Ability
- GIG Galeão: Elite Pilots Only, Wind, Kerosene Leak, 2 Special Abilities
- OSL Gardermoen: Elite Pilots Only, Kerosene Leak, Ice Brakes, 2 Special Abilities
- TGU Toncontín: Elite Pilots Only, Kerosene, Wind, 2 Special Abilities
- KEF Keflavík: Heroic Landing, Wind, Ice Brakes, 2 Special Abilities
- KUL Kuala Lumpur: Heroic Landing, Kerosene, Real-Time, 2 Special Abilities
- PBH Paro: Heroic Landing, Kerosene, Real-Time, 2 Special Abilities

Components
- Control Panel
- Airplane Axis Disc
- 4 Pilot Dice (blue)
- 4 Copilot Dice (orange)
- Traffic Die (black)
- 2 Screens/Player Aids
- Altitude Track
- 11 Approach Tracks (double-sided)
- 12 Airplane Tokens
- 2 Aerodynamics Markers (blue and orange)
- Brakes Marker (red)
- 3 Coffee Tokens
- 2 Reroll Tokens
- 10 Switches
- Kerosene Module
- Kerosene Marker
- Intern Module
- 6 Intern Tokens
- Reroll Token
- Wind Module (2 pieces)
- Ice Brakes Module
- 6 Special Ability Cards
- Landing Procedure Booklet (Instructions)
- Flight Log Booklet (Advanced Game Instructions)
Year: 2023 | Publisher: Scorpion Masqué | Designer: Luc Rémond | Artist: Eric Hibbeler, Adrien Rives
Genres: Cooperative, Dice, Family, Worker Placement
Ages: 12+ | Number of Players: 2 | Length of Game: 20 minutes
Difficulty: Light-Moderate | Strategy: Moderate | Luck: Moderate
For more board and card game rules/how to plays, check out our complete alphabetical list of card and board game rules posts.

