Aeroplanes: Aviation Ascendant
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Aeroplanes: Aviation Ascendant explores the dawn of commercial aviation, an exciting era between 1919 and 1939. Experience the difficulties and triumphs of commercial airlines in Europe, pioneering airports and service in continental Europe and around the world!
Aviation spurred the growth of intercontinental travel, and airlines struggled to dominate the regions of the globe that they served.
Rapid technological advances in planes play a vital role in this development as you compete to purchase newer more efficient aeroplanes, build airports, and move passengers around the globe. Earn bonuses and prestige for being the first to fly to North or South America, and win by maintaining the most airports around the world and by running your airline profitably.
Can you balance your investment in aeroplanes, customer service, and routes well enough to become the premier airline of the era? The fate and future of air travel lies within your hands!
Players: 3 - 5
Time: 120 or more minutes
Ages: 14 and up
Weight: 1,548 grams
- Game board
- Aeroplanes cards (46 cards)
- Airport counters - six colors, 27 per player (9 counters for each era)
- Player VP tokens - six colors, 2 per player
- 96 Passenger counters
- 30 Advantage tiles (5 types, 6 of each)
- 15 Engine Failure counters
- Excess passenger tokens (12 1s, 8 2s, 8 3s,)
- 3 special dice
- 1 first player die
- 2 Game markers (black pawns)
Average Rating: 1 in 1 review
After seven hours of serious game players trying to figure this out, we gave up. The instructions tell you what can be done, but not what should be done. I looked for a video on-line, and none exists--not at Mayfair, not on YouTube, not anywhere we could find. This was a Christmas present, from one great gamer to a family of gamers, and none of us could figure out what to do. Buy an airplane, buy an airport, take passengers? We tried every combination of doing all of those things-- and we clearly never understood the instructions. Maybe the game designers just knew what they wanted to do, and so the instructions made sense to them. But . . . no game should be this complicated. After you buy an airplane (we did this hundreds of times, in about 12 attempts) what do you do next? I still have no clue!
Buy another game--there are too many options available for you to waste your time, energy, and efforts on this. The designers need a better set of instructions--and have them written by someone that hasn't played before.
We couldn't get the game off the ground.
The pieces were well made, the draw bag was fine, the board was of highest quality-- everything was fine except the instructions!