Spread your wings and soar, but be careful not to crash and burn. In Tin Goose, the players develop their own airlines in the dawn of commercial aviation. At the beginning of the game, the map is seeded with aviation demand. The players are given starting capital and 5 condition cards (which limit the players' actions). The players bid for starting routes and place one of their planes on their starting city. Over 7 rounds, the players play cards that either trigger an event (strike, a crash, or oil replenishment) or trigger an auction to expand a player's fleet. Then a player can take 3 of these actions: increase income, add a plane to the board (possibly affecting his incoming), commit a plane to International service, take 1 or 2 Labor Chips or issue a Bond. Finally at the end of his turn, the player takes his income. When a player wins an auction, he may choose to either increase the number of planes in his fleet and remove one of his Condition cards, or upgrade his fleet, which will reduce his liabilities. At the end of 7 rounds, the players receive income for international destinations and major cities serviced. The player with the most money wins.
Spread your wings and soar, but be careful not to crash and burn. In Tin Goose, the players develop their own airlines in the dawn of commercial aviation. At the beginning of the game, the map is seeded with aviation demand. The players are given starting capital and 5 condition cards (which limit the players' actions). The players bid for starting routes and place one of their planes on their starting city. Over 7 rounds, the players play cards that either trigger an event (strike, a crash, or oil replenishment) or trigger an auction to expand a player's fleet. Then a player can take 3 of these actions: increase income, add a plane to the board (possibly affecting his incoming), commit a plane to International service, take 1 or 2 Labor Chips or issue a Bond. Finally at the end of his turn, the player takes his income. When a player wins an auction, he may choose to either increase the number of planes in his fleet and remove one of his Condition cards, or upgrade his fleet, which will reduce his liabilities. At the end of 7 rounds, the players receive income for international destinations and major cities serviced. The player with the most money wins.
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Spread your wings and soar, but be careful not to crash and burn. In Tin Goose, the players develop their own airlines in the dawn of commercial aviation. At the beginning of the game, the map is seeded with aviation demand. The players are given starting capital and 5 condition cards (which limit the players' actions). The players bid for starting routes and place one of their planes on their starting city. Over 7 rounds, the players play cards that either trigger an event (strike, a crash, or oil replenishment) or trigger an auction to expand a player's fleet. Then a player can take 3 of these actions: increase income, add a plane to the board (possibly affecting his incoming), commit a plane to International service, take 1 or 2 Labor Chips or issue a Bond. Finally at the end of his turn, the player takes his income. When a player wins an auction, he may choose to either increase the number of planes in his fleet and remove one of his Condition cards, or upgrade his fleet, which will reduce his liabilities. At the end of 7 rounds, the players receive income for international destinations and major cities serviced. The player with the most money wins.
Spread your wings and soar, but be careful not to crash and burn. In Tin Goose, the players develop their own airlines in the dawn of commercial aviation. At the beginning of the game, the map is seeded with aviation demand. The players are given starting capital and 5 condition cards (which limit the players' actions). The players bid for starting routes and place one of their planes on their starting city. Over 7 rounds, the players play cards that either trigger an event (strike, a crash, or oil replenishment) or trigger an auction to expand a player's fleet. Then a player can take 3 of these actions: increase income, add a plane to the board (possibly affecting his incoming), commit a plane to International service, take 1 or 2 Labor Chips or issue a Bond. Finally at the end of his turn, the player takes his income. When a player wins an auction, he may choose to either increase the number of planes in his fleet and remove one of his Condition cards, or upgrade his fleet, which will reduce his liabilities. At the end of 7 rounds, the players receive income for international destinations and major cities serviced. The player with the most money wins.
Last updated at 15/11/2024 16:25:59
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Release date Australia | August 8th, 2016 |
Number of Players | 3-5 |
Play Time | 90-150 minutes |
Board Game Type | Board Game |
Board Game Requirement | Base Game |
Updated about 10 hours ago
Release date Australia | August 8th, 2016 |
Number of Players | 3-5 |
Play Time | 90-150 minutes |
Board Game Type | Board Game |
Board Game Requirement | Base Game |