Q. How do I win ?
A. Be the first player to bank 24,000 Sky miles OR be the first player to collect 4 out of 7 continent cards first. You can also play until the deck runs out and whichever player has the most banked Sky Miles wins.
Q. How do I win ?
A. Be the first player to bank 24,000 Sky miles OR be the first player to collect 4 out of 7 continent cards first. You can also play until the deck runs out and whichever player has the most banked Sky Miles wins.
Q. Are there other ways to modify the start of the game?
A. Yes! You can put the Sky Miles cards and the Action cards into separate Draw Piles to make the game a bit easier to start. Make sure in either case to flip the top card of the Draw Pile(s) over to start a Discard Pile.
Q. How do the turns go?
A. FORTIFY Phase > GO / NO-GO Phase > REPLENISH Phase. The player attempting flight plays any number of Action cards to boost their chances to successfully achieving Sky Miles. When they are done playing Action cards, they play one Sky Miles card to initiate the next phase. The player attempting the flight declares, "I am attempting to fly 3000 Sky Miles." During the next phase (GO / NO-GO), other players from try to throw bad stuff at you to stop you. If the player attempting flight successfully gets by all players, then you may bank the Sky Miles into your personal Sky Miles Bank. If the flight attempt was unsuccessful, discard Sky Miles and any modifiers (Headwinds or Tailwinds) along with the Malfunction cards that stopped you. Finally in the REPLENISH Phase, the player who attempted the Sky Miles replenishes up to their max hand size followed by the rest of the players from left to right up to the each other their max hand size. Then, the next player starts their turn by playing cards from their hand for their Phase 1. Then they will play Sky Miles to initiate their Phase 2 then Replenish and so on.
Q. When do I pick up an Action card from the Draw Pile?
A. Anytime during the replenish phase, the action of playing a Co-Pilot, or Flight Attendant. You may also pick up additional cards from the Action Card Draw Pile when a specific card tell you to.
Q. Can I attempt fly with red cards on me in play?
A. You may attempt to fly if you are being affected by HEADWINDS or FLOCK OF SEAGULLS. You may not attempt to fly if you have any Malfunction cards on you in play that you cannot clear with a Mechanic or Jet Stream.
Q. Is there a way to extend the game?
A. Yes! Simply reshuffle the Discards into new Draw Piles. Don't forget to flip over the top card to start a new Discard Pile.
Q. Can I attempt to fly Sky Miles with Malfunction cards on me in play?
A. No. Once you have cleared all Malfunction cards using Mechanics (or multiple Mechanics), then you can attempt to fly Sky Miles. You may still engage with Action cards on your turn even if you can not clear all the Malfunction cards.
Q. Do I throw my red cards all at once or one at a time?
A. You may choose to throw multiple red cards any time the threat pool (GO / NO - GO Phase) is open. Players are encouraged to talk about their in-hand cards to oppose the person attempting flight.
Q. Do I have to throw any red cards if I have them in-hand?
A. No. You may choose to pass. But once you pass, you may not re-enter the threat pool.
Q. What are ways I can clear a Malfunction (or multiple Malfunctions) before I fly?
A. One Mechanic clears one Malfunction. Two Mechanics clear two Malfunctions (and so on). Other cards can move around Malfunctions like JET STREAM. You can even STEAL a Malfunction card and put it back in your hand. Don't forget, the MEGA MECHANIC clears all red cards instantly and protects you for an entire card.
Q. What does the Co-Pilot do?
A. The Co-Pilot allows you to draw one card from the Draw Pile immediately and increases your max hand size by +1 card. You may have multiple Co-Pilots in play.
Q. What does the Flock of Seagulls do?
A. The Flock of Seagulls causes you to discard a card from your hand or in play immediately and decreases your max hand size -1 card. There may be multiple Flock of Seagulls on you in play.
Q. What is a POWER MOVE?
A. A power move is a very intricate maneuver where a player responds with a spicific gold card at the moment its corresponding Malfunction card is played consequently sending the Malfunction card in question to become in-play on the player who originally threw it. For example: Player 1 plays 3000 Sky Miles. Player 2 plays the Scrambled Radar Malfunction card on Player 1. If Player 1 then immediately plays the Radar Boost in response to Player 2, the Scrambled Radar Malfunction card is now in play on Player 2 and Player 1's Power Up remains in play for Player 1.
Q. What happens when I'm GROUNDED?
A. Discard all your cards that are in play and in your hand. Shuffle any golden Power Ups back into the Draw Pile and do not pick up any cards until the Replenish phase at the end of the next player's turn. Keep your banked Sky Miles. If you are playing Heads Up (1 vs 1) or Team Mode (2 vs 2), replenish at the end of the current turn.
Q. Can I play a GROUNDED card offensively (on my turn)?
A. Yes. It is a great way to force a player out for a turn.
Q. What can block a GROUNDED card?
A. The Mega Mechanic can block a GROUNDED card. Another GROUNDED card can not block a GROUNDED card.
Q. What happens when I yell "Nose Dive"?
A. Essentially you are grounding yourself. Once per game on your turn, you may yell "Nose Dive" to eliminate your hand and in play cards. Follow the rules for being GROUNDED once you nose dive.
Q. What does a STEAL do?
A. Steals allow the player who played it to take any card in play and play it for themselves or place it back in your hand (if you win the steal battle). Players may engage in a steal battle where the last player to play a STEAL, wins the card. Not all steal cards are created equal. The PIRATE PILOTS are stronger than a typical STEAL. Only another PIRATE PILOTS defeats a PIRATE PILOTS.
Q. Can I immediately negate the effects of a FLOCK OF SEAGULLS with a CO-PILOT?
A. Yes. Timing is everything. If you play the Co-Pilot immediately after receiving a FLOCK OF SEAGULLS, those cards cancel. If there are other cards played in between one's immediate response then you must suffer the consequence of losing a card and having your max hand size reduced by 1.
Q. Which red cards remain on a player and which red cards do not?
A. FLOCK OF SEAGULLS remain on a player until they are removed. HEADWINDS are either banked with achieved Sky Miles cards or discarded at the end of a turn. GROUNDED cards are discarded after they are used.
Q. Which other cards remain on a player after a turn is over?
A. CO-PILOTS, POWER UPS, IRIDESCENT CARDS remain on a player turn after turn until they are removed or stolen (or you are sucessfully GROUNDED).
Q. Can I play multiple TAILWIND cards to boost my attempted Sky Miles attempt?
A. No. However, if an opposing player tries to cancel your attached Tailwind to a Sky Miles card by throwing a HEADWIND, you may play an another TAILWIND card from your hand to negate the oncoming HEADWIND.
Q. Which cards can be played at anytime as an instant or an interrupt?
A. Any cards that have a lightning bolt in the upper right corner can be played at anytime and do not follow the normal cadence of Phases and turns.
Q. What if there is a tie for most Sky Miles when the Draw Pile runs out?
A. If there is a tie when the Draw Pile runs out, the player with the highest number of Power Ups in play wins.
Q. How does a GROUNDED work if only two people are playing?
A. If two people are playing and Player 1 plays a GROUNDED offensively (from your hand on your turn), Player 2 discards their cards until the end of Player 1's turn and then picks up 5 new cards. If the GROUNDED card is played from Player 2's hand during Player 1's flight attempt, Player 1 discards all their cards and their turn is over. Player 1 picks up 5 new cards at the end of their turn.
Q. How does a GROUNDED work if 3 or more people are playing?
A. Any player that is GROUNDED in a 3 or 4 person game, discards all their cards (in-hand & in-play) and picks up 5 new cards at the end of the next player's turn.
Q. Can more than 4 people play?
A. Yes but the game functions way better as teams of two at this point.
Q. What if I pick up from the Draw Pile and can't go?
A. Discard cards and move immediately to the Replenish Phase.
Q. When it is my turn, and I inherit cards from a STEAL ACTION and now I have 6 cards, is that ok?
A. Yes. As long as you end your turn with your max hand size, that is fine.
Q. How many times can I replenish a card at the end of another player's turn?
A. You perform one full max replenish at the end of each players' turn.
Q. What is the significance of the Sky Miles cards with continents printed on them?
A. Be the first player to collect and bank 4 (out of 7) of these continent cards and you win Piloteer!
Q. How does the Mega Mechanic work?
A. The Mega Mechanic clears all red cards and protects you from any further red cards being played on you until the end of the turn. Discard the Mega Mechanic at the end of the turn. Watch out for the Flight Attendant, she can send any Mechanic into the discards when she appears.
Q. Can I steal the Mega Mechanic even if I wasn't the one to play it?
A. Yes. Stealing the Mega Mechanic is a good idea if you want to open up another player to bad stuff during the Go / No-Go Phase. Don't forget you can choose to put that stolen card in your hand.
Q. In using the Bermuda Triangle iridescent card, can I discard a combination of three cards from my hand and in-play?
A. Yes. As long as you are discarding your own cards that is ok. But remember, this card can be used only when you are attempting flight.
Q. Can I reach out to you with questions?
A. Yes! My email is kevcoxjr@gmail.com if you have any questions regarding Piloteer?
Q. When can I get this game for myself?
A. It's in the works.
Q. Is there anything I can do to help you make your Kickstarter successful?
A. Absolutely! The creator is looking for people to help spread the word when it is nearing time to launch. The creator is also interested in anyone that knows anything about advertisement and marketing.