Takeoff Dice • Flying Shortcuts • Super Jumps • Knocking Opponents
Each of the 4 players (Red, Yellow, Blue, Green) starts with 4 planes parked inside their corner hangar. Roll a 6 to launch!
A plane can leave the hangar only when you roll a 6 (or 5/6 depending on house rules). Rolling a 6 grants an immediate extra roll!
Planes travel clockwise around the outer circuit before turning into their matching-color home runway.
Landing in the center Home Base requires an exact die roll count!
Click rule scenarios below to see how planes jump, fly across shortcuts, and knock enemies!
Rolling a 6 allows you to launch 1 plane out of the hangar onto the starting runway launch pad AND gives you an immediate extra dice roll!
In standard tournament rules, rolling three 6s in a row triggers a speed penalty: all your active planes currently in flight are returned back to the hangar! This prevents endless lucky roll spams.
When entering your color home runway, you must reach the central Home Base with an EXACT die roll. If your die roll exceeds the number of steps remaining to the center, your plane bounces backward from the center target by the excess number of steps!
Planes of the same color form a **Stack / Escort (雙飛)** on that space. Enemy single planes cannot pass or knock a stacked pair unless the enemy also has a stacked pair!
Avoid placing all your moves into one solo plane. Launching multiple planes gives you tactical flexibility when low numbers are rolled.
Target and knock down the opponent's leading plane to set back their win progress dramatically!