|Game: Skydollars||Time: 25 minutes|
|Difficulty: easy||Age: 8+|
|Players: 2- 6||Replay Value: medium lower|
SkyDollars is self-summarized pretty well; takeoff and get rich. In skydollars, you will be filling your airplane with passengers and getting ready for takeoff. Fully board the plane in order to takeoff, and once in the air, tally up your points. The more takeoffs the better. The first player to have five airborne planes, tallied through tokens, ends the game, the player with the highest cash amount once end game is triggered–wins.
This is a very simple game to learn and play. To keep it simple, you are playing down empty airplanes that you will (hopefully) fill with passengers. Each passenger may pay different prices for their tickets but you might notice–whatever it takes to get that plane off the ground. Throughout the game players will be sending terror to opponents through sickness, early takeoff, hijacks, and so forth. If you are able to get pass those humps, you may see yourself landing in the win.
How To Play
The starting player will draw a card and then play a card from their hand. What kind of cards can be played? The game contains 110 cards. These will consist of airplane cards, passenger cards, problem cards, and remedy cards. The airplane and passenger cards increase in value whether it be because of more available seating (airplanes with 2, 3,or 4 seats) or higher purchased tickets ($100, $200, or $300 dollar tickets)–respectively.
In order to play, players will be playing airplanes from their hand and filling it with passengers, obviously looking toward higher paying passengers to board their plane to win. Full capacity planes will take-off and will begin scoring. On anyone’s turn, a problem card can be played, which will most likely halt the take-off and ruin any plans of getting into the air that round.
Throughout the game players will be able to play problem cards onto their opponents forcing them to remedy the problem before it is executed. For example, a hijacked plane needs a US Marshal in order to save the passengers. Early Takeoff forced the plane to fly without being fully boarded, and so forth.
Very simple design for anyone to play. The strategy is lite so it is something that can be played at any time without taking up too much time or effort. This game offers two experiences, filling planes for money and hindering your opponents from scoring.
Mechanics and Gameplay
This is a card management draw and play card game. You will be filling planes up to their limit, as specified on the plane card, to score for points. Each turn you are drawing a card, playing a card, or discarding a card if you cannot play one.
Card Break Down
Each card is color coordinated representing the plane, passengers, problems, and remedies. The airplanes will provide you with details on it’s passenger size, and bonus score. Passengers show their dollar value. Problems give you a name while the rule book provides more details on what the problem causes and how to solve it. Remedies are similar to problems with the rule book explaining what it solves
What I Like
The concept is quit simple and easy to teach. I do see the fun in making sure each plane is full of high paying passengers. I also enjoy the thrill in watching an opponent build up their plane with passengers only for me to completely destroy their opportunity at lift off over some problems like sick passengers or unhappy customers. Throughout the game you will be collecting and managing what you have in your hand whether you want passengers, remedies, or larger planes.
What I Don’t Like
The game is extremely simple with single move turns. There is not much randomness to it. If a player plays a problem card on you, you either fix the problem or receive the repercussion of not solving the problem. You fill planes with passengers to score points, you save remedies to solve problems when they come, you score points when the game ends.
The game comes with airborne tokens, however, I felt them to complicate the scoring because if I were to save those tokens and get rid of my plane as it suggests, at the end I wouldn’t be able to score my points. I don’t bring a scoring sheet with me, I expect games to come with them. It is much easier to save your plane with the passengers in them so when the game ends, you can score your points.
Always keep a healthy amount of remedies on hand. You never know what an opponent might throw your way. Some problems are worse than others so try to save those over others if you need to discard.
This is a very simple game for anyone to play. While I was able to get it to the table a couple of times, I felt it was a bit of a chore to get the game going. the trifecta of drawing, playing, and waiting was repetitive. It’s not a boring game. There were definitely times we would enjoy throwing a problem down for the perfect 4 seated airplane–just to watch it fail. That’s always fun. This is not a game I see hitting the table that often. Unless we get some type of flying theme going, or need a quick and simple filler to play; I’m sure Sky Dollar will get comfy with a lot of my board games.