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Connecting Flights (Kickstarter – Business Class Pledge)
60m - 150m
1 - 5 Players
Ages 12+
This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Pick-up and Deliver
58.00
€
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Kickstarter – Gamefound
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lalafoxtrot
I own a prototype copy sent for review. Below is my review posted originally on TabletopUnited.com: Overview: The Connecting Flights game takes to the skies in largely unclaimed board game air space by putting you in the executive seat of a passenger air travel company tasked with connecting efficient networks consisting of passengers, airports, and planes. You connect visual pathways with cards and cater to the needs of your aircraft and travelers, while weathering event cards and attempted sabotage by opponents. Gameplay and mechanics: The following statements are based on a 2 player competitive game. Though the game gets compared to Ticket to Ride, I think it is more similar to Power Grid. You’re building an engine/system rather than a fixed road. The planes, passengers, and airports with which you build your system come in a public marketplace where you bid against your opponents for ownership. Comparing it back to Ticket to Ride, your system is modular and recombinable, while the railway tracks are largely intractable when laid down. Connecting Flights’ system outputs an income every round until an inevitable end stage rather than banking victory points up to a winning number. The game goes to whoever is outputting the most income at the moment of the last round. Theme, Artwork and Illustration, Graphic Design and Layout: The graphic design for the passenger/airport/plane cards were very well thought out. As the most used component of the game, they were powerful and greatly streamlined the learning process. I felt the visual communication guiding me and correcting potential mistakes without having to reference any additional components. The component art felt very disjointed compared to the cover and the graphics both in quality and style. Though I understand the cover art and interior art can vary for indie titles, I think the level of skill could have been a little closer. At the time of this review, not all art assets were in place and the designer made an explicit statement about efforts to add diversity into the upcoming art. For a game that has internationality at its core, I am excited to see it reflected further in the characters. What Worked: The balancing felt tight and I felt confident I had played the game correctly on my first try without too much doubt or mid-game ambiguity. Again, the graphic design that illustrated flight travel greatly aided retention of the mechanic. The event cards did a great job at shaking up my builds and preventing them from becoming too ossified. It's something I appreciate over the more linear Ticket to Ride progression and is reflected in the ever shifting engines of Power Grid. Final thoughts: It fills a unique niche in two ways: using the theme of air travel and serving the role as a gateway game to more complex titles like Power Grid. The game was less immersive and exciting as I typically prefer for its time length, but could be enticing to an audience that would rather build, bid, and adapt efficiency engines. My partner and I are both artists and graphic designers so we spent a lot of time musing about what the visuals could have been. Immersion and impact could be improved by incorporating more airport terminal elegance and travel agency folk aesthetics with brighter and crisper art. I can see better visuals leading to fun tangents about the unique people met in airports or the fantastic sculptures/displays that characterize international terminals.
benevempress
Available on Tabletopia. :thumbsup: [BGCOLOR=#FFFF33]Solo win condition (using cooperative mode):[/BGCOLOR]: [b]Get all passengers home by the end of round 10.[/b] Connecting Flights can also be played in a cooperative mode (1-2 players), in which players work together to fly passengers to their desired destinations. With new passengers appearing as the game goes on, players must continually adapt their flights to ensure everyone gets home before the end of the game.
oldgoat3769967
Connecting flights is a just not a rewarding game experience in cooperative or competitive play. Connecting flights is more of a solo gaming experience and for solo gamers might find this enjoyable. Overall the theme and the game play are not in lockstep.