Unboxing Video!
If you’d like to see what’s actually in the box, check out my unboxing video!
Having listened to myself whilst editing it I can say that, no, the things I thought were tiny hangars are in fact aerodynamic indicator arrows, and whilst I was initially surprised that the dice had numerals instead of pips, I’ve since come to the conclusion that the numerals are much easier to work with on this control panel.
How to land a plane in Montreal
In Sky Team, the 2 players are the pilot and co-pilot. Each round, each player will place 4 dice on different areas of the control panel.
2 parts of the control panel are mandatory with one dice from each player going to them - the Axis and the Engines. If the dice placed on the Axis aren’t equal, the plane tips towards the higher dice. Tip too far and your game is over, but you don’t have to return to dead horizontal until the final turn.

The axis in this 2-4 configuration tips 2 spaces towards orange. One more and the plane would crash!
The sum of the Engine dice determines the speed of your approach - you can fail here by flying into air traffic before you’ve radioed ahead to clear room, by overshooting the terminal, by hitting zero altitude before reaching the terminal, or in the final round by flying faster than your brakes can handle. The exact engine speed values required to move the plane do change as the game moves along depending on your progress in deploying the landing gear and flaps.

This sum of 8 is between the blue and orange aerodynamic markers, so the plane moves once.
The other two dice can be placed more freely - either on the radio to clear the approach of oncoming air traffic, on deploying the 3 stages of landing gear or 4 stages of flaps (both of which must be completed before landing), on setting up the brakes to stop the plane in the final round, or by preparing coffee concentrating.
This describes the introductory game in Montreal at least. The box contains more landing scenarios which add extra rules and complications to the main setup - but at the time of writing I’ve only had one attempt at landing the plane, and I’m happy to say that it was successful.
Co-op but without the quarterbacking
Quarterbacking, in terms of a co-op game, has come to mean that moment when someone at the table thinks they know how everyone else should play, and thus the co-operative game is reduced to really a solo experience, with everyone else playing as pawns.
You know that scene in Harry Potter and the Philosopher’s Stone, where Ron, Harry and Hermione are playing chess against a mysterious unseen force, but only Ron is calling out the moves and Harry and Hermione merely performing them? That’s quarterbacking. In that story, probably a good plan, Ron was the only one actually any good at chess, but the experience can’t have been fun for the others.
Thankfully, landing a plane isn’t chess, and no-one’s life is on the line in this game. (Obviously, if you’re actually landing an actual plane as a co-pilot, please keep the passengers alive by listening to what the pilot has to say.)
This game neatly avoids quarterbacking with hidden information and reduced communication in phases. This can be a dangerous strategy - isolating the players from each other to prevent quarterbacking can backfire if it goes far enough to prevent teamwork.
The genius here is that the isolation is limited to part of a turn, and with the game split into 7 rounds with time for a strategy discussion at the beginning of the round you get than planning moment to gel and truly feel like a team. As soon as you have rolled your dice for the round you’re headed straight to Drama Central, remaining silent until each player has placed their 4 dice, at which point you can breathe a sigh of relief and debrief, planning out the next round.
The tension ramps as you agonise over what order to place your dice in, but is quickly released just 4 decisions later before it can really get overwhelming. The ebb and flow of having a team pep-talk between each short period of silence provides a great emotional pacing to the game.
My co-pilot’s thoughts
My one play of this game was with my 14 year old son. He commented during the game that it is tense, and he’s not wrong! He enjoyed getting to work as a team though and figure out how he could use his dice placement to communicate with me, and he said something profound about the dice rolling - he said that the dice felt like resources that he had to figure out what to do with, and not like dice that decided whether we won or lost. There’s a full 7 round walkthrough of our game at the bottom of this post, where you can see that we certainly made use of the luck-mitigation features of the coffee cups and the limited re-roll tokens.
Either player can brew coffee by using a die on any number, and coffee tokens can be used later in the game to adjust the rolled number up or down by 1 for each coffee cup used (no, you can’t spin a 1 into a 6 or vice versa). In the Montreal flight, you get one re-roll token right at the beginning of the game at 6000 feet, and one more when you have descended to 2000 feet (i.e. at the start of round 5 of 7)
We also decided that whilst it’s nice that the pilot and co-pilot have some differences in their play, neither of us felt that the roles were so different that we needed to re-run the same mission with us sat in opposite seats. The difference between the two roles include:
Only the pilot gets to deploy the brakes
The pilot has an easier time with the landing gear than the co-pilot does with the flaps
The co-pilot has better access to the radio, being able to clear 2 planes in a turn where the pilot can only clear one
Is the game any good?
I picked up Sky Team for a number of reasons:
I’d heard good things about it from friends, and even a delivery driver dropping off a parcel at my house on seeing my boardgame collection simply had to ask if I’d played this really good game about landing a plane. Colour me intrigued.
I happened to have some vouchers valid for Waterstones, it was right there on the shelf staring at me as I walked past the shop, and I failed my willpower saving throw.
It is rated very highly on BGG by a large number of people (Average 8.1 from 30 thousand ratings at the time of writing, placing it at )
Having initially been quite suspicious that I would get anything much out of co-operatively landing a plane in silence, I’m very glad I did eventually go for this game. My son is looking forwards to playing more of the scenarios in the box, and I’m pretty sure I can get my wife to give the game a go, even though there’s not a single anthropomorphic animal in sight. After one play I can see the potential this game has, can confirm it’s fun straight from your first approach, and whilst my first play ended in a successful landing it wasn’t trivial, I’m glad I had my full concentration on the game, and I’m looking forwards to what the game may throw at me for future attempts to land in tougher conditions around the world.
If you don’t enjoy co-operative games, or don’t really have the right people to play 2-player games with, this game isn’t going to be for you - there’s no way to play this competitively or with more than 2 players, and whilst there is no official way to play solo there is a variant published on BGG. And you know what Nat would say about House rules - go ahead and mod your game for solo if that’s what makes you tick!
(If you don’t know what Nat would say about House rules… go and re-read last week’s Design Corner! Curious Lynx Games Weekly Newsletter - 1st March Edition)
In researching this article I had a quick play of Sylvain’s variant linked here and it does a great job of converting the game to a solo experience with a light touch - minimal changes to keep some of how the game feels for 2-players. I think I will happily go for a solo run through all the flight paths in the box, but after I’ve tackled them 2-player as I don’t want to spoil the experience.
As a quick playing 2-player game with an equally quick teach, this is a great game for bonding with the gamer in your life over a little bit of shared drama and tension.
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Deep dive - How my first playthrough actually went, play-by-play
Hopefully I’ve given you enough of an idea of how the game plays above to tempt you in to having a go yourself, but if you’d like a deep dive into what a full game could look like, read on!

Round 1
Strategy: At the start of the game there wasn’t much to say - I merely pointed out that there’s quite a bit of air traffic and the co-pilot has better access to the radio to deal with that.
Play: With only low rolls from my side, I played a 2 into the Axis first knowing this would likely tilt our plane but that we would have time to recover if we didn’t crash immediately, which would only happen if my co-pilot played a 5 or 6. He played a 4, keeping us just barely safe.
We made a start on the landing gear, brakes and flaps, cleared one plane using the radio and moved one space with our engine speed.

Round 2
Strategy: We had to tilt the plane back towards me on the blue side, and there was some air traffic approaching
Play: My co-pilot set the scene by using a high dice on the engine, perhaps signalling that he only had high dice. I put a 6 into the Axis as we had to tilt the plane back toward me, and my co-pilot had the 4 which brought the plane back to completely horizontal.
I used a low value to radio away some oncoming traffic, and we realised here that the order in which you radio and fill the engine matters as you move as soon as both engine dice are placed, which immediately changes the radio range
My co-pilotmade the first coffee here, a good use of an otherwise useless die

Round 3
Strategy: I was most concerned about the 2 planes only 2 spaces away on our approach.
Play: My early landing gear plays perhaps hurt us here by raising the required engine value to move - we didn’t meet the threshold so failed to move this round.
I was initially worried that my roll of 2, 2, 2, and 4 was not very flexible, but it turned out perfectly well, only slightly tilting the plane, clearing out the closer air traffic, and setting up the second brake stage

Round 4
Strategy: Having failed to move last round I was aware that we needed a double-move at some point on the approach, and the sooner the better as my co-pilot hadn’t deployed flaps yet - and needed to start doing so.
Play: We got what we wished for, with a high enough engine speed for a double move (using some coffee) which came before deploying the second stage of the flaps.
Radio was still putting in solid work, with only 2 planes left to clear, and we fixed our axis problem

Round 5
Strategy: Having dropped to 2000 feet we now had the 2nd re-roll token available so I was starting to feel confident.
Play: We burned 2 coffee to keep the Axis level, but our radio dice were perfect to clear all remaining incoming air traffic, setting up an easier next round.

Round 6
Strategy: It was starting to look good. With no more traffic to worry about, we had to get our speed right to move exactly once
Play: My rolls weren’t the best use. Some coffee held our Axis a little straighter than it would otherwise be, and we got the engine speed we needed, but whilst my co-pilot finished deploying the flaps, I was unable to finish either the brakes or the landing gear. Still, going into the final round with both re-rolls available and 3 coffee felt good.

Round 7
Strategy: We knew I had to get the middle landing gear down, that our engine speed needed to either be 4 or lower, (or 6 or lower if I could deploy the last brake) and we needed to fix the Axis by having my co-pilot hit a number exactly 1 higher than me.
Play: I rolled 2, 5, 5, 6, and decided to play the 2 into the engine to demonstrate we had a slow play available, whilst being terrified that my other numbers were too high to fix the axis. My co-pilot responded with setting the engine speed to 4, which indicated success.
Before placing my second dice, I used a re-roll and only slightly improved my roll to 4, 6, 6. 4 went on the Axis and I crossed my fingers, an as luck would have it my co-pilot could fix our plane’s tilt immediately, letting me used the coffee we had built up to spin one of my remaining 6s down to 4 to deploy the middle landing gear.
I upped the brakes for 6 for no good reason, just to show off, and my co-pilot celebrated a successful landing by making more coffee. Our first landing was a resounding success! However, I can easily see that with additional traffic on the approach we might not have had time to fix our remaining problems. I’m looking forwards to game 2!
Game details
Sky Team (on BGG)
Designer: Luc Rémond
Artists: Eric Hibbeler and Adrien Rives
Publisher: Scorpion Masqué

