My adult children never know what to get me for Father's Day, so these days I tend to buy something for myself and that counts. This year I bought a newish baordgame I'd seen a few good reviews of - First In Flight.
In this game you take the role of an early aviation pioneer, and try and set the longest flight record. Everyone starts off with a deck of cards representing their aircraft, containing some basic flight distance and several flaws. The aim of the game is to improve and expand your deck, then use it to do a spectacular record-breaking flight.
Here's the game set up for a solo run-through. The ten playable aviators, who each have unique abilities, are actual people of the time, some famous and some more obscure. In this game I gave Loius Bleriot a try.
A lucky early flight with the basic deck. Flying is run via a push your luck mechanism; your shuffle your flight deck and then deal one card at a time in a line. Cards have a distance number on them and the total is how long your flight is. At any point you can choose to Descent, which ends your flight. At that point you draw two more cards and then add the special Descend card to the end of your flight. This gives you a bonus of 5 if you don't crash.
And how do you fix things or, indeed, improve your deck in other ways? Well, you move around the board, landing on action spaces as you do so. Each circuit of the board represents one year, and the game plays until you reach the end of Year 4 or until a player does a flight of at least 40. The different spaces allow you to fly, repair and buy additional cards that either go in your flight deck or act as modifiers. You can see some of these just to the right of my player mat. There are four types; Upgrades add extra flight cards to your deck (but sometimes come with additional flaws attached), Friends give you access to various people who have helpful skills or contacts, Tech gives you things to add to your plane (such as a hinged rudder, or proper landing-gear) which make it easier to fly further or stave off disaster and finally Skills are clever things you can do during flight, many of which allow you to look at your deck and sometimes modify the order in which you play cards.
Movement around the board is quite clever. When it is your turn you can move as many spaces forward as you like, except that you can't land on an action that's already occupied. But only the player who is furthest to teh rear can move, so if you leapfrog the pieces of other player they will get to acti before you do again, and if you go far enough around they may be able to land on several actions before you get another go. The game becomes a balance between doing what you want to do and jumping ahead to grab key actions when you need them before someone blocks them.
This is a fun game with a lot of flavour. The game comes with bios of each of the ten playable aviators, plus the friends and even the special two-player dummy third aviator, Gustave Whitehead (who, it is claimed, flew a manned heavier than air plane before the Wright Brothers). It's a nice jumping-off point for reading about this fascinating subject as well.
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