Aviation / Flight

Duel in the Dark

From the publisher's website:

World War 2 air combat game depicting the nighttime air raids of British bombers hitting German cities.

As the head of the British Bomber Command, you plan the attacks on Germany in order to undermine the morale of the civilian population. Or as a General of the German Air Force (Luftwaffe), you defend using your ace squadrons and organizing an effective civil defense.

The gameboard enables you to set up countless variations of these historic events. You play as many nights as you wish - each night takes 30-45 minutes to resolve.

Immerse yourself in the strategic and tactical thinking needed to survive in those dark times.

Gameplay allows for easy entry into the action with some advanced rules for the hearty wargamer. The game rules include weather conditions, full moon/new moon bonuses and penalties, clouds and thunderclouds, fog, flak, searchlights, balloon barriers, target markers, and much more.

The British player secretly plots the course of the bomber while the Mosquito acts as escort or decoy. The German player tries to figure out where the bomber is going, making sure to efficiently use the fuel to get as many hits on the bomber as possible.

Expanded by:

Duel in the Dark: Ju88 Night Fighter
Duel in the Dark: Railroad Flak
Duel in the Dark: Acoustic Mirror
Duel in the Dark: Quad Flak
Duel in the Dark: Skilled Gun Crew
Duel in the Dark: The Walls Have Ears
Duel in the Dark: 3-5 Player Variant
Duel in the Dark: British 3.7in QF Anti-Aircraft Gun
Duel in the Dark: British Searchlight
Duel in the Dark: Early Nights
Duel in the Dark: Baby Blitz
Duel in the Dark: V1-Bunker

Home Page: http://www.duelinthedark.com/

Airships

Description from publisher:

By cleverly combining the three colored dice with the values on the cards, you take part in building zeppelins and finally the famous Hindenburg.

Renè from spielbox.de:

"Giganten der Lüfte (working-title "Zeppelin") is a very tactical dice-game. You need mechanics, engines, and workshops.... Only the player with the best combination of those will successfully take part in building the Hindenburg."

Giganten der Lüfte is not comparable to Lucky Loop or Alhambra - the dice game.
It is comparable to games like Kingsburg and To Court the King, where you use the dice as a form of resources to manage, as well as a method of purchasing other resources.

Artwork by Jo Hartwig.

Microbadges:

Kings of Air and Steam

On the cusp of the twentieth century, America is the undisputed land of industry. Factories fire their machines twenty-four hours a day, and demand is skyrocketing in the cities. A small but fierce rivalry of shipping barons must manage their amazing airships and the extensive railroad system in order to get goods to the cities before the demand is met by someone else. Anyone who can't stay competitive will be left with nothing but dust in their coffers!

The process is simple: Factories produce the goods (machinery, textiles, chemicals, food, and luxuries) that are coveted by the city folk. Airships – forbidden from landing in the cities but capable of carrying cargo over great distances – must be used to gather those goods and deliver them to depots along the rail network. Trains then haul the goods to the cities that want them, earning cash for the competitor who gets there first! Will you be the "King of Air and Steam?"

Kings of Air and Steam spans five rounds, and at the beginning of each round, players plan their Airship flights using four of their movement cards. When everyone is ready, everyone reveals their first planned card. According to the turn order and movement limits of their cards, players move their Airships, then take an Action; Actions include Building Depots, Upgrading your Airship or Train, Shipping Goods by rail, and Soliciting Funds from the bank. When all players have acted, the second planned cards are revealed, and so on through the four planned cards until all players have finished carrying out their plans for the round. All the while, players must keep aware of the rising values of the different types of Goods and try to get the most-valuable Goods from the specialized factories that produce them to the cities that want them. At the end of the game, the player with the most money and the greatest shipping network will be declared King of Air and Steam!

Kings of Air and Steam includes seven teams of characters, each with unique powers to give them a competitive edge, and a modular game board that makes each game a different experience.

Cloud 9

Cloud 9 - The Daring Game of Ups and Downs

Players earn points by daring to stay in the basket of a hot air balloon as it rises. Points increase as the balloon climbs from cloud to cloud, but so does the risk of the balloon falling. Should you jump out to save your points or trust that the pilot will take you safely higher?

Everyone places their passenger token into the balloon's basket to start the trip, and receives a hand of six balloon cards. Then, each turn, a different "pilot" rolls an increasing number of specialized dice to see if the balloon can stay aloft. The dice dictate how many of the balloon cards are needed of each color. (There are also optionally played Wild Cards to keep everyone guessing.) Each player decides whether they think the pilot will have the cards to successfully take the balloon up, or whether they should jump out and keep the points earned so far. If they stay, they run the risk of getting no points if the pilot fails. If the balloon does fall, it is placed back on the lowest cloud. Everyone hops aboard and draws one new card, and the next trip begins. When a player earns 50 points the game is over.

10 Days in Asia

From the back of the box:

You have 10 DAYS in ASIA - touring by train, airplane, ship, or on foot. Chart your course from start to finish using destination and transportation tiles. With a little luck and clever planning, you just might outmaneuver your fellow travelers. The first traveler to make connections for a ten day journey wins the game.

In this fourth installment of the 10 Days in series, the players are touring Asia, arranging their tiles on the ten days (open spots) of their trays to create a string of consecutive steps that, once completed, creates one consecutive journey. Tiles of neighboring countries may be placed side-by-side on the tray, with trains, ships and airplanes connecting distant countries depending on where they are located. Tiles cannot be rearranged in a tray, but must be replaced one at a time from the few face-up tiles available to all players, or from a random draw.

This installment introduces railroads which allow players to connect any countries that have stops along a selected rail line. These work in addition to the now-familiar airlines (connecting countries of the same color), and ocean liners (although now you have two oceans to contend with).