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First in Flight – From Dreamers to Flyers: A Journey Back in Time

First in Flight – From Dreamers to Flyers: A Journey Back in Time

In the early 20th century, the dream of flight was just beginning. Inventors and dreamers were sketching out ideas for machines that could fly. The board game First in Flight invites you into this exciting era, where you become one of those pioneers. Your mission? Start with a simple flying machine, test it, watch it crash, improve it, and test it again. The aim is to fly the farthest within four years and become the celebrated king of the sky.

👥 1-4 players, ages 12+
⌛ Playing time: 45-75 minutes
📝 Designer: Matthew O’Malley & Ben Rosset
🎨 Artwork: Tomasz Bogusz & Amelia Sales

🏢 Publisher: Genius Games (English Version), Happy Meeple Games (Dutch/French Version) (review copy provided)

 

Taking to the Skies: The Premise of First in Flight

Here’s how it works: Players move their pilot pieces around the track in a clockwise direction. The strategy here is interesting: the player lagging the furthest behind on the track gets the next turn.

Before embarking on their maiden voyage, players have the chance to gather funding, accrue experience, and enhance their flight capabilities with upgraded cards. Flying involves drawing cards from your flight deck to increase the distance traveled. But there’s a catch: you must decide when to play your descend card to land safely. During your flight, if you uncover four design flaws before landing, your plane crashes.

Not to worry, though—crashes aren’t the end. You can fix your plane and address the flaws before your next flight. This phase also allows for further development, introducing technology, skills, and allies that give you special abilities to extend your flight distance.

The game concludes after four years of in-game time, or if someone manages to reach a distance of 40. The player who has flown the farthest is hailed as the pioneer of aeronautics.

 

Inside the Box: Design and Accessibility

First in Flight takes us back to the days when the sky was a new frontier. Created by designers Matthew O’Malley and Ben Rosset, this game is for 1-4 players, recommended for ages 12 and up, and it typically takes about an hour to play. The English edition is released by Artana Games, a Genius Games imprint, and there are Dutch/French versions from Happy Meeple Games.

The game rules are quite straightforward, which is great because it means even younger players who are used to board games might find it engaging despite the official age recommendation of 12+. The rulebook is a helpful guide, clearly laid out, and includes a brief overview at the end for quick reference. For those playing in pairs, there’s an interesting twist with rules for a neutral player to keep things competitive. Solo players aren’t left out either, thanks to a dedicated set of rules for playing alone.

When it comes to what’s in the box, the quality of the components does the job nicely. The cards are made to last, which is essential since they’ll be shuffled and handled quite a bit. The wooden airplane pieces, unique to each player, not only function well but also add a charming touch to the game. Artists Tomasz Bogusz and Amelia Sales have done a wonderful job with the visuals on both the board and cards. The game board itself is double-sided to accommodate varying numbers of players, which is a thoughtful detail.

Beyond the gameplay, First in Flight does something special by weaving historical accuracy into the fabric of the game. It belongs to the Genius Games history line, and players can choose from real historical figures like Alexander Graham Bell and the Wright brothers, each offering unique abilities in the game. The rulebook goes a step further, giving players a glimpse into the historical significance of these aviation pioneers.

 

The Thrill of Flight: Risk and Reward in Gameplay

In First in Flight, the mix of engine and deck building with a sprinkle of push-your-luck elements offers a gameplay experience that keeps everyone guessing and giggling, especially during flight attempts. It’s fascinating how the game brings out different strategies within the same group. In our games, for instance, I tend to be more cautious, while Wouter is the daredevil who embraces the game’s push-your-luck spirit. More often than not, our bold moves end with our planes crashing, but it’s all in good fun.

The game cleverly uses timing as a key component. Some actions cost you money, others time. This is represented on the board by time spaces between actions, nudging players forward, and freeing up spaces for others. This mechanic also means your next turn might come later than you’d like, especially if you crash and need to spend time on recovery. It’s an interesting twist that sometimes sees players overtaking each other based on timing rather than strategy alone.

Luck plays a significant role when drawing fly cards, embodying the essence of push-your-luck gameplay. However, players have the chance to tilt the odds in their favor slightly by acquiring technologies, skills, and helpers. Direct interactions between players are minimal but meaningful. You might find yourself racing to claim a card before someone else or choosing an action that forces you to advance further on the track, making you wait longer for your next move.

Final Thoughts

We’ve had a blast playing First in Flight. It seamlessly combines various mechanics, evoking the push-your-luck thrills found in games like The Quacks of Quedlinburg. If you enjoy that, you’ll likely appreciate this game, too. Its historical theme not only makes it engaging but also adds an educational twist we’ve come to appreciate. It’s accessible, enjoyable, and a great pick for family game nights. From us, it comes highly recommended.

📝 Disclaimer: We received a copy of First in Flight from the publishers Happy Meeple Games and Genius Games.

 

 

 

 

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