Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
The year 2050, an emergency at the airport! A passenger plane has been hijacked by unknown hijackers.
Core mechanisms
Key systems that shape the decisions players make.
Open Drafting
Select cards or items from a shared face-up display.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Negotiation
Make proposals, promises, or deals directly with other players.
Hidden Victory Points
Some scores remain concealed until a reveal or the end of the game.
Semi-Cooperative Game
Players share some objectives while retaining individual victory conditions.
Read the full game description
The year 2050, an emergency at the airport! A passenger plane has been hijacked by unknown hijackers. The airport has been cordoned off, the plane is surrounded by police. Efforts must be made as soon as possible to ensure that passengers are safely evacuated from the aircraft and that the hijackers are persuaded to surrender. As a negotiator, are you able to free passengers before the police team invades the plane? The game is played in different rounds in which players use two dice each round to get passenger cards or do other actions which gives them points or so called 'demands'. Also, players build trust, so the hijackers are willing to negotiate with them. The negotiators are able to work together in order to free as many passengers as they can, but can also try and work on their own. —description from the designer